D&D 5E Against the Giants for 5e

The problem I have with henchmen or folks running two PCs (which we have done in 1e), is combat slowing to a crawl.
 

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I say run it as is...updating the monsters to their 5e stats, obviously.

If the PCs get in over their heads, it's the players' job to figure out how to get them out. If they have to run away, or take losses, so be it.
 

I think this is a common mistake when comparing editions. The role of a 1e magic-user was to blast monsters with high damage spells. The 5e wizard only fits that role as an evoker, other schools are more about controlling the battlefield or making other characters more effective.

This.

I say run it as-is, as a one-shot. If the players lose, they lose and can try again with a different approach. The intermediate TPKs will make victory all the sweeter when it finally happens.

I can think of combat-heavy approaches that would likely succeed (e.g. heavy use of Polymorph; or a party of Moon Druids (Pass Without Trace, Spike Growth) with a Necromancer 6/Warlock 3 who freely uses Rope Trick to let the party rest anytime and anywhere), and there are more strategic approaches that would likely succeed too (Combat As War; decoys w/ illusions and high mobility to make the enemy divide his forces so you can defeat them in detail). Eventually the players will find something that works for them.
 


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