Chaosmancer
Legend
So... this thread is just another "modern DnD is too easy and no one likes consequences" thread? I was hoping to see if there were actual problems with DMing in the new rules that I forgot, not just the idea that PC power is a problem.
I've been on record many, many times saying that I am a "no-death" DM. It is a huge annoyance to me when PCs die, and so I try to avoid it whenever possible. But, I have a dirty little secret I rarely bring up on these forums. If I DID have death in my games? Then I'd likely TPK the party at least once an adventure, and I'd definitely (if I was setting out with the goal of killing player characters) have a hefty number of dead PCs. There have been multiple campaigns, and multiple characters where I have been sweating bullets, because a particularly hot or cold run of the dice has left me in a situation where I myself am not sure if the PCs can win the day. Where they barely scrape by because of a lucky crit, or a particularly clever tactic.
Now, I have also had many , many people online tell me that I am a terrible DM, that I don't know what I am doing, that I am not running DnD properly, ect. So, if I, a terrible no-skill DM who cares too much about story have nearly TPK'd multiple parties by accident... what's your excuse for not being able to challenge them?
Bonus Action potions? We've been using Bonus Action potions for years, heck WOTC acknowledged how many tables use bonus action potions. I know someone mentioned that they prefered it to be an action because it caused decisions, but we've long found the opposite. Whenever we have had action potions, they almost never get used. I actually was annoyed once to get a potion of Hill Giant Strength as treasure, not because my paladin couldn't use it, but because there was never a point where "wait, let me get a +2 to my attacks" was a good tactical decision, and since the potion didn't last very long, then I couldn't take it before the fight. The only time potions got used was after a fight (healing potions), during a fight if we need to force feed someone a healing potion so they didn't die, or before a fight if we could stand around and prep buffs. Which was incredibly rare. Personally? I love bonus action potions because that means I might see people actually use potions I give out as treasure.
But, I'm not going to leave people with no advice either, and there is one thing that a lot of DMs I've talked to have forgotten or just don't use. Remember, the hp on the monster statblock? That is the average hp. Without changing the CR, you can boost that HP up to the max, or below. Also, if you don't mind changing the CR... change the monster's equipment. It is a minor change that isn't too much work for the DM if they are like me and write down stats ahead of time so they aren't flipping through the book. Take an Ogre that has 11 AC with hide armor and a greatclub dealing 2d8+4, and swap it for some chainmail giving them an AC of 16 and a Greataxe that does 2d12+4. That is a major bump in the monster's strength with minimal homebrewing.
Honestly, I know people decry homebrewing monsters as a sign that WoTC has sinned and created more work for the poor DM... but frankly, once you get to high enough player levels... homebrewing is just a necessity. Not because WoTC is horrible and bad and evil, but because groups diverge from the mean. You can't challenge a party of paladins and clerics who have magical gear that boosts their defenses and healing, and feats that allow them to buff and empower their allies with the same monster than can challenge team nova strike whose characters have all built to deal as much damage as possible on round 1. There is just never going to be a one-size fits all for high level play.
I've been on record many, many times saying that I am a "no-death" DM. It is a huge annoyance to me when PCs die, and so I try to avoid it whenever possible. But, I have a dirty little secret I rarely bring up on these forums. If I DID have death in my games? Then I'd likely TPK the party at least once an adventure, and I'd definitely (if I was setting out with the goal of killing player characters) have a hefty number of dead PCs. There have been multiple campaigns, and multiple characters where I have been sweating bullets, because a particularly hot or cold run of the dice has left me in a situation where I myself am not sure if the PCs can win the day. Where they barely scrape by because of a lucky crit, or a particularly clever tactic.
Now, I have also had many , many people online tell me that I am a terrible DM, that I don't know what I am doing, that I am not running DnD properly, ect. So, if I, a terrible no-skill DM who cares too much about story have nearly TPK'd multiple parties by accident... what's your excuse for not being able to challenge them?
Bonus Action potions? We've been using Bonus Action potions for years, heck WOTC acknowledged how many tables use bonus action potions. I know someone mentioned that they prefered it to be an action because it caused decisions, but we've long found the opposite. Whenever we have had action potions, they almost never get used. I actually was annoyed once to get a potion of Hill Giant Strength as treasure, not because my paladin couldn't use it, but because there was never a point where "wait, let me get a +2 to my attacks" was a good tactical decision, and since the potion didn't last very long, then I couldn't take it before the fight. The only time potions got used was after a fight (healing potions), during a fight if we need to force feed someone a healing potion so they didn't die, or before a fight if we could stand around and prep buffs. Which was incredibly rare. Personally? I love bonus action potions because that means I might see people actually use potions I give out as treasure.
But, I'm not going to leave people with no advice either, and there is one thing that a lot of DMs I've talked to have forgotten or just don't use. Remember, the hp on the monster statblock? That is the average hp. Without changing the CR, you can boost that HP up to the max, or below. Also, if you don't mind changing the CR... change the monster's equipment. It is a minor change that isn't too much work for the DM if they are like me and write down stats ahead of time so they aren't flipping through the book. Take an Ogre that has 11 AC with hide armor and a greatclub dealing 2d8+4, and swap it for some chainmail giving them an AC of 16 and a Greataxe that does 2d12+4. That is a major bump in the monster's strength with minimal homebrewing.
Honestly, I know people decry homebrewing monsters as a sign that WoTC has sinned and created more work for the poor DM... but frankly, once you get to high enough player levels... homebrewing is just a necessity. Not because WoTC is horrible and bad and evil, but because groups diverge from the mean. You can't challenge a party of paladins and clerics who have magical gear that boosts their defenses and healing, and feats that allow them to buff and empower their allies with the same monster than can challenge team nova strike whose characters have all built to deal as much damage as possible on round 1. There is just never going to be a one-size fits all for high level play.