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Community
General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Flamestrike" data-source="post: 6859673" data-attributes="member: 6788736"><p>The monster isnt badly designed; its a melee monster. Some monsters are good at some things, and bad at others. Its more of a case of you (as DM) selecting a melee critter, and then placing it poorly (relative to your party) and then ran the enounter in such a way as to make the encounter trivial.</p><p></p><p>Its no different to placing a monster with no ranged attacks, out in the open, against a party of flying PCs. It's not bad monster design; <em>its bad monster placement and encounter design by the DM.</em></p><p><em></em></p><p>Know your PCs. From there create your encounters to hit their weaknesses and occasionally allow them to demonstrate their strengths. There is nothing wrong with PCs steamrolling a nasty encounter once in a while using a certain set of tactics. But If you let them do it every encounter, youre not doing your job as DM.</p><p></p><p>For the Marilith (assuming you wanted it as a 'solo') it has more than a few problems (namely lack of legendary actions and legendary saves). If I was going to throw a 'solo' Marilith at a party, I'd give it 2 legendary resistance saves, and 2 legendary actions of (either: makes 1 longsword attack, or teleports 120'). I'd also then, specifically tailor the environment to make the encounter more challenging for the party (permanent invisible walls of force criss cross the room in a maze like pattern, with pits down dead ends - the Marilith can use its teleport action and legendary action to move around them at will, etc).</p><p></p><p>Encounter design doesnt stop at 'select one or more monsters and throw them at the PCs'. You design your encounters with the party in mind, designed to test and challenge them, take advantage of their weaknesses and ocasionally let them show of their strengths.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6859673, member: 6788736"] The monster isnt badly designed; its a melee monster. Some monsters are good at some things, and bad at others. Its more of a case of you (as DM) selecting a melee critter, and then placing it poorly (relative to your party) and then ran the enounter in such a way as to make the encounter trivial. Its no different to placing a monster with no ranged attacks, out in the open, against a party of flying PCs. It's not bad monster design; [I]its bad monster placement and encounter design by the DM. [/I] Know your PCs. From there create your encounters to hit their weaknesses and occasionally allow them to demonstrate their strengths. There is nothing wrong with PCs steamrolling a nasty encounter once in a while using a certain set of tactics. But If you let them do it every encounter, youre not doing your job as DM. For the Marilith (assuming you wanted it as a 'solo') it has more than a few problems (namely lack of legendary actions and legendary saves). If I was going to throw a 'solo' Marilith at a party, I'd give it 2 legendary resistance saves, and 2 legendary actions of (either: makes 1 longsword attack, or teleports 120'). I'd also then, specifically tailor the environment to make the encounter more challenging for the party (permanent invisible walls of force criss cross the room in a maze like pattern, with pits down dead ends - the Marilith can use its teleport action and legendary action to move around them at will, etc). Encounter design doesnt stop at 'select one or more monsters and throw them at the PCs'. You design your encounters with the party in mind, designed to test and challenge them, take advantage of their weaknesses and ocasionally let them show of their strengths. [/QUOTE]
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Community
General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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