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last encounter was totally one-sided
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<blockquote data-quote="OB1" data-source="post: 6951908" data-attributes="member: 6796241"><p>[MENTION=12731]CapnZapp[/MENTION] - I can appreciate what you are saying here and feel for you that 5e isn't what you want it to be, but I have a very different idea of a cool image.</p><p></p><p>Our heroes, storming the lair of the Litch and manage to sneak around several groups of guards, intimidate their way around another, and fight off 3 other groups in quick fashion. Unfortunately, one guard in the last group got away and called in the Litch's lieutenants, who cornered the heroes into a fight that took quite a bit out of them. Fearing another difficult fight will leave them too weak to face the Litch, the party spellcaster uses a high level spell to get them around several other groups of guards into the inner sanctum of the Litch.</p><p></p><p>But there is no avoiding the hoard of zombies and skeletons outside the throne room of the Litch, and while they cut through them like butter, a lucky hit here and there takes a bit more from them. Finally, the heroes stand at a closed doorway, bruised, half spent and unsure of whether they have the strength to fight what is on the other side of the door, but knowing that the King's daughter will be turned undead at the stroke of midnight. With no time to rest, they push through the door to their fate.</p><p></p><p>To me, that's way cooler than a single boss fight on it's own at full power. The success or failure the party had in navigating earlier encounters leads directly to how challenging the final fight will be. I tend to think of the entire day as a single encounter, one in which the fight waxes and wanes and takes 15 to 20 rounds to resolve. I don't worry about any one encounter being to easy or too hard, because throughout the day the luck will change. That is 5e design, and the monsters, as written, work great when the DM follows those design guidelines.</p></blockquote><p></p>
[QUOTE="OB1, post: 6951908, member: 6796241"] [MENTION=12731]CapnZapp[/MENTION] - I can appreciate what you are saying here and feel for you that 5e isn't what you want it to be, but I have a very different idea of a cool image. Our heroes, storming the lair of the Litch and manage to sneak around several groups of guards, intimidate their way around another, and fight off 3 other groups in quick fashion. Unfortunately, one guard in the last group got away and called in the Litch's lieutenants, who cornered the heroes into a fight that took quite a bit out of them. Fearing another difficult fight will leave them too weak to face the Litch, the party spellcaster uses a high level spell to get them around several other groups of guards into the inner sanctum of the Litch. But there is no avoiding the hoard of zombies and skeletons outside the throne room of the Litch, and while they cut through them like butter, a lucky hit here and there takes a bit more from them. Finally, the heroes stand at a closed doorway, bruised, half spent and unsure of whether they have the strength to fight what is on the other side of the door, but knowing that the King's daughter will be turned undead at the stroke of midnight. With no time to rest, they push through the door to their fate. To me, that's way cooler than a single boss fight on it's own at full power. The success or failure the party had in navigating earlier encounters leads directly to how challenging the final fight will be. I tend to think of the entire day as a single encounter, one in which the fight waxes and wanes and takes 15 to 20 rounds to resolve. I don't worry about any one encounter being to easy or too hard, because throughout the day the luck will change. That is 5e design, and the monsters, as written, work great when the DM follows those design guidelines. [/QUOTE]
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last encounter was totally one-sided
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