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General Tabletop Discussion
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5e combat system too simple / boring?
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<blockquote data-quote="iserith" data-source="post: 6784964" data-attributes="member: 97077"><p>It's not clear to me if the weapons are in the room beyond this treant or in the same room. I'd probably put them in the same room, perhaps tangled up in its roots or high up in its branches. Small subchambers spread out in the room might also be good for this (like one weapon per room) or small mounds. This adds the exploration pillar to the challenge.</p><p></p><p>If the PCs can figure out a way to get the weapons and get out, then the damage output of the monsters effectively become a countdown to doom - linger and pay with blood. Get the weapons and flee and you have a better chance of survival. This is a good way for you to set aside any concern about the monster's damage output. One good hit will demonstrate the danger in slugging it out to the bitter end and, if your players are as savvy as you say, they'll modify their approach accordingly.</p><p></p><p></p><p></p><p>I still think the needle blights are the way to go. They're easier to dispatch individually or perhaps with an AOE, increase the action economy of Team Monster, and are a little more interesting than a couple of extra trees to fight. Two dozen or so ought to do it. If the thought of running 24 monsters is troubling, you could make it a swarm that degrades into 12 individual monsters when reduced to half hit points.</p><p></p><p></p><p></p><p>I would probably limit the boulders to three and have the chamber be big enough where if the boulder is thrown at a PC at the edge of the chamber, then the treant has to move to recover a boulder. If the players are clever, they can get the boulders spaced out enough to where the treant can't use that throw rock Legendary Action.</p><p></p><p></p><p></p><p>How much access to fire does the group have? What's your call on a PC lighting up his or her arrows? Does one of the druid weapons have some kind of "flaming" quality? I would probably put one of those in as a reward for engaging with the exploration pillar, provided you use the idea I mentioned above.</p><p></p><p></p><p></p><p>When I see Siege Monster, I want to break stuff. I would give some serious thought to building the environment such that this becomes a thing. The Samson moment is cool and is a classic trope of the cavern/ruins crumbling after the BBEG goes down - the challenge of escaping the place before being cut to shreds might be a good finish.</p><p></p><p>Another idea might be to have the chamber be some kind of big thorny pit with the treant in the center and wooden platforms running from the door to a central platform that surrounds it and out to other chambers (perhaps where the weapons are stored). The treant generally stays put in the center, but it can smash the platforms the PCs are standing on, causing a fall. It can also smash the platforms that lead to the weapon chambers, complicating the PCs' efforts to reach them. This may also alleviate some of your concerns about its damage output since it isn't attacking PCs if it's attacking platforms.</p></blockquote><p></p>
[QUOTE="iserith, post: 6784964, member: 97077"] It's not clear to me if the weapons are in the room beyond this treant or in the same room. I'd probably put them in the same room, perhaps tangled up in its roots or high up in its branches. Small subchambers spread out in the room might also be good for this (like one weapon per room) or small mounds. This adds the exploration pillar to the challenge. If the PCs can figure out a way to get the weapons and get out, then the damage output of the monsters effectively become a countdown to doom - linger and pay with blood. Get the weapons and flee and you have a better chance of survival. This is a good way for you to set aside any concern about the monster's damage output. One good hit will demonstrate the danger in slugging it out to the bitter end and, if your players are as savvy as you say, they'll modify their approach accordingly. I still think the needle blights are the way to go. They're easier to dispatch individually or perhaps with an AOE, increase the action economy of Team Monster, and are a little more interesting than a couple of extra trees to fight. Two dozen or so ought to do it. If the thought of running 24 monsters is troubling, you could make it a swarm that degrades into 12 individual monsters when reduced to half hit points. I would probably limit the boulders to three and have the chamber be big enough where if the boulder is thrown at a PC at the edge of the chamber, then the treant has to move to recover a boulder. If the players are clever, they can get the boulders spaced out enough to where the treant can't use that throw rock Legendary Action. How much access to fire does the group have? What's your call on a PC lighting up his or her arrows? Does one of the druid weapons have some kind of "flaming" quality? I would probably put one of those in as a reward for engaging with the exploration pillar, provided you use the idea I mentioned above. When I see Siege Monster, I want to break stuff. I would give some serious thought to building the environment such that this becomes a thing. The Samson moment is cool and is a classic trope of the cavern/ruins crumbling after the BBEG goes down - the challenge of escaping the place before being cut to shreds might be a good finish. Another idea might be to have the chamber be some kind of big thorny pit with the treant in the center and wooden platforms running from the door to a central platform that surrounds it and out to other chambers (perhaps where the weapons are stored). The treant generally stays put in the center, but it can smash the platforms the PCs are standing on, causing a fall. It can also smash the platforms that lead to the weapon chambers, complicating the PCs' efforts to reach them. This may also alleviate some of your concerns about its damage output since it isn't attacking PCs if it's attacking platforms. [/QUOTE]
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