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GMs: How Much Do You Curate Your Adventures To Your Specific PCs, Mechanically Speaking
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 9590193" data-attributes="member: 7023887"><p>I generally don’t do this. I’ve found that my PCs can generally handle most fights I throw at them, provided I don’t make it too ridiculously stacked against them. I exclusively run D&D 5e, and damage immunities and other mechanics that would heavily influence the effectiveness of a single character are pretty rare. </p><p></p><p>If I create an environmental hazard or obstacle, I generally have an idea for how the PCs will overcome it or leave it to the players to figure out. Once I put the adventure’s MacGuffin inside a pillar of lava with no idea how the PCs were going to get it out. One of the PCs had Wall of Force prepared, so they created a magical lava slide to divert the lava so they could retrieve the MacGuffin. Or if the PCs need to get to a floating island but none of them can fly, I put it on them to find a way up. They could cast Reduce on the party’s goblin and then use Mage Hand to fly them up, or cast Catapult on a spear that has a rope tied to it, or leave to buy a potion or scroll that lets them fly and come back later. I generally trust that the players are inventive enough to figure out a solution. </p><p></p><p>I have occasionally designed adventures without considering the abilities of the PCs in a way that had an unforeseen effect, but never to a hugely disastrous extent. Like when the party realized that the only “person” in the party with darkvision was the artificer’s steel defender during a fight with goblin archers in a dark cave. Or the time they were fighting a Flesh Colossus and discovered it was immune to the Artificer’s primary weapon. Or the time the Paladin decided to crit-smite a Core Spawn Worm and nearly TPKed the party through Radiant Mirror. This has never been too disastrous, and only made those encounters more interesting and memorable.</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 9590193, member: 7023887"] I generally don’t do this. I’ve found that my PCs can generally handle most fights I throw at them, provided I don’t make it too ridiculously stacked against them. I exclusively run D&D 5e, and damage immunities and other mechanics that would heavily influence the effectiveness of a single character are pretty rare. If I create an environmental hazard or obstacle, I generally have an idea for how the PCs will overcome it or leave it to the players to figure out. Once I put the adventure’s MacGuffin inside a pillar of lava with no idea how the PCs were going to get it out. One of the PCs had Wall of Force prepared, so they created a magical lava slide to divert the lava so they could retrieve the MacGuffin. Or if the PCs need to get to a floating island but none of them can fly, I put it on them to find a way up. They could cast Reduce on the party’s goblin and then use Mage Hand to fly them up, or cast Catapult on a spear that has a rope tied to it, or leave to buy a potion or scroll that lets them fly and come back later. I generally trust that the players are inventive enough to figure out a solution. I have occasionally designed adventures without considering the abilities of the PCs in a way that had an unforeseen effect, but never to a hugely disastrous extent. Like when the party realized that the only “person” in the party with darkvision was the artificer’s steel defender during a fight with goblin archers in a dark cave. Or the time they were fighting a Flesh Colossus and discovered it was immune to the Artificer’s primary weapon. Or the time the Paladin decided to crit-smite a Core Spawn Worm and nearly TPKed the party through Radiant Mirror. This has never been too disastrous, and only made those encounters more interesting and memorable. [/QUOTE]
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