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[+] How do you make 5E more challenging?
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<blockquote data-quote="Oofta" data-source="post: 9295204" data-attributes="member: 6801845"><p>I make very few rule changes, although I do usually use the gritty rest rules depending on the group. </p><p></p><p>I nerf a couple of spells a little bit. Heat metal is the main target here - I vacillate between it not being able to target armor at all (it's not one piece of metal), to the target gets a con save at the start of their round to ignore the disadvantage. For tiny hut, you can't attack anything outside of the hut from the inside.</p><p></p><p>The main design changes I make are on the monster side of things. I've always tweaked monsters if I want something unique or I think they're just underpowered. </p><ol> <li data-xf-list-type="ol">if I want to raise or lower CR or just create a custom monster I use monster design on a page document I wish I could attribute back to it's source as a guideline (see attached). I redo a fair number of monsters from the MM using it. Never assume a goblin is just a goblin in my game. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></li> <li data-xf-list-type="ol">If I want a lot of monsters I sometimes increase their attack bonuses and damage while leaving everything else the same. They're sort-of-minions, especially when I have 1 big bad. Sometimes I just give the monsters advantage and max damage.</li> <li data-xf-list-type="ol">I regularly give monsters, especially humanoids, weapons I think they would have for the scenario. </li> <li data-xf-list-type="ol">Monsters that use weapons almost always have a backup weapon that a dice size smaller in case someone disarms them somehow.</li> <li data-xf-list-type="ol">I redo NPC caster and monster spells. Archmages and liches in particular get a greatly revised list.</li> <li data-xf-list-type="ol">Give the monsters nasty weapons that for some reason the PCs can't use. Either because the weapons are turning people into monsters, you need to make a pact with a dark force, etc..</li> <li data-xf-list-type="ol">Legendary saves and actions are the number of PCs -1.</li> </ol><p></p><p>Next? Encounter design. This is a big topic and I set things up that make sense for the scenario but some random things.</p><ol> <li data-xf-list-type="ol">Set up the environment to favor the monsters. </li> <li data-xf-list-type="ol">Have some archers that fire at the party and then back up behind total cover. </li> <li data-xf-list-type="ol">Have that black dragon in a swamp with channels of water deep enough of them to swim through. </li> <li data-xf-list-type="ol">Have a roper in an area with fog so dense you have a hard time seeing more than 5 feet and then just grab the PCs as they walk by and reel them up. </li> <li data-xf-list-type="ol">Set an encounter with zombies in murky swamp water so they can't see or hear the cleric and then have them rise up in waves. </li> <li data-xf-list-type="ol">Have giants smash through walls or destroy buildings the PC is hiding in. </li> <li data-xf-list-type="ol">Have small monsters set up areas with tiny tunnels they can squeeze through. Heck, just have a tunnel medium creatures need to crawl through and attack them as they emerge and are still prone (something real world fortifications have done). </li> </ol><p></p><p>Of course sometimes this goes the other way as well, especially if it's the PCs who are fighting off an invading force.</p><p></p><p>Anyway those are some thoughts off the top of my head.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9295204, member: 6801845"] I make very few rule changes, although I do usually use the gritty rest rules depending on the group. I nerf a couple of spells a little bit. Heat metal is the main target here - I vacillate between it not being able to target armor at all (it's not one piece of metal), to the target gets a con save at the start of their round to ignore the disadvantage. For tiny hut, you can't attack anything outside of the hut from the inside. The main design changes I make are on the monster side of things. I've always tweaked monsters if I want something unique or I think they're just underpowered. [LIST=1] [*]if I want to raise or lower CR or just create a custom monster I use monster design on a page document I wish I could attribute back to it's source as a guideline (see attached). I redo a fair number of monsters from the MM using it. Never assume a goblin is just a goblin in my game. :) [*]If I want a lot of monsters I sometimes increase their attack bonuses and damage while leaving everything else the same. They're sort-of-minions, especially when I have 1 big bad. Sometimes I just give the monsters advantage and max damage. [*]I regularly give monsters, especially humanoids, weapons I think they would have for the scenario. [*]Monsters that use weapons almost always have a backup weapon that a dice size smaller in case someone disarms them somehow. [*]I redo NPC caster and monster spells. Archmages and liches in particular get a greatly revised list. [*]Give the monsters nasty weapons that for some reason the PCs can't use. Either because the weapons are turning people into monsters, you need to make a pact with a dark force, etc.. [*]Legendary saves and actions are the number of PCs -1. [/LIST] Next? Encounter design. This is a big topic and I set things up that make sense for the scenario but some random things. [LIST=1] [*]Set up the environment to favor the monsters. [*]Have some archers that fire at the party and then back up behind total cover. [*]Have that black dragon in a swamp with channels of water deep enough of them to swim through. [*]Have a roper in an area with fog so dense you have a hard time seeing more than 5 feet and then just grab the PCs as they walk by and reel them up. [*]Set an encounter with zombies in murky swamp water so they can't see or hear the cleric and then have them rise up in waves. [*]Have giants smash through walls or destroy buildings the PC is hiding in. [*]Have small monsters set up areas with tiny tunnels they can squeeze through. Heck, just have a tunnel medium creatures need to crawl through and attack them as they emerge and are still prone (something real world fortifications have done). [/LIST] Of course sometimes this goes the other way as well, especially if it's the PCs who are fighting off an invading force. Anyway those are some thoughts off the top of my head. [/QUOTE]
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