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<blockquote data-quote="Salthorae" data-source="post: 7449868" data-attributes="member: 1095"><p>There has long been a self-defeating loop. "There's no support so we don't play it, so they don't design it because no one plays it." Mordenkainen's Tome has a bunch of new high level monsters with more than just hit point stuff. There are also a number of iconic monsters just in the MM that have Legendary and Lair actions that are quite enough to challenge a group of high level characters in my experience. </p><p> Agreed, but as another poster pointed out, some of that is due to using optional rules as default where most encounter maths are not accounting for that. </p><p></p><p>This to me feels like you're not using enough different monsters. There is certainly that feel on occasion, but I rarely have an issue hitting my PC Armor Classes if i'm using level appropriate monsters. </p><p></p><p>I end up almost killing at least 1 PC every other week or so, and right now Im just playing through the Hidden Shrine of Tamoachan (from Tales of the Yawning Portal). I usually have that rate regardless of what I'm playing and my players to enjoy the thrill of victory that comes with overcoming challenges that are deadly, but I've also never managed to TPK a group in 5e... so ymmv. In just this set of adventures over all I have killed 4 PC's in total over the course of 6 PC levels. </p><p> I have not found martial characters to be underpowered in my games. They tear up my melee baddies like it's no one's business while the casters do their things. My biggest issue from a "nova" standpoint has been Sorcerers with their quickened spells, especially SorLocks with their quickened spells and Agonizing Blast Eldritch Blast (grr). But my players tend to be very conservative with their resources, most Casters are using cantrips for 80% of their battle spells and letting the melee's do what they do with the rogues in support, saving their slots for when they're really useful (i.e. large groups or super dangerous foes). </p><p></p><p>One thing I do tend to do if an encounter is seeming too easy is usually bring in extra foes and/or randomly up the hit points of some creatures. I also try to use minions to soften up a group, get them to use up resources before I bring in the bigger encounter of the night (whether that is RP or fighting), I want them to spend their resources because it makes them more cautious and also vulnerable for random strikes from a BBEG or his lieutenants.</p><p></p><p>One other key things is switching up monster abilities and/or resistances every now and again so the PC's don't get comfortable or meta too hard.</p></blockquote><p></p>
[QUOTE="Salthorae, post: 7449868, member: 1095"] There has long been a self-defeating loop. "There's no support so we don't play it, so they don't design it because no one plays it." Mordenkainen's Tome has a bunch of new high level monsters with more than just hit point stuff. There are also a number of iconic monsters just in the MM that have Legendary and Lair actions that are quite enough to challenge a group of high level characters in my experience. Agreed, but as another poster pointed out, some of that is due to using optional rules as default where most encounter maths are not accounting for that. This to me feels like you're not using enough different monsters. There is certainly that feel on occasion, but I rarely have an issue hitting my PC Armor Classes if i'm using level appropriate monsters. I end up almost killing at least 1 PC every other week or so, and right now Im just playing through the Hidden Shrine of Tamoachan (from Tales of the Yawning Portal). I usually have that rate regardless of what I'm playing and my players to enjoy the thrill of victory that comes with overcoming challenges that are deadly, but I've also never managed to TPK a group in 5e... so ymmv. In just this set of adventures over all I have killed 4 PC's in total over the course of 6 PC levels. I have not found martial characters to be underpowered in my games. They tear up my melee baddies like it's no one's business while the casters do their things. My biggest issue from a "nova" standpoint has been Sorcerers with their quickened spells, especially SorLocks with their quickened spells and Agonizing Blast Eldritch Blast (grr). But my players tend to be very conservative with their resources, most Casters are using cantrips for 80% of their battle spells and letting the melee's do what they do with the rogues in support, saving their slots for when they're really useful (i.e. large groups or super dangerous foes). One thing I do tend to do if an encounter is seeming too easy is usually bring in extra foes and/or randomly up the hit points of some creatures. I also try to use minions to soften up a group, get them to use up resources before I bring in the bigger encounter of the night (whether that is RP or fighting), I want them to spend their resources because it makes them more cautious and also vulnerable for random strikes from a BBEG or his lieutenants. One other key things is switching up monster abilities and/or resistances every now and again so the PC's don't get comfortable or meta too hard. [/QUOTE]
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