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Bashing bags of hitpoints
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<blockquote data-quote="5ekyu" data-source="post: 7381489" data-attributes="member: 6919838"><p>Duration of fights and Monster HP - In my experience (and some others if numerous posts i have seen on these forums are indicative) in 5e i commonly have to raise the Hp of monsters to get combats vs 4 man parties to last a decent stretch - like 5+ rounds. obviously, raise Hp and increase numbers of adversaries are all flavors of the theme. So, from that my belief is that *if* one is encountering the neverending wall-o-hp it is encounter design & party based, not a feature of 5e itself.</p><p></p><p>Encounter Design - if you do not want as much simple walls of HP with little flavor, use less of them. My settings have their share of those but the cases where thats the big mainstay of the adversary lunch buffet are almost never. When they are the focus is often a choice between engage or evade... its just rare that killing the dull meatsacks is an actual objective. Most often when it does need to be a kill the meatsack thing, its because they are being used as part of a bigger fight where there are interesting things afoot in the scenario and where YES ABSOLUTELY by design time spent killing the meatsacks is actually time spent "doing what the bad guy intends" - which again prompts the PCs to look around that approach *if* possible.</p><p></p><p>Party - not sure of your PCs but the class/levels would seem to be ones that have a wide variety of options and good opportunities to output damage without major resource drain along the lines I have seen. So, again not seeing a specific 5e problem as much as maybe a mismatch between encounter design, Gm choices and group preferences. Why throw so much "meatsack" adversaries in a scene that it will make the scene boring for your players? NOTE" "its a module" = "I wanted to". Like the old joke about the guy saying "doc it hurts when i do this" the doc would tell you "then dont do that." One of the things i do as Gm is to keep the players in mind when it comes down to details and fiddly bits... not scripting it to them but i almost never want a scene to be so simple it is boring and adding fiddly bits that both make sense for the NPC/situation and create opportunities for PCs to see diffierent approaches as useful helps make every challenge more unique, challenging and interesting.</p><p></p><p>BTW there are also feats in 5e (if you use those) where against easy-to-hit targets a character can take -5 to hit and gain +10 damage per hit. </p><p></p><p>But, at a core, one of the design principles in 5e was not just bounded accuracy (no longer ever escalating Ac) but also that its more fun to hit and damage than to miss - which makes bigger HP totals and reasonable Ac a better design choice. Would your players have been happier to take just as long against the gibberlings but have half their attacks miss? </p><p></p><p>Were there ways in the encounters that felt like a chore where the PCs could avoid or minimize or bypass the boring part and still get to the objective? If not, then the place to look for the cause of the "was just a chore" is the GM seat.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7381489, member: 6919838"] Duration of fights and Monster HP - In my experience (and some others if numerous posts i have seen on these forums are indicative) in 5e i commonly have to raise the Hp of monsters to get combats vs 4 man parties to last a decent stretch - like 5+ rounds. obviously, raise Hp and increase numbers of adversaries are all flavors of the theme. So, from that my belief is that *if* one is encountering the neverending wall-o-hp it is encounter design & party based, not a feature of 5e itself. Encounter Design - if you do not want as much simple walls of HP with little flavor, use less of them. My settings have their share of those but the cases where thats the big mainstay of the adversary lunch buffet are almost never. When they are the focus is often a choice between engage or evade... its just rare that killing the dull meatsacks is an actual objective. Most often when it does need to be a kill the meatsack thing, its because they are being used as part of a bigger fight where there are interesting things afoot in the scenario and where YES ABSOLUTELY by design time spent killing the meatsacks is actually time spent "doing what the bad guy intends" - which again prompts the PCs to look around that approach *if* possible. Party - not sure of your PCs but the class/levels would seem to be ones that have a wide variety of options and good opportunities to output damage without major resource drain along the lines I have seen. So, again not seeing a specific 5e problem as much as maybe a mismatch between encounter design, Gm choices and group preferences. Why throw so much "meatsack" adversaries in a scene that it will make the scene boring for your players? NOTE" "its a module" = "I wanted to". Like the old joke about the guy saying "doc it hurts when i do this" the doc would tell you "then dont do that." One of the things i do as Gm is to keep the players in mind when it comes down to details and fiddly bits... not scripting it to them but i almost never want a scene to be so simple it is boring and adding fiddly bits that both make sense for the NPC/situation and create opportunities for PCs to see diffierent approaches as useful helps make every challenge more unique, challenging and interesting. BTW there are also feats in 5e (if you use those) where against easy-to-hit targets a character can take -5 to hit and gain +10 damage per hit. But, at a core, one of the design principles in 5e was not just bounded accuracy (no longer ever escalating Ac) but also that its more fun to hit and damage than to miss - which makes bigger HP totals and reasonable Ac a better design choice. Would your players have been happier to take just as long against the gibberlings but have half their attacks miss? Were there ways in the encounters that felt like a chore where the PCs could avoid or minimize or bypass the boring part and still get to the objective? If not, then the place to look for the cause of the "was just a chore" is the GM seat. [/QUOTE]
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