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General Tabletop Discussion
*Dungeons & Dragons
If the characters are super optimized should the monsters be boosted too?
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<blockquote data-quote="Celtavian" data-source="post: 6662440" data-attributes="member: 5834"><p>Lord Vangarel.</p><p></p><p>I ran through the encounters you are running as a player. I am a DM more often. GWM/SS if optimized for nearly double the damage output of a character using them. I'm sure your Battlemaster is novaing with the feats doing insane damage against the strongest fights. Your paladin is smiting. Your barbarian is crazy raging. Maybe he took Sentinel to control movement to keep the target attacking him or he gets an extra attack. All in your party is outputting damage far above what is expected for characters of that level.</p><p></p><p>Here's what you should try mathematically. Give it a shot and see how it feels, at least for major encounters.</p><p></p><p>1. Six player is 50% more than expect. Boost hit points of major creatures by 50%. Boost numbers of creatures by 50%.</p><p></p><p>2. Your players are hitting for 50% or more damage with GWM and Sharpshooter. Boost hit points another 50% for major encounters. I wouldn't worry about boosting trash. You don't care if trash goes down quickly.</p><p></p><p>3. I wouldn't worry about boosting damage output because a focus firing dragon can wipe characters out. You want to boost its durability.</p><p></p><p>In summary, boost hit points for major creatures like dragons, single powerful NPCs, and the like by a total of 100%. So a dragon with 200 hit points boost to 400. That should give your dragon more time to do damage and endanger your players. Boost encounters based on number of mooks by 50%. That should give your PCs a more difficult challenge. If your players are tactically strong, group most encounters together into single large encounters rather than let them take out weak foes piecemeal. If you do this, you should make encounters more difficult. You can ratchet up or down depending on how your players handle the boosted encounters.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6662440, member: 5834"] Lord Vangarel. I ran through the encounters you are running as a player. I am a DM more often. GWM/SS if optimized for nearly double the damage output of a character using them. I'm sure your Battlemaster is novaing with the feats doing insane damage against the strongest fights. Your paladin is smiting. Your barbarian is crazy raging. Maybe he took Sentinel to control movement to keep the target attacking him or he gets an extra attack. All in your party is outputting damage far above what is expected for characters of that level. Here's what you should try mathematically. Give it a shot and see how it feels, at least for major encounters. 1. Six player is 50% more than expect. Boost hit points of major creatures by 50%. Boost numbers of creatures by 50%. 2. Your players are hitting for 50% or more damage with GWM and Sharpshooter. Boost hit points another 50% for major encounters. I wouldn't worry about boosting trash. You don't care if trash goes down quickly. 3. I wouldn't worry about boosting damage output because a focus firing dragon can wipe characters out. You want to boost its durability. In summary, boost hit points for major creatures like dragons, single powerful NPCs, and the like by a total of 100%. So a dragon with 200 hit points boost to 400. That should give your dragon more time to do damage and endanger your players. Boost encounters based on number of mooks by 50%. That should give your PCs a more difficult challenge. If your players are tactically strong, group most encounters together into single large encounters rather than let them take out weak foes piecemeal. If you do this, you should make encounters more difficult. You can ratchet up or down depending on how your players handle the boosted encounters. [/QUOTE]
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If the characters are super optimized should the monsters be boosted too?
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