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General Tabletop Discussion
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Guidelines for fewer/tougher encounters?
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<blockquote data-quote="Radaceus" data-source="post: 6783457" data-attributes="member: 6796086"><p>Firstly, I sympathize, DMing 5E by the RAW for over a year now, no tweaks, and it was very difficult early on. Most of my players are 20+ year veterans. I, too, found that single mob encounters had to be ramped up (CR) to be challenging, and that adding more opponents into the single encounter just bogged the flow of the game, became tedious. I very much dislike the 6-7 combat encounters per rest.</p><p></p><p>tips:</p><ul> <li data-xf-list-type="ul">build for party make-up, (at random, not always, keep them on their toes)<ul> <li data-xf-list-type="ul">is there a rogue, if so, add traps to the encounter</li> <li data-xf-list-type="ul">Does the party have Detect Magic, if so add Guards, Wards, Alarms, Anti-magic, etc to the encounter</li> <li data-xf-list-type="ul">Smart monsters go for the weakest/deadliest party members</li> <li data-xf-list-type="ul">do not bum rush the party and give them the upper hand (unless your monsters are dumb, of course)</li> </ul></li> <li data-xf-list-type="ul">surprise is paramount, utilize it<ul> <li data-xf-list-type="ul">Heavily armored/encumbered party move slow, make a lot of noise, raising monster awareness</li> <li data-xf-list-type="ul">Difficult Terrain, it's a thing</li> <li data-xf-list-type="ul">Encounter field_of_battle set up to the opponents advantage<ul> <li data-xf-list-type="ul">Corridor bottleneck with the exit held by heavies</li> <li data-xf-list-type="ul">ranged attack from unaccessible ledge, well fortified areas</li> </ul></li> <li data-xf-list-type="ul">Invisibility, it's a thing</li> <li data-xf-list-type="ul">Stealthy/hiding opponents waiting for AoO's and backstabs</li> </ul></li> <li data-xf-list-type="ul">Enemies can cast spells and use items too<ul> <li data-xf-list-type="ul">that magic item or potion on the random generation/set loot list, the monster owns it and WILL use it</li> <li data-xf-list-type="ul">Enemy healers understand it is wise to heal their comrades, and will do everything to keep them alive, in order to keep themselves alive</li> </ul></li> <li data-xf-list-type="ul">area has compartmentalization, separating party members<ul> <li data-xf-list-type="ul">Portcullis/falling stone blocks</li> <li data-xf-list-type="ul">break away floor</li> <li data-xf-list-type="ul">magical barrier/wall of force</li> <li data-xf-list-type="ul">covered pits with drop doors</li> </ul></li> <li data-xf-list-type="ul">Enemies will not always fight to the death,<ul> <li data-xf-list-type="ul"> encounter meant to erode resources<ul> <li data-xf-list-type="ul">use tactical retreats, chase rules</li> <li data-xf-list-type="ul"> lead the party through pinch points, traps</li> <li data-xf-list-type="ul">stall tactics, defense positioning</li> </ul></li> <li data-xf-list-type="ul">possible reinforcements, push back</li> </ul></li> <li data-xf-list-type="ul">The ones that get away or escape from the fight<ul> <li data-xf-list-type="ul">dogging the party</li> <li data-xf-list-type="ul">warning the rest of the dungeon/enemy village</li> <li data-xf-list-type="ul">become long term campaign antagonists, creating problems with party image/rumors/bad reputaion</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Radaceus, post: 6783457, member: 6796086"] Firstly, I sympathize, DMing 5E by the RAW for over a year now, no tweaks, and it was very difficult early on. Most of my players are 20+ year veterans. I, too, found that single mob encounters had to be ramped up (CR) to be challenging, and that adding more opponents into the single encounter just bogged the flow of the game, became tedious. I very much dislike the 6-7 combat encounters per rest. tips: [LIST] [*]build for party make-up, (at random, not always, keep them on their toes) [LIST] [*]is there a rogue, if so, add traps to the encounter [*]Does the party have Detect Magic, if so add Guards, Wards, Alarms, Anti-magic, etc to the encounter [*]Smart monsters go for the weakest/deadliest party members [*]do not bum rush the party and give them the upper hand (unless your monsters are dumb, of course) [/LIST] [*]surprise is paramount, utilize it [LIST] [*]Heavily armored/encumbered party move slow, make a lot of noise, raising monster awareness [*]Difficult Terrain, it's a thing [*]Encounter field_of_battle set up to the opponents advantage [LIST] [*]Corridor bottleneck with the exit held by heavies [*]ranged attack from unaccessible ledge, well fortified areas [/LIST] [*]Invisibility, it's a thing [*]Stealthy/hiding opponents waiting for AoO's and backstabs [/LIST] [*]Enemies can cast spells and use items too [LIST] [*]that magic item or potion on the random generation/set loot list, the monster owns it and WILL use it [*]Enemy healers understand it is wise to heal their comrades, and will do everything to keep them alive, in order to keep themselves alive [/LIST] [*]area has compartmentalization, separating party members [LIST] [*]Portcullis/falling stone blocks [*]break away floor [*]magical barrier/wall of force [*]covered pits with drop doors [/LIST] [*]Enemies will not always fight to the death, [LIST] [*] encounter meant to erode resources [LIST] [*]use tactical retreats, chase rules [*] lead the party through pinch points, traps [*]stall tactics, defense positioning [/LIST] [*]possible reinforcements, push back [/LIST] [*]The ones that get away or escape from the fight [LIST] [*]dogging the party [*]warning the rest of the dungeon/enemy village [*]become long term campaign antagonists, creating problems with party image/rumors/bad reputaion [/LIST] [/LIST] [/QUOTE]
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