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General Tabletop Discussion
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A Mess of OP Characters (magic items, rest mechanics, etc.)
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<blockquote data-quote="Oofta" data-source="post: 8957413" data-attributes="member: 6801845"><p>If the scenario doesn't allow for enemies to come from multiple directions, there's still the option of sending in waves. Personally I'd just change the setup. A picture may tell a thousand words, but it doesn't have to tell the players everything there is to know. I'm also kinda mean when it comes to fireball, I actually use the rule that it sets unattended items on fire. Not knowing the lycanthrope scenario, If I were to do something like that I'd either still have the lycanthropes attack from multiple directions or have the lycanthropes appear to be harmless until they effectively have the party surrounded. I usually max out HP for lycanthropes (at least) and similar creatures with damage immunity if the entire party has at least magic weapons. The CR for those creatures seems to assume that at least some of the party will be ineffective because they don't have a magical or silvered weapon. Creatures with 44 HP is quite low for PCs level 6, even a CR 3 werewolf has 58 HP. Not sure how you're getting your CR levels. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p>In the desert picture, I go back to the question of how the PCs snuck up on the bandit camp. If it's truly barren (and again, that's actually pretty rare) there was nothing for the PCs to hide behind. I quoted the DMG a few posts back, but the bandits are so much lower CR than the rest of the enemies I'm not even sure I'd consider them in the calculation.</p><p></p><p>Then there's the 1-2 encounters per day and an overpowered wand. The former has multiple fixes, I use the alternate short rest rules I know plenty of people just rule that you have to be in a safe and secure location to benefit from a long rest. I've told you what I would do with the latter, you could also just make it an old school wand that only has X charges ever.</p><p></p><p>I rarely use modules because I would likely end up rewriting the encounters anyway. When I do use them it's for the general descriptions and plot, NPCs, etc. But one of the big issues that there's no easy answer for is that D&D is a game for dungeon crawls <em>and</em> exploration/travel scenarios with everything in between. I've managed to solve that issue for me by narrating a lot of travel time unless there's a really tough fight along with using the gritty rest rules. I don't do dungeon crawls, instead my games are typically "everything is going fine, what do you do during your downtime" followed by the excrement hitting the fan for a few days.</p><p></p><p>I think you need to chat with the players and explain what the issues are. There's a multiple ways of addressing this but you have to be willing to change things if you want to fix it. Good luck.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8957413, member: 6801845"] If the scenario doesn't allow for enemies to come from multiple directions, there's still the option of sending in waves. Personally I'd just change the setup. A picture may tell a thousand words, but it doesn't have to tell the players everything there is to know. I'm also kinda mean when it comes to fireball, I actually use the rule that it sets unattended items on fire. Not knowing the lycanthrope scenario, If I were to do something like that I'd either still have the lycanthropes attack from multiple directions or have the lycanthropes appear to be harmless until they effectively have the party surrounded. I usually max out HP for lycanthropes (at least) and similar creatures with damage immunity if the entire party has at least magic weapons. The CR for those creatures seems to assume that at least some of the party will be ineffective because they don't have a magical or silvered weapon. Creatures with 44 HP is quite low for PCs level 6, even a CR 3 werewolf has 58 HP. Not sure how you're getting your CR levels. 🤷♂️ In the desert picture, I go back to the question of how the PCs snuck up on the bandit camp. If it's truly barren (and again, that's actually pretty rare) there was nothing for the PCs to hide behind. I quoted the DMG a few posts back, but the bandits are so much lower CR than the rest of the enemies I'm not even sure I'd consider them in the calculation. Then there's the 1-2 encounters per day and an overpowered wand. The former has multiple fixes, I use the alternate short rest rules I know plenty of people just rule that you have to be in a safe and secure location to benefit from a long rest. I've told you what I would do with the latter, you could also just make it an old school wand that only has X charges ever. I rarely use modules because I would likely end up rewriting the encounters anyway. When I do use them it's for the general descriptions and plot, NPCs, etc. But one of the big issues that there's no easy answer for is that D&D is a game for dungeon crawls [I]and[/I] exploration/travel scenarios with everything in between. I've managed to solve that issue for me by narrating a lot of travel time unless there's a really tough fight along with using the gritty rest rules. I don't do dungeon crawls, instead my games are typically "everything is going fine, what do you do during your downtime" followed by the excrement hitting the fan for a few days. I think you need to chat with the players and explain what the issues are. There's a multiple ways of addressing this but you have to be willing to change things if you want to fix it. Good luck. [/QUOTE]
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