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Help with 5E Monster Effectiveness
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<blockquote data-quote="Grakarg" data-source="post: 6755496" data-attributes="member: 41096"><p>Also consider some of the tactics that don't require a to hit roll but are an opposed str or dex check instead. Grappling/making a PC prone can give the rest of the opposition advantage. </p><p></p><p>Or push an opponent into a campfire/off a cliff/into a pit trap, etc instead of bopping the PC with your mace.</p><p>This will also help force you to incorporate the environment into the encounter design, making the combats more interesting and diverse.</p><p></p><p>Use the optional flanking rules in the DMG to help give the monsters advantage from tactical positioning. Your PCs will want to use this too, but really it helps the monsters more since they're having such a hard time hitting them.</p><p></p><p>Make sure you review the monsters special abilities. Many of them have something that helps them when they approach combat a certain way. Like hobgoblins will spike up their damage a little if a friendly is in combat with their target, so maybe while the PC's are busy with the owlbear in their midst, its hobgoblin handlers shoot the PCs near it with their bows. Or goblins use their ability to strike from ambush and retreat/regroup, etc.</p><p></p><p>Maybe someone brought a net or other unusual weapon the PCs weren't prepared to face.</p><p></p><p>Maybe some of them are wearing better than normal armor making them harder for the PCs to hit, so they last longer in a fight (and have more of a chance to get off more then a single swing of their weapon before they die).</p><p></p><p>Equip a few of them with healing potions, so they stop and heal themselves when wounded. This will make them last longer, giving their compatriots a chance to last longer and have more of an opportunity to dish damage.</p><p></p><p>Look for things that can be area of effect attacks or auto-hits to give the players pause. Flaming flasks of oil, trapped defenses, potions of dragon fire, someone has a wand of Magic Missles. Hey maybe that bandit thug is a dragonborn instead of a generic human! Or if you're really evil, maybe all the bandits are dragonborn with the half-dragon template added. (extra dragon breath attacks could be scary)</p><p></p><p>Generally speaking though, most of the time I think you should do nothing. The game is slanted for the PC's to be heroes so as long as the fights are exciting and fun, you're doing your job. (But nobody says you can't spice up an encounter or two with some strangeness, just don't overuse it.)</p></blockquote><p></p>
[QUOTE="Grakarg, post: 6755496, member: 41096"] Also consider some of the tactics that don't require a to hit roll but are an opposed str or dex check instead. Grappling/making a PC prone can give the rest of the opposition advantage. Or push an opponent into a campfire/off a cliff/into a pit trap, etc instead of bopping the PC with your mace. This will also help force you to incorporate the environment into the encounter design, making the combats more interesting and diverse. Use the optional flanking rules in the DMG to help give the monsters advantage from tactical positioning. Your PCs will want to use this too, but really it helps the monsters more since they're having such a hard time hitting them. Make sure you review the monsters special abilities. Many of them have something that helps them when they approach combat a certain way. Like hobgoblins will spike up their damage a little if a friendly is in combat with their target, so maybe while the PC's are busy with the owlbear in their midst, its hobgoblin handlers shoot the PCs near it with their bows. Or goblins use their ability to strike from ambush and retreat/regroup, etc. Maybe someone brought a net or other unusual weapon the PCs weren't prepared to face. Maybe some of them are wearing better than normal armor making them harder for the PCs to hit, so they last longer in a fight (and have more of a chance to get off more then a single swing of their weapon before they die). Equip a few of them with healing potions, so they stop and heal themselves when wounded. This will make them last longer, giving their compatriots a chance to last longer and have more of an opportunity to dish damage. Look for things that can be area of effect attacks or auto-hits to give the players pause. Flaming flasks of oil, trapped defenses, potions of dragon fire, someone has a wand of Magic Missles. Hey maybe that bandit thug is a dragonborn instead of a generic human! Or if you're really evil, maybe all the bandits are dragonborn with the half-dragon template added. (extra dragon breath attacks could be scary) Generally speaking though, most of the time I think you should do nothing. The game is slanted for the PC's to be heroes so as long as the fights are exciting and fun, you're doing your job. (But nobody says you can't spice up an encounter or two with some strangeness, just don't overuse it.) [/QUOTE]
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