How do you know when you have placed enough orcs on the battle map? Keep adding mini's until you hear an audible gasp from one of the players.
I DID explain my alternative, I stated it doesn't work and gave you a solution.
Not bothering to read a post and then making an idiotic comment about it makes you look like you should be Trump's Twitter account content advisor...
Fights for my party playing through OOTA vary from easy to deadly, and from a pushover to extremely tense. I'll try and capture why in some tips for youHey guys,
I am having a problem with the group I am DMing.
We are currently playing the 5E adventure "Princes of the Apocalypse". The party consists of 4x level 12 charactes: Barbarian (Berserker); Ranged Rogue (Arcane Trickster); Cleric and a Sorcerer/Warlock.
Actually, since they hit level 8 they seem weigh too strong for the encounters of the adventure, so I started increasing the encounters strength by adding more creatures. The problem is: Nothing really changed. The fights are still not challenging, but only seem to take longer.
So, I was thinking about what I could do wrong, because my players also mentioned that fights aren't fun anymore.
- The Barbarian is hitting very hard, but has resistance too slashing/piercing/bludgeoning/fire/frost. He attacks with advantage all the time and I still hardly get him down.
- In hard fights the Sorcerer fireballs half my mobs. And he can also do that within the whole party, because the barbarian has fire resistance and the rogue hardly fails his DEX saving throw (getting no damage at all).
- The Cleric has AC 24 (Ring of Protection, Dwarven Plate +2, Shield +1) and I can hardly hit him. He also heals more damage per round than I can deal to the front liners (barb/cleric).
I have three suppositions:
1.) Magic Items:
I might have handed some items to my players that are too strong. E.g. Dwarven Plate (+2), Shield +1, Armor +1, Wings of Flying ... I heard that +armor items would be game breaking, because the 5E system is not able to compensate them. Is that true?
2.) Spells:
To be honest, I have never spend much time to spells. It's not that I am never casting, but most of the damage I deal with my monsters is through melee/ranged damage. I always felt a bit overtaxed by the richness of spells. Another problem is that most of the casters I use are almost one hit by the rogue/barbarian or sorcerer.
3.) Wrong encounters:
Because the whole adventure is very "sandbox" I often need to adjust encounters. Therefore, I often use encouter builders like Kobold Fight Club to fit the characters current level. I always use "hard encounters", but it still seems not enought. Might that also be a problem?
I would be very interested in tipps and answers.
Thanks in advance!
Yowza. So I'm an idiot because I didn't read every single post on every previous pages?
I'm still not convinced people are really playing with minimal/baseline requirements when they hyperventilate about how the whole thing is broken beyond repair. It works reasonably well for one group I DM (mix of new and experienced players) who are not optimized. Another group I have to adjust upwards. It takes all of an extra 30 seconds to increase the PC's level or number before I do calculations.
Then again I use things like "tactics" and "6-8 encounters between long rests" and "27 point buy".
Anyway, I'm outta here since I've effectively been called a Hitler wanna-be.
...
That, and high level play is inherently broken. Because the variability of character synergies and player knowledge simply provides too much variance. The range of effectiveness varies greatly from group to group and even during the adventuring day.
There's not really a way around that without simplifying epic.
No - you didn't look at the post I directly referred to in the very post that YOU quoted and then, having not bothered to read what I wrote, you insulted me as a 'whiner', for something I hadn't actually said, merely something you assumed due to lack of attention to the post you quoted.
That's 100% on you.
As is accusing me of that last line in your post. I absolutely insist that you retract it immediately.
High level play is somewhat broken from a published adventure point of view for the reasons you state. If you are running your own game for a group of players you are familiar with, it is very easy to create effective challenges at high level.
I'd be very wary of adding more resilience to monsters (increase AC, hp etc), as you found when adding larger numbers, that will just add to the grind i.e. prolong the agony. Personally, I find that the 'monster maths' is off in 5e, as monsters get proficiency bonus based on their CR not their HD, which means your typical fight has monsters that are hitting WAY LESS than the PC's are hitting. Add to that, typical monsters don't have enough damage output (mostly due to higher-level PC's ability to 'nova' through extra abilities).