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General Tabletop Discussion
*Dungeons & Dragons
A Mess of OP Characters (magic items, rest mechanics, etc.)
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<blockquote data-quote="DEFCON 1" data-source="post: 8957216" data-attributes="member: 7006"><p>Some of my own suggestions when I face similar situations of larger groups of players:</p><p></p><p>- Max HP every monster.</p><p></p><p>- Add a bonus to every monster's attack roll equal to their HD equivalent of proficiency bonus (so up to CR 4 creatures get a +2, CR 5-8 get a +3 etc.) And add an extra die of damage to every attack. (Monster stats are too low in the MM as-is.)</p><p></p><p>- Monsters that have Resistance To <em>Non-Magical</em> Bludgeoning, Piercing & Slashing Weapons instead have Resistance to ALL Bludgeoning, Piercing & Slashing Weapons (regardless if they are magical or not.) For my money if Barbarians at 1st level get that ability to Resist all B/P/S attacks (magical or no), then almost all monsters that have Resistance to B/P/S should get the same thing.</p><p></p><p>- Don't use the Encounter Building rules, just throw down whatever you want on the battlefield. Or if you HAVE to use those rules, definitely do not use the rule that doubles the encounter worth for more enemies than the party-- because thinking 13 CR 1/2 bandits is worthy of balancing an encounter is not true in the slightest. For my money, also stop using anything lower than CR 2 after PC level 5 unless you treat them all essentially as minions that are meant to just make the players feel cool by crushing waves of them. If you take those "minions" out of the equation of your first encounter, you had 5 PCs versus 3 worthwhile enemies. So of course they were going to be slaughtered. Instead, make an encounter of equal numbers of powerful enemies <em>and then</em> throw a bunch of mooks onto the battlefield for flavor (since you know for a fact they will all die almost instantly from AoEs.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8957216, member: 7006"] Some of my own suggestions when I face similar situations of larger groups of players: - Max HP every monster. - Add a bonus to every monster's attack roll equal to their HD equivalent of proficiency bonus (so up to CR 4 creatures get a +2, CR 5-8 get a +3 etc.) And add an extra die of damage to every attack. (Monster stats are too low in the MM as-is.) - Monsters that have Resistance To [I]Non-Magical[/I] Bludgeoning, Piercing & Slashing Weapons instead have Resistance to ALL Bludgeoning, Piercing & Slashing Weapons (regardless if they are magical or not.) For my money if Barbarians at 1st level get that ability to Resist all B/P/S attacks (magical or no), then almost all monsters that have Resistance to B/P/S should get the same thing. - Don't use the Encounter Building rules, just throw down whatever you want on the battlefield. Or if you HAVE to use those rules, definitely do not use the rule that doubles the encounter worth for more enemies than the party-- because thinking 13 CR 1/2 bandits is worthy of balancing an encounter is not true in the slightest. For my money, also stop using anything lower than CR 2 after PC level 5 unless you treat them all essentially as minions that are meant to just make the players feel cool by crushing waves of them. If you take those "minions" out of the equation of your first encounter, you had 5 PCs versus 3 worthwhile enemies. So of course they were going to be slaughtered. Instead, make an encounter of equal numbers of powerful enemies [I]and then[/I] throw a bunch of mooks onto the battlefield for flavor (since you know for a fact they will all die almost instantly from AoEs.) [/QUOTE]
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