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General Tabletop Discussion
*Dungeons & Dragons
5.5 and making the game easier for players and harder for DMs
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<blockquote data-quote="Oofta" data-source="post: 9395184" data-attributes="member: 6801845"><p>I agree that the majority of monsters from the MM are underpowered and need revision. I just don't find it hard to beef them up if I want or simply throw more. That, and any CR system they come up with it will still be a guesstimate when even fundamental things like feats and magic items are optional.</p><p></p><p></p><p></p><p>But again, if you don't like high level games you don't. You can never please everyone and if you try you often end up pleasing no one. I'll just reiterate that the MM needs to be redone. They plan on doing that and we'll see how it goes. If you want tougher monsters a few minor tweaks usually does the trick and I've used a few 3PP books. I find reskinning monsters also helps, it's not a Balor it's just the latest monster created by Doc McCrazy the mad gnome. Doc McCrazy is, of course, running around in a mech which is just a Warforged Colossus with a few extra tricks up it's sleeve. I also use a slightly different calculator than the one that comes with the DMG, never bother with easy fights and then just adjust between medium and hard/borderline deadly depending on the group.</p><p></p><p>The CR and difficulties seem to be aimed at a group of 4 non-optimized newbies. Oh, and solos have never worked very well unless you give them significant environmental benefits. My biggest pet peeve is that high CR monsters are always huge and all the high level wizards are copies of each other, all with really stupid spell list. My other pet peeve is that modules have a tendency to throw relatively low level characters into situations that should be reserved for top tier PCs. Facing an aspect of Tiamat at 11th level? Really? Going to the hells at, what, level 3? Where do you go from there? </p><p></p><p>To do a high level campaign well you really have to know your players and what they're capable of. I find it fun and rewarding but I understand why some people do not.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9395184, member: 6801845"] I agree that the majority of monsters from the MM are underpowered and need revision. I just don't find it hard to beef them up if I want or simply throw more. That, and any CR system they come up with it will still be a guesstimate when even fundamental things like feats and magic items are optional. But again, if you don't like high level games you don't. You can never please everyone and if you try you often end up pleasing no one. I'll just reiterate that the MM needs to be redone. They plan on doing that and we'll see how it goes. If you want tougher monsters a few minor tweaks usually does the trick and I've used a few 3PP books. I find reskinning monsters also helps, it's not a Balor it's just the latest monster created by Doc McCrazy the mad gnome. Doc McCrazy is, of course, running around in a mech which is just a Warforged Colossus with a few extra tricks up it's sleeve. I also use a slightly different calculator than the one that comes with the DMG, never bother with easy fights and then just adjust between medium and hard/borderline deadly depending on the group. The CR and difficulties seem to be aimed at a group of 4 non-optimized newbies. Oh, and solos have never worked very well unless you give them significant environmental benefits. My biggest pet peeve is that high CR monsters are always huge and all the high level wizards are copies of each other, all with really stupid spell list. My other pet peeve is that modules have a tendency to throw relatively low level characters into situations that should be reserved for top tier PCs. Facing an aspect of Tiamat at 11th level? Really? Going to the hells at, what, level 3? Where do you go from there? To do a high level campaign well you really have to know your players and what they're capable of. I find it fun and rewarding but I understand why some people do not. [/QUOTE]
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