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Balancing encounters for a 6 player party - help!
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<blockquote data-quote="Persiflage" data-source="post: 5294831" data-attributes="member: 73597"><p>What's that? I mean, obviously I know what an apothecary is, but I'm not familiar with it as a class in D&D... there are so damn many these days <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><em>Anyone</em> who can cast Necromantic spells can make them into potions by the simple expedient of taking the Brew Potion feat.</p><p></p><p>A <em>syringe</em> feature? This class sounds... odd.</p><p></p><p>You didn't find any rules on that because it isn't supposed to be possible; the section in the SRD that I quoted in my earlier post makes that clear. I mean, seriously, <em>why</em> would it be possible? How are you going to force someone to drink a freakin' pint of liquid in the middle of combat? Are we talking about a really vicious curly straw or what?</p><p></p><p>It sounds like you've got a whole load of house-rules going on before you or your group have got a grip on the <em>actual</em> rules, and I suspect that this is why things are getting away from you. </p><p></p><p>All the advice people on the thread have given you is good advice, but I suggest that you need to worry a bit more about the fundamental problem first: to whit, that you and your group don't know the rules of the game. House rules are great, I'm all in favour of house rules, but you have to know what the rules are before you can override them or you'll end up playing Magical Princess Tea Party.</p><p></p><p>Then you've really answered your own question. CR is the least of your worries right now.</p><p></p><p>I would suggest starting over (or at least putting the current campaign on hold) and holding a couple of "arena" sessions. Start with 1st-level characters and 1st-level challenges on a fixed battleground, and use the time to learn how combat works. You can make it interesting, by all means, but the point will be to try different combat scenarios (grappling, charging, difficult terrain, basic spellcasting approaches) and learn the rules as you go.</p><p></p><p>I've done this for novice groups before and it has worked very well. Get them to build their characters and wipe the slate clean after every encounter: all hp's restored, all spells recovered, all ammunition and other equipment unused, etc. If it helps, you can always use a flavourful background. Maybe an Adventurers' Training Camp run by a powerful wizard who's essentially running the party through Holodeck simulations by the use of powerful illusions.</p><p></p><p>Meh, just a suggestion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Persiflage, post: 5294831, member: 73597"] What's that? I mean, obviously I know what an apothecary is, but I'm not familiar with it as a class in D&D... there are so damn many these days :) [I]Anyone[/I] who can cast Necromantic spells can make them into potions by the simple expedient of taking the Brew Potion feat. A [I]syringe[/I] feature? This class sounds... odd. You didn't find any rules on that because it isn't supposed to be possible; the section in the SRD that I quoted in my earlier post makes that clear. I mean, seriously, [I]why[/I] would it be possible? How are you going to force someone to drink a freakin' pint of liquid in the middle of combat? Are we talking about a really vicious curly straw or what? It sounds like you've got a whole load of house-rules going on before you or your group have got a grip on the [I]actual[/I] rules, and I suspect that this is why things are getting away from you. All the advice people on the thread have given you is good advice, but I suggest that you need to worry a bit more about the fundamental problem first: to whit, that you and your group don't know the rules of the game. House rules are great, I'm all in favour of house rules, but you have to know what the rules are before you can override them or you'll end up playing Magical Princess Tea Party. Then you've really answered your own question. CR is the least of your worries right now. I would suggest starting over (or at least putting the current campaign on hold) and holding a couple of "arena" sessions. Start with 1st-level characters and 1st-level challenges on a fixed battleground, and use the time to learn how combat works. You can make it interesting, by all means, but the point will be to try different combat scenarios (grappling, charging, difficult terrain, basic spellcasting approaches) and learn the rules as you go. I've done this for novice groups before and it has worked very well. Get them to build their characters and wipe the slate clean after every encounter: all hp's restored, all spells recovered, all ammunition and other equipment unused, etc. If it helps, you can always use a flavourful background. Maybe an Adventurers' Training Camp run by a powerful wizard who's essentially running the party through Holodeck simulations by the use of powerful illusions. Meh, just a suggestion :) [/QUOTE]
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