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Help with balancing my party
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<blockquote data-quote="delphonso" data-source="post: 7158878" data-attributes="member: 6892015"><p>There's a lot of great advice in here, and definitely some things I haven't thought of. I'd advise the following:</p><p></p><p>One way to handle single boss enemies (although it might be hard to do with 6 players) is to give it a turn after every player's turn. It has the same health bar, but just gets more attacks out - hopefully spread out over the whole party. A lot of the 5E boss creatures have 1/day attacks and their regular attacks are actually pretty weak. Mostly it's just to stop it from eating 6 hits before swinging once and then taking 6 more. </p><p></p><p>Another option is to give him some of his own medicine. Mirror matches are a great way to challenge a party. Borrow your player's character sheet and have them fight an enemy that is the exact same. </p><p>I played a 3.5 game where a druid had a Badger companion. This badger did more damage than the rest of the party combined and basically couldn't be hit. When they fought it, the only way they defeated it was by grappling it, tying it up, and throwing it off a cliff.</p><p></p><p>Again - this last one might not work with 6 players - but splitting people up into different combat sections is another option. Either with pit traps or a room full of rafters and catwalks, separate the party and send them against opponents just for them. You can run combat in the normal initiative, but not every enemy is in reach of every player. On the top floor, this player can lay into a big soak enemy, while everyone else has to handle their own challenge or have goals they need to achieve. </p><p></p><p>I have a similar problem with my party that's totally my own fault. It's actually not a problem because we spend at least 50% of the time on interactions, negotiations, investigations and the like before we even start moving toward a dungeon or area to explore. However, when we reach the main combat, the party's monk usually takes off a third of the boss's health. I've handled this a few different ways;</p><p>Many times, I don't even keep track of HP and just have the boss die when a player gets a nice hit in, or a really good roll, or does something with the environment. Otherwise, if the monk throws out a ton of damage right away, the boss is going to use all its attacks on him. I've dropped him to 0 in the last 3 fights. It gives the rest of the party something to do, and they've started encouraging some restraint with him, since it keeps happening. </p><p>The last one I've been planning to do but haven't done it yet since I don't want to kill off this character, but give your boss an amulet which reflects the first attack on it back to the attacker. It's not nice, and not fair, but will put that player down and out for the combat.</p></blockquote><p></p>
[QUOTE="delphonso, post: 7158878, member: 6892015"] There's a lot of great advice in here, and definitely some things I haven't thought of. I'd advise the following: One way to handle single boss enemies (although it might be hard to do with 6 players) is to give it a turn after every player's turn. It has the same health bar, but just gets more attacks out - hopefully spread out over the whole party. A lot of the 5E boss creatures have 1/day attacks and their regular attacks are actually pretty weak. Mostly it's just to stop it from eating 6 hits before swinging once and then taking 6 more. Another option is to give him some of his own medicine. Mirror matches are a great way to challenge a party. Borrow your player's character sheet and have them fight an enemy that is the exact same. I played a 3.5 game where a druid had a Badger companion. This badger did more damage than the rest of the party combined and basically couldn't be hit. When they fought it, the only way they defeated it was by grappling it, tying it up, and throwing it off a cliff. Again - this last one might not work with 6 players - but splitting people up into different combat sections is another option. Either with pit traps or a room full of rafters and catwalks, separate the party and send them against opponents just for them. You can run combat in the normal initiative, but not every enemy is in reach of every player. On the top floor, this player can lay into a big soak enemy, while everyone else has to handle their own challenge or have goals they need to achieve. I have a similar problem with my party that's totally my own fault. It's actually not a problem because we spend at least 50% of the time on interactions, negotiations, investigations and the like before we even start moving toward a dungeon or area to explore. However, when we reach the main combat, the party's monk usually takes off a third of the boss's health. I've handled this a few different ways; Many times, I don't even keep track of HP and just have the boss die when a player gets a nice hit in, or a really good roll, or does something with the environment. Otherwise, if the monk throws out a ton of damage right away, the boss is going to use all its attacks on him. I've dropped him to 0 in the last 3 fights. It gives the rest of the party something to do, and they've started encouraging some restraint with him, since it keeps happening. The last one I've been planning to do but haven't done it yet since I don't want to kill off this character, but give your boss an amulet which reflects the first attack on it back to the attacker. It's not nice, and not fair, but will put that player down and out for the combat. [/QUOTE]
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