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Have you actually read the 5e DMG?
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<blockquote data-quote="Asisreo" data-source="post: 7976343" data-attributes="member: 7019027"><p>It's possible to run large encounters without absolutely destroying your party. Even when prioritizing downed PC's, large encounters actually feel more tactical. </p><p></p><p>For one, the fight begins before combat does. Positioning and ambushing is key to being successful. If you're surrounded, you're in big trouble. Likewise, being cautious enough to not let things get the jump on you is very important. When you suspect a fight, prep the battlefield with your own traps and such. When it's about to begin, be sure to take cover whenever you can. Spellcasters <em>need</em> to cast their AOE's pretty often, otherwise it can get overwhelming if there's still 10+ enemies on the field. High AC characters can still get significantly damaged by melee combatants just by the sheer number of attacks. </p><p></p><p>And don't get me started on the battles themselves. Remember, only identical monsters get the same initiative, not all of them. You can set up, say, 10 zombies rushing for melee while 5 skeletons are shooting from a distance and 2 spellcasters. Now, as a sorcerer you could cast fireball and get the 10 zombies since the fighter hasn't gotten into melee yet but the skeletons' turns are right after yours and they'll probably focus fire you. Or maybe you should take out the spellcasters because they might have something particularly nasty. </p><p></p><p>Besides, a common complaint is that players don't take death seriously because of revival spells so the more chances to remind my players of their mortality, the better.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 7976343, member: 7019027"] It's possible to run large encounters without absolutely destroying your party. Even when prioritizing downed PC's, large encounters actually feel more tactical. For one, the fight begins before combat does. Positioning and ambushing is key to being successful. If you're surrounded, you're in big trouble. Likewise, being cautious enough to not let things get the jump on you is very important. When you suspect a fight, prep the battlefield with your own traps and such. When it's about to begin, be sure to take cover whenever you can. Spellcasters [I]need[/I] to cast their AOE's pretty often, otherwise it can get overwhelming if there's still 10+ enemies on the field. High AC characters can still get significantly damaged by melee combatants just by the sheer number of attacks. And don't get me started on the battles themselves. Remember, only identical monsters get the same initiative, not all of them. You can set up, say, 10 zombies rushing for melee while 5 skeletons are shooting from a distance and 2 spellcasters. Now, as a sorcerer you could cast fireball and get the 10 zombies since the fighter hasn't gotten into melee yet but the skeletons' turns are right after yours and they'll probably focus fire you. Or maybe you should take out the spellcasters because they might have something particularly nasty. Besides, a common complaint is that players don't take death seriously because of revival spells so the more chances to remind my players of their mortality, the better. [/QUOTE]
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Have you actually read the 5e DMG?
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