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[DM problem] Is the group I am leading too strong? Is the 5E system unbalanced?
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<blockquote data-quote="Quickleaf" data-source="post: 7198734" data-attributes="member: 20323"><p>[MENTION=6872180]bbrown12[/MENTION] I always recommend tweaking encounter design first (before changing number/composition of monster or customizing stat blocks) to increase the challenge. A few thoughts for your party. Use at your discretion...</p><p></p><p><strong>Un-defeatable Barbarian:</strong> </p><ul> <li data-xf-list-type="ul">Consider including situations where melee attacks are hard or costly. Archers on an elevated rise requiring a treacherous climb to reach. A monster with a flame aura. Etc.</li> <li data-xf-list-type="ul">Consider including more damage types like acid, lightning, force, or psychic.</li> <li data-xf-list-type="ul">Consider introducing situations which impose disadvantage to the barbarian's attacks – fighting while climbing, fighting while squeezing, fighting underwater, fighting in the dark, etc.</li> <li data-xf-list-type="ul">Remember that Rage ends prematurely if the barbarian's turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. What about a <em>hold person</em>, <em>entangle</em>, paralysis, or even quicksand/hunting trap? What if a fellow PC charms all hostile creatures within reach to be temporarily friendly? What if the creatures fall back upon seeing the wild-eyed frothing barbarian fell one of their number?</li> </ul><p></p><p><strong>Fire-balling Sorcerer/Warlock:</strong></p><ul> <li data-xf-list-type="ul">Have some monsters use guerilla tactics. Stay spread out, employ snipping techniques.</li> <li data-xf-list-type="ul">Introduce "mob" monsters in waves. For example 12 orcs on round #1, then 12 more on round #3. Many players will expend <em>fireballs</em> when they think they're facing brunt of the attack, so having some of the monsters "off camera" is a good way to mitigate that. Of course, fair play says that the players should have some way to learn that the monsters are going to come in waves.</li> <li data-xf-list-type="ul">What about monsters with their own fire resistance/immunity and/or Dexterity saves? Or even Fire Absorption?</li> <li data-xf-list-type="ul">What about conditions which make self-targeting with <em>fireball</em> a bad proposition? For example, traveling with pack animals or henchmen / protecting a NPC?</li> <li data-xf-list-type="ul">What if an enemy caster debuffs the rogue's Dexterity saving throw (e.g. <em>hex</em> or restraining spells)? Might that discourage self-targeting?</li> </ul><p></p><p><strong>Un-hittable Heal-bot Cleric:</strong></p><ul> <li data-xf-list-type="ul">Dang, that's some nice defensive treasure your cleric is rocking. Either he got lucky or had a generous DM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Too bad the plate and shield don't apply to any <em>saving throws</em>, eh? Hint, hint.</li> <li data-xf-list-type="ul">Give a monsters advantage to hit the cleric by having one monster take the Help action to grant its ally advantage. Or blind, knock prone, stun, or restrain the cleric - same effect.</li> <li data-xf-list-type="ul">Area effects, whether from a spell or simply environmental, can forgo any roll to hit (and sometimes even forgo a saving throw). For example: getting pushed off a roof.</li> <li data-xf-list-type="ul">Monster can cast <em>Dispel magic</em> too. Or the kobolds can herd rust monsters toward the cleric's position. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></li> <li data-xf-list-type="ul">Tax the cleric's spellcasting more. The choice to expend most slots on spells should feel a like a meaningful choice – in other words, that the cleric is <em>giving something up</em> in order to benefit from all that healing. This means either more encounters or harder encounters...or writing in special uses for cleric's spell slots into your adventure (e.g. expend a spell slot to re-sanctify a shrine within a fallen temple inhabited by monsters).</li> <li data-xf-list-type="ul">Charm another PC and have them attack the cleric. Or vice versa.</li> <li data-xf-list-type="ul">Use monsters like wraiths which deal damage that doesn't heal (until a rest). Since many of these are undead, not only does this genuinely threaten the party, but it also gives the cleric a chance to use Turn Undead and be more than the "un-hittable heal-bot."</li> </ul><p></p><p></p><p></p><p>Depending on many factors (player skill, how DM plays the monsters, whether magic items & feats are in the game, how fresh the party is, etc.), a "Hard" encounter could actually be "Medium" or "Deadly" or even "Easy." </p><p></p><p>Also consider how the DMG defines a "Hard" encounter...</p><p></p><p>[SECTION]A hard encounter could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die.[/SECTION]</p><p></p><p>...and consider whether that meets the definition of "Hard" that you are looking for.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7198734, member: 20323"] [MENTION=6872180]bbrown12[/MENTION] I always recommend tweaking encounter design first (before changing number/composition of monster or customizing stat blocks) to increase the challenge. A few thoughts for your party. Use at your discretion... [B]Un-defeatable Barbarian:[/B] [list][*]Consider including situations where melee attacks are hard or costly. Archers on an elevated rise requiring a treacherous climb to reach. A monster with a flame aura. Etc. [*]Consider including more damage types like acid, lightning, force, or psychic. [*]Consider introducing situations which impose disadvantage to the barbarian's attacks – fighting while climbing, fighting while squeezing, fighting underwater, fighting in the dark, etc. [*]Remember that Rage ends prematurely if the barbarian's turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. What about a [I]hold person[/I], [I]entangle[/I], paralysis, or even quicksand/hunting trap? What if a fellow PC charms all hostile creatures within reach to be temporarily friendly? What if the creatures fall back upon seeing the wild-eyed frothing barbarian fell one of their number?[/list] [B]Fire-balling Sorcerer/Warlock:[/B] [list][*]Have some monsters use guerilla tactics. Stay spread out, employ snipping techniques. [*]Introduce "mob" monsters in waves. For example 12 orcs on round #1, then 12 more on round #3. Many players will expend [I]fireballs[/I] when they think they're facing brunt of the attack, so having some of the monsters "off camera" is a good way to mitigate that. Of course, fair play says that the players should have some way to learn that the monsters are going to come in waves. [*]What about monsters with their own fire resistance/immunity and/or Dexterity saves? Or even Fire Absorption? [*]What about conditions which make self-targeting with [I]fireball[/I] a bad proposition? For example, traveling with pack animals or henchmen / protecting a NPC? [*]What if an enemy caster debuffs the rogue's Dexterity saving throw (e.g. [I]hex[/I] or restraining spells)? Might that discourage self-targeting?[/list] [B]Un-hittable Heal-bot Cleric:[/B] [list][*]Dang, that's some nice defensive treasure your cleric is rocking. Either he got lucky or had a generous DM. ;) Too bad the plate and shield don't apply to any [I]saving throws[/I], eh? Hint, hint. [*]Give a monsters advantage to hit the cleric by having one monster take the Help action to grant its ally advantage. Or blind, knock prone, stun, or restrain the cleric - same effect. [*]Area effects, whether from a spell or simply environmental, can forgo any roll to hit (and sometimes even forgo a saving throw). For example: getting pushed off a roof. [*]Monster can cast [i]Dispel magic[/i] too. Or the kobolds can herd rust monsters toward the cleric's position. ;) [*]Tax the cleric's spellcasting more. The choice to expend most slots on spells should feel a like a meaningful choice – in other words, that the cleric is [I]giving something up[/I] in order to benefit from all that healing. This means either more encounters or harder encounters...or writing in special uses for cleric's spell slots into your adventure (e.g. expend a spell slot to re-sanctify a shrine within a fallen temple inhabited by monsters). [*]Charm another PC and have them attack the cleric. Or vice versa. [*]Use monsters like wraiths which deal damage that doesn't heal (until a rest). Since many of these are undead, not only does this genuinely threaten the party, but it also gives the cleric a chance to use Turn Undead and be more than the "un-hittable heal-bot."[/list] Depending on many factors (player skill, how DM plays the monsters, whether magic items & feats are in the game, how fresh the party is, etc.), a "Hard" encounter could actually be "Medium" or "Deadly" or even "Easy." Also consider how the DMG defines a "Hard" encounter... [SECTION]A hard encounter could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die.[/SECTION] ...and consider whether that meets the definition of "Hard" that you are looking for. [/QUOTE]
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[DM problem] Is the group I am leading too strong? Is the 5E system unbalanced?
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