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*TTRPGs General
DM Tricks to Challenge Tough PCs with Weaker Enemies
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<blockquote data-quote="Lord Zardoz" data-source="post: 3475006" data-attributes="member: 704"><p>Using low CR opponents in numbers instead of high CR opponents are just different ways of acheiving the same end. They are two entirely different sorts of balancing act. As long as you grant XP in some reasonable manner, and dont do things that destroy any sense of believability. Anyway, its not "As much Power", its "As much challenge". Giving a potion of Heroism to a goblin makes the goblin more challenging, but its not exactly plausbile.</p><p></p><p>With a solo opponent, one roll can turn a climactic fight and challenging fight into a catastrophe for the villian, or the players. There is simply not much room for error. I am also not a fan of "Fail 1 save and die" combat. And because your players do dogpile those opponents, its hard to guage how tough an opponent ought to be. You could have 1 fight against a giant go easy for the players due to some good rolls, and a later fight against a similar giant turn into a slaughter because the Giant won initiative and took out someone with a crit.</p><p></p><p>With numbers of low CR opponents, there is quite simply much more room for error. If the fight is too easy, you can have re-enforcements show up. If it goes too difficult, the PC's can catch a break from the craptacular Attack bonus your using. Or you can have a few of the orc's get sloppy and eat an AoO and bite it. It also makes the fights more tactical (such as players having to pay attention to positioning of opponents who can score AoO).</p><p></p><p>I like using numbers of opponents because it does give me a much greater margin of error, and I do not have to hold back as often as I do when using the heavy hitters. It does have the drawbacks (such as keeping track of initiative and actions for 10 opponents).</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3475006, member: 704"] Using low CR opponents in numbers instead of high CR opponents are just different ways of acheiving the same end. They are two entirely different sorts of balancing act. As long as you grant XP in some reasonable manner, and dont do things that destroy any sense of believability. Anyway, its not "As much Power", its "As much challenge". Giving a potion of Heroism to a goblin makes the goblin more challenging, but its not exactly plausbile. With a solo opponent, one roll can turn a climactic fight and challenging fight into a catastrophe for the villian, or the players. There is simply not much room for error. I am also not a fan of "Fail 1 save and die" combat. And because your players do dogpile those opponents, its hard to guage how tough an opponent ought to be. You could have 1 fight against a giant go easy for the players due to some good rolls, and a later fight against a similar giant turn into a slaughter because the Giant won initiative and took out someone with a crit. With numbers of low CR opponents, there is quite simply much more room for error. If the fight is too easy, you can have re-enforcements show up. If it goes too difficult, the PC's can catch a break from the craptacular Attack bonus your using. Or you can have a few of the orc's get sloppy and eat an AoO and bite it. It also makes the fights more tactical (such as players having to pay attention to positioning of opponents who can score AoO). I like using numbers of opponents because it does give me a much greater margin of error, and I do not have to hold back as often as I do when using the heavy hitters. It does have the drawbacks (such as keeping track of initiative and actions for 10 opponents). END COMMUNICATION [/QUOTE]
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