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last encounter was totally one-sided
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<blockquote data-quote="Rhenny" data-source="post: 6956354" data-attributes="member: 18333"><p>More observations...</p><p></p><p>Some of the discomfort that people experience with larger parties, overpowered PCs or optional rules, etc. comes from the Bounded Accuracy concept that WotC used to construct 5e. With 5e the number of combatants for or against makes a huge difference because it increases the action economy for or against. Single creature modifiers or additional hit points matter much less than gaining extra attacks or special attacks/abilities. I love the idea of Bounded Accuracy in concept, and I actually think it helps make combat more realistic by weighing the horde more dangerously than the solo monster. But, this is what I'm getting used to now.</p><p></p><p>I find that running even the pre-written adventures with more than 4 PCs much less challenging unless the DM plays the encounters optimally or adds abilities to existing foes or adds additional foes. When I create my own content, for some reason it seems that my natural inclinations to build encounters that seem logical for the story actually work best for 3 pcs mechanically. I'm learning my own tendencies so that I can adapt and improve.</p><p></p><p>The legendary template is a nice addition that helps, but still doesn't necessarily create super challenging solo monsters for groups of 5 or more. The idea behind the legendary template is to give the paragon of creatures more action economy and more powers. I think this basically admits that standard monsters are not intended to be very powerful solo threats, and DMs should add powers and attacks to selected foes to buff them if they want to make them more challenging or be sure to use their nukes when the foes sense even a small chance that they will be overrun, or plan for the more important foes to escape or call for reinforcements.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6956354, member: 18333"] More observations... Some of the discomfort that people experience with larger parties, overpowered PCs or optional rules, etc. comes from the Bounded Accuracy concept that WotC used to construct 5e. With 5e the number of combatants for or against makes a huge difference because it increases the action economy for or against. Single creature modifiers or additional hit points matter much less than gaining extra attacks or special attacks/abilities. I love the idea of Bounded Accuracy in concept, and I actually think it helps make combat more realistic by weighing the horde more dangerously than the solo monster. But, this is what I'm getting used to now. I find that running even the pre-written adventures with more than 4 PCs much less challenging unless the DM plays the encounters optimally or adds abilities to existing foes or adds additional foes. When I create my own content, for some reason it seems that my natural inclinations to build encounters that seem logical for the story actually work best for 3 pcs mechanically. I'm learning my own tendencies so that I can adapt and improve. The legendary template is a nice addition that helps, but still doesn't necessarily create super challenging solo monsters for groups of 5 or more. The idea behind the legendary template is to give the paragon of creatures more action economy and more powers. I think this basically admits that standard monsters are not intended to be very powerful solo threats, and DMs should add powers and attacks to selected foes to buff them if they want to make them more challenging or be sure to use their nukes when the foes sense even a small chance that they will be overrun, or plan for the more important foes to escape or call for reinforcements. [/QUOTE]
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