Let me give you the run-down of the situation, and maybe we can figure out some kind of a solution.
TL;DR - My group consists of 7 players, are fully loaded with powerful magic items, and face only 1-2 encounters per day. All of these elements are against the design intent for 5e.
I don't even mind that they're OP. However, I'm now getting complaints from players that they don't do anything. The caster comes in and wipes out any encounter in a single turn. People barely get an attack roll. "It's a waste of time to even roll Initiative.")
They are 6th level, easily stomping through an adventure for 6-8 9th level characters. Even without the magic items, I honestly don't think they'd be having much difficulty. And it's not like it has to be hardcore mode - I just don't want them getting bored, which is something they're telling me.
What can be done? I'm assuming that Necropolis won't take much time - we're past the midpoint of the book's adventure content after three sessions. I'd rather not add big house rules midway through an adventure. Maybe it's best to think about what should be done next?
I'm just at a loss here and want to give these kids the best time I can.
TL;DR - My group consists of 7 players, are fully loaded with powerful magic items, and face only 1-2 encounters per day. All of these elements are against the design intent for 5e.
- We have 7 players because there are three families involved. I can't "uninvite" people to pare down the group - as these are all friends.
- The players are mostly between ages 13-19. They enjoy showing off their power. And they're pretty much murder hobos.
- We played through OAR: Isle of Dread, which handed out gold and magic items Willy-Nilly. (Because, you know, there's absolutely no guidance for this in 5e.)
- Wanting to cash in their gold and buy magic items, we used the Level Up "Trials and Treasure" book for prices. (Because, you know, there's absolutely no guidance for this in 5e.)
- So now there are characters running around with very potent magic items (a Wand of Reverse Gravity - for example), which can basically one-shot an encounter.
- And the way the adventure is set-up (Necropolis by Frog God Games/Necromancer), there's no way to conceivably do a half dozen or so adventures a day (a barren wasteland, small towns, etc.)
I don't even mind that they're OP. However, I'm now getting complaints from players that they don't do anything. The caster comes in and wipes out any encounter in a single turn. People barely get an attack roll. "It's a waste of time to even roll Initiative.")
They are 6th level, easily stomping through an adventure for 6-8 9th level characters. Even without the magic items, I honestly don't think they'd be having much difficulty. And it's not like it has to be hardcore mode - I just don't want them getting bored, which is something they're telling me.
What can be done? I'm assuming that Necropolis won't take much time - we're past the midpoint of the book's adventure content after three sessions. I'd rather not add big house rules midway through an adventure. Maybe it's best to think about what should be done next?
I'm just at a loss here and want to give these kids the best time I can.