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<blockquote data-quote="Quickleaf" data-source="post: 7280288" data-attributes="member: 20323"><p>My experience (running for both experienced/highly tactical players, and more casual players) has been that decisions the DM makes behind the screen can far overshadow any advantages the PCs get from multiclass/feat combos, high ability scores, or even large party sizes. For example, you can have the same party, but if they're going into a fight resource-depleted, it will be a completely different experience.</p><p></p><p>This verges into the "art" of encounter design, however, moreso than any hard and fast numbers.</p><p></p><p>I think the best way to ensure a challenge is to (1) spend a bit of time brainstorming a combat encounter...pick one you anticipate running early on...then twist it 2-4 times with complications, extra challenges, unique tactics/gear/spells, or unexpected developments. Then (2) pay close attention to whether that fight runs as hard, harder, or easier than you expected. Inevitably, you're not going to hit the sweet spot for your group without a bit of experimentation – there are just too many variables – so plan on having a bit of an experimentation phase to learn what the PCs are capable of, devise strategies for intelligent monsters, etc.</p><p></p><p>EDIT: I'll also add that, given you have such an experienced/tactically-minded gaming group, you're very likely going to find 5e's combat encounter building guidelines to deliver weaker-than-expected fights. Treat the DMG guidelines as a starting point if you like, but be prepared to dramatically up the power level & numbers & tactics of their opposition once they're at 3rd level, and again every couple levels. Especially if you run a single combat or small number of combats in a day, use the Adventuring Day XP chart in the DMG as your benchmark instead of the encounter building guidelines. Of course, YMMV.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7280288, member: 20323"] My experience (running for both experienced/highly tactical players, and more casual players) has been that decisions the DM makes behind the screen can far overshadow any advantages the PCs get from multiclass/feat combos, high ability scores, or even large party sizes. For example, you can have the same party, but if they're going into a fight resource-depleted, it will be a completely different experience. This verges into the "art" of encounter design, however, moreso than any hard and fast numbers. I think the best way to ensure a challenge is to (1) spend a bit of time brainstorming a combat encounter...pick one you anticipate running early on...then twist it 2-4 times with complications, extra challenges, unique tactics/gear/spells, or unexpected developments. Then (2) pay close attention to whether that fight runs as hard, harder, or easier than you expected. Inevitably, you're not going to hit the sweet spot for your group without a bit of experimentation – there are just too many variables – so plan on having a bit of an experimentation phase to learn what the PCs are capable of, devise strategies for intelligent monsters, etc. EDIT: I'll also add that, given you have such an experienced/tactically-minded gaming group, you're very likely going to find 5e's combat encounter building guidelines to deliver weaker-than-expected fights. Treat the DMG guidelines as a starting point if you like, but be prepared to dramatically up the power level & numbers & tactics of their opposition once they're at 3rd level, and again every couple levels. Especially if you run a single combat or small number of combats in a day, use the Adventuring Day XP chart in the DMG as your benchmark instead of the encounter building guidelines. Of course, YMMV. [/QUOTE]
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