D&D 5E How to Break 5E

I'm sure they're much more exciting than the regular goblins from the monster manual [emoji106]

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Nope it's the same goblins. It's just they are goina show up at the worst possible time for you :)

Maybe they are waiting for the first person that climbs tall cliff of doom. Maybe they come out when you are walking across long rope bridge of doom. Maybe they shoot arrows at you from far away while you are trying to chase the ninja that kidnapped the princess so he doesn't get away. It's mostly about timing with these things :)
 

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How to avoid breaking it would probably be a more helpful topic.
A way to restate that could be - how to continue to challenge the players? For me, the use of character-class equivalent foes has worked well over editions. I'm looking forward to my secret society of lore bard diviners using the lucky feat coming into play as foes of my current party. A great example in OOTA is Neheedra Duskryn the medusa. We know from backstory that Neheedra is a drow sorcerer. I believe it is obvious the direction that can be taken to challenge the party.

One might question whether this is more productive than applying the nerf bat? I believe yes: it lets players enjoy the full effect of their cunning power combos, while still challenging them. Where I believe the nerf bat should be applied is - rarely - with care on only the most egregious elements. And occasionally the right answer is to slightly buff something else. Because balance in an RPG is often more about broadening the range of valid choices, and removing trap choices, then dampening down player power.
 

A way to restate that could be - how to continue to challenge the players? For me, the use of character-class equivalent foes has worked well over editions. I'm looking forward to my secret society of lore bard diviners using the lucky feat coming into play as foes of my current party. A great example in OOTA is Neheedra Duskryn the medusa. We know from backstory that Neheedra is a drow sorcerer. I believe it is obvious the direction that can be taken to challenge the party.

One might question whether this is more productive than applying the nerf bat? I believe yes: it lets players enjoy the full effect of their cunning power combos, while still challenging them. Where I believe the nerf bat should be applied is - rarely - with care on only the most egregious elements. And occasionally the right answer is to slightly buff something else. Because balance in an RPG is often more about broadening the range of valid choices, and removing trap choices, then dampening down player power.
I'd rather have the baseline monsters be just that, a functional baseline.

Having to boost monsters just to match heroes sound like work.

Much easier to ensure heroes aren't overpowering the monsters, so I can use them right out the gate... Imo

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I'd rather have the baseline monsters be just that, a functional baseline.

Having to boost monsters just to match heroes sound like work.

Much easier to ensure heroes aren't overpowering the monsters, so I can use them right out the gate... Imo
It's a massive amount of work to rebalance the character classes. Far easier to add abilities - which also deepen interest - to the existing monsters. Especially if you are using something like Fantasy Grounds where you can version a creature for your campaign.
 


I have been looking at a method in a 2E book high level campaigns. Quick and dirty +3 to a monster for.

AC's
All saves
+3 hp/hit dice
attack rolls
skill checks

etc.
 



I'm the DM and it's very rare my group have had more than 1-3 encounters per day. They almost never take short rests.

This is because we like our fights exciting. To be any challenge, a fight must be difficult. After one or three such fights, a PC is depleted, more or less.

I consider the 6-8 encounter expectation fundamentally flawed. Who in their right mind want to fight three goblins, and then another three goblins, and so on, just to see if you can do it without spending any significant resources?

I don't know about you, but playing according to the 6-8 expectation would bore us to death...

6-8 encounters do not all necessarily have to be Combat encounters. They can be Combat, Social or Exploration encounters which all can allow players to use their abilities and skills to resolve. It can be some encounters that require Combat of varying difficulty levels, some Social encounters that may require a spell or two to resolve and some Exploration encounters...perhaps some complex traps or environmental obstacles that players have to use abilities, spells or resources to deal with.

If you are not challenging your players with encounters from all pillars of the game, you may be doing it wrong and doing a disservice to those players who are seeking well-rounded games or who build their characters for well-rounded utility. If I was caster stuck in a game built focused around three difficult combat encounters a day, I would be bored to death having to powerbuild my characters to be Combat oriented and not get any opportunity to resolve situations using any of the myriad of interesting spells and abilities.

EDIT: Doh, didn't realize this was a necro thread. God, I hate necromancers lol.


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