MonsterEnvy
Legend
It’s from the DMG and is for the whole party.@MonsterEnvy Is this list based on the DMG, per character, or number of in the entire party? :3
It’s from the DMG and is for the whole party.@MonsterEnvy Is this list based on the DMG, per character, or number of in the entire party? :3
Why should it be legendary, it’s no different than a Flame Tongue adding 2d6 fire damage and it’s also rare.
We played Vecna right before Where Evil Lives. That was not well balanced either and the final fight against Vecna was rather anti-climatic, but that was with weaker 5E characters.I am not sure anyone knows how to do this. From what I have heard Vecna did not do this well either
Doesn't require attunement and it's not fire damage.
Most of the party wearing 10 rings of resistances (all rare). I think that is nowhere near the recommended amount of magic items.
The DMG table is per party, not per PC...
Yes, vicious weapons do more damage. But don't add to hit.The recommended is 100 magic items total at this level for the party. We do not have that many, even with about 40 Rings of Resistance in the party.
I am not saying we don't have a lot of magic, or even that we don't have more magic power overall than is recommended considering the large number of rare items, but we don't have a lot more than is recommended, and we have much less Legendary items than recommended. As such it is not "nowhere near" the recommended, it is actually pretty close to being in line, give or take.
I think the bigger problem is some of the magic items (Vicious Weapons and Rings of Resistance in particular) are more powerful than they should be at that rarity level and if those were Legendary and Very Rare respectively (as they should be considering their power), then yes we would have "nowhere near" the recommended.
Yes, vicious weapons do more damage. But don't add to hit.
1. The combat takes a lot longer at lower level, but is quicker at high level because enemies fall quickly (too quickly TBH)
2. Combat balance is worse at high level than in 5E. By the end of the campaign most fights were lasting only 1 round. Bosses went down without a turn at all about half the time. This is an MCDM adventure with a bunch of buffed monsters too, it would be worse using 5E or 2024 standard monsters.
Even at low levels they don't stick around long. And I often buff hit points. 3 or 4 rounds are typical for longer fights.Breaking down the math in the Monster Manual, this is my biggest worry. The general trend I see is that at low levels, monsters rely on sticking around for a long time to be a threat. Their attacks aren't too threatening, but after 5 or 6 rounds they wear down the party. The haunted house revenant is the poster child for this.
At high levels, monsters don't seem to have the defenses or HP to stand up for long against characters. Their damage has been scaled up, but they don't seem like they can handle the party's high level abilities.