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General Tabletop Discussion
*Dungeons & Dragons
5th ed D&D general impressions from a new player and DM.
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<blockquote data-quote="Gorg" data-source="post: 8199361" data-attributes="member: 7029501"><p>One of the things I liked most about 3rd ed, as a DM- is how easy it was to adjust the CR of an encounter, by advancing monsters, or adding class "templates" to them. The default Kobolds were kinda pushovers for all but the weakest 1st level parties- or a solo character. You needed gobs of them- which tends to bog down combat. OR, you could pull an "evil DM trick", and advance them- or give them some warrior levels, and have them be led by a shaman or something!</p><p></p><p> "WTH???? Why isn't that $#%&*$ pipsqueak dead yet???" And they really hate it, when the kobolds start casting spells back at them, lol.</p><p></p><p> To stave off XP inflation, I'd also give them max hp, shields, better weapons, etc, and have them use effective tactics. Levelling up monsters is great and all- and it allows you to get more mileage out of them as your PC's get stronger- but it also makes them worth more XP. Which accelerates the player's advancement. So does simply adding MORE monsters. I often found that I had to adjust the difficulty upward when using official D&D modules. I took one party through the linked adventures beginning with The Sunless Citadel. Pretty good stuff, and some very interesting settings- but my players found them too easy. I got to have some real fun making them tougher without feeding them silly amounts of extra XP.</p><p></p><p> One player in particular really hates hobgoblins, thanks to Sunless Citadel!</p><p></p><p> Orc barbarians were just plain rude.</p></blockquote><p></p>
[QUOTE="Gorg, post: 8199361, member: 7029501"] One of the things I liked most about 3rd ed, as a DM- is how easy it was to adjust the CR of an encounter, by advancing monsters, or adding class "templates" to them. The default Kobolds were kinda pushovers for all but the weakest 1st level parties- or a solo character. You needed gobs of them- which tends to bog down combat. OR, you could pull an "evil DM trick", and advance them- or give them some warrior levels, and have them be led by a shaman or something! "WTH???? Why isn't that $#%&*$ pipsqueak dead yet???" And they really hate it, when the kobolds start casting spells back at them, lol. To stave off XP inflation, I'd also give them max hp, shields, better weapons, etc, and have them use effective tactics. Levelling up monsters is great and all- and it allows you to get more mileage out of them as your PC's get stronger- but it also makes them worth more XP. Which accelerates the player's advancement. So does simply adding MORE monsters. I often found that I had to adjust the difficulty upward when using official D&D modules. I took one party through the linked adventures beginning with The Sunless Citadel. Pretty good stuff, and some very interesting settings- but my players found them too easy. I got to have some real fun making them tougher without feeding them silly amounts of extra XP. One player in particular really hates hobgoblins, thanks to Sunless Citadel! Orc barbarians were just plain rude. [/QUOTE]
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