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General Tabletop Discussion
*Dungeons & Dragons
Balancing Full Casters with Non-Casters
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<blockquote data-quote="Oofta" data-source="post: 7338728" data-attributes="member: 6801845"><p>I'll just echo what other people have stated, if you do the 6-8 encounters per long rest with a couple of short rests thrown in things work reasonably well in my experience (I've DMed and played in a couple of 5E campaigns now that went to 20th).</p><p></p><p>In order to get to that goal, I use the optional rules from the DMG that a short rest is overnight, a long rest is several days, usually a week or so. I find that it works better from a narrative perspective and I usually don't have to artificially rush in-game time.</p><p></p><p>But other things to consider are to change up tactics. If the bad guys always show up in fireball (or meteor-swarm) formation with no reason to <em>not</em> nuke them, then fights get boring. So mix it up. Have enemies come in waves and from different directions. Have innocent villagers captive somewhere in the orcish stronghold. Set goals for combat other than kill the bad guys. If the party is well known, have enemies hiding in the shadows casting counterspell.</p><p></p><p>Just remember that sometimes nuking the bad guys is also fun. High level spellcasters <em>should</em> be something to be feared, but round-for-round the vanilla fighter can also hold their own. </p><p></p><p>As far as the generic fighter feeling, well, generic and boring that can in some cases be countered by rewarding creative play. Reward them for swinging from chandeliers or set up doors that need kicking in and so on.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7338728, member: 6801845"] I'll just echo what other people have stated, if you do the 6-8 encounters per long rest with a couple of short rests thrown in things work reasonably well in my experience (I've DMed and played in a couple of 5E campaigns now that went to 20th). In order to get to that goal, I use the optional rules from the DMG that a short rest is overnight, a long rest is several days, usually a week or so. I find that it works better from a narrative perspective and I usually don't have to artificially rush in-game time. But other things to consider are to change up tactics. If the bad guys always show up in fireball (or meteor-swarm) formation with no reason to [I]not[/I] nuke them, then fights get boring. So mix it up. Have enemies come in waves and from different directions. Have innocent villagers captive somewhere in the orcish stronghold. Set goals for combat other than kill the bad guys. If the party is well known, have enemies hiding in the shadows casting counterspell. Just remember that sometimes nuking the bad guys is also fun. High level spellcasters [I]should[/I] be something to be feared, but round-for-round the vanilla fighter can also hold their own. As far as the generic fighter feeling, well, generic and boring that can in some cases be countered by rewarding creative play. Reward them for swinging from chandeliers or set up doors that need kicking in and so on. [/QUOTE]
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