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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="Rhenny" data-source="post: 6951334" data-attributes="member: 18333"><p>I think we have to face the fact that it is much harder to run higher level adventure/encounters than lower level ones. I can sympathize with someone who wants it to be easier to pull monsters off the shelf and run them without having to be overly tactical. That's actually why I enjoy running campaigns/games that take place level 10 and lower.</p><p></p><p>My standard way to make encounters more difficult isn't to over complicate and buff up or optimize the monsters/npcs, but to send in a second wave or third wave. One of the best tactics for 5e is to have a 2nd force of foes attack PCs from a different direction (from behind if possible) when they are engaged with the initial group. Basically, with 5e, like others have said, numbers matter. More foes = more difficulty, especially if the PCs are not expecting an attack from another direction or if they have already used some of there biggest spells/resources. </p><p></p><p>Another bonus to using waves is that it also accounts for over swinginess. (I know I'll catch some flack for this, but here goes) --- If the party has a really unlucky experience with the first wave, and things look bad, I can always hold the 2nd wave back or telegraph its arrival so that the party decides to run!! I like this kind of control to offset the possibility of good or bad luck in any encounter.</p><p></p><p>I say all this, not to criticize CapnZapp, but to build on what he has presented.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6951334, member: 18333"] I think we have to face the fact that it is much harder to run higher level adventure/encounters than lower level ones. I can sympathize with someone who wants it to be easier to pull monsters off the shelf and run them without having to be overly tactical. That's actually why I enjoy running campaigns/games that take place level 10 and lower. My standard way to make encounters more difficult isn't to over complicate and buff up or optimize the monsters/npcs, but to send in a second wave or third wave. One of the best tactics for 5e is to have a 2nd force of foes attack PCs from a different direction (from behind if possible) when they are engaged with the initial group. Basically, with 5e, like others have said, numbers matter. More foes = more difficulty, especially if the PCs are not expecting an attack from another direction or if they have already used some of there biggest spells/resources. Another bonus to using waves is that it also accounts for over swinginess. (I know I'll catch some flack for this, but here goes) --- If the party has a really unlucky experience with the first wave, and things look bad, I can always hold the 2nd wave back or telegraph its arrival so that the party decides to run!! I like this kind of control to offset the possibility of good or bad luck in any encounter. I say all this, not to criticize CapnZapp, but to build on what he has presented. [/QUOTE]
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last encounter was totally one-sided
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