Hello all,
Wanted a few opinions about challenging a group. About to take my first swipe at a new 5e campaign.
I play with a group of friends I have known for more than three decades. There is no cheating, no messing up other people's fun, no real naysaying...we left that behind in high school! So I have the ability to make a request that is not a rule.
I am reskinning some published stuff (e.g. yawning portal, etc.) to be placed in a campaign world I have worked on for some time. I do not want the very experienced group to blow through things. I also do not want to impinge on creativity and options too much. Which of the following would you recommend? Also what would you add to the list?
1. Discourage bless+ GWM and SS
2. Default array/point buy vs. rolling
3. No feats + multiclass
4. Certain multiclass combos discouraged
5. simply add CR to encounters
6. Limit the group to 4 PCs
7. some combination of the above or something you would like to suggest
Lastly, this is not an indictment of the system or any style of gaming, at all. I just want more chances for players to feel the heat and do tactical retreats/high five one another after successes.
I want success to be likely, failure to be very possible with the dial or likelihood being moved by choice, incredibly good and bad die rolling excepted.
The plan would be to tell people up front combat is a "war game" and to treat it as such. In wargames poor reconnaissance and overconfidence can lead to custer's last stand. Don't be that guy!
The most important thing you can do (in my opinion) is add more monsters to an encounter. The party generally needs to be outnumbered for a fight to be a challenge. Even if you want a "solo" fight, you shouldn't make it completely a solo fight. If no other creatures make sense, then create environmental effects that do, such as lair actions. They don't have to be formal lair actions, they could just be terrain elements and such (traps, burning bridges, erupting lava, etc). What you don't want is for the party to be able to focus all of their offense and defense on a single monster. Make sure they have to split it up substantially.
This.I recommend you don't choose your game options and restrictions based on some nebulous idea of where the difficulty for challenges will end up since you can control that on the DM's side of the screen by tweaking monsters, stakes, terrain, and adjusting XP per encounter.
Instead, I recommend choosing game options and restrictions that support the fictional theme and play experience you want to create at the table.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.