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My First campaign: Need Dming advice/tips
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<blockquote data-quote="kitsune9" data-source="post: 5403781" data-attributes="member: 18507"><p>Fighters will always do a lot of damage in the early levels so your monsters actually do become a bit more of a cakewalk in mook encounters. </p><p></p><p>However, if you want to make some challenging encounters for even the fighter, you come up with some other ways to mitigate attack, crunch, attack, crunch, rinse and repeat. Here's my ideas:</p><p></p><p>1. Use terrain. Your adventure is in the swamp isn't it? Lizardmen should have no problem navigating the terrain in their swamp or the other creatures that call it home, but your party will have to consider it difficult terrain and have to move at half speed. What this does is that when you have an encounter with four or five monsters, your half-orc will have to move around the battlefield and won't be very fast to deal with the foes. In the meantime, the foes can be attacking the other characters or flanking the fighter.</p><p></p><p>2. Use archery. Your fighter is tough wielding those melee weapons, but for him to dish out some damage, he needs to get to his opponent who will have ranged weapons in the meantime.</p><p></p><p>3. Use terrain Part 2: the monsters have the home field advantage of protecting their lair. Simple snares, pits, and cover aids them to protect themselves and their lairs. </p><p></p><p>Lastly, don't overdo it because in the end, fighters exist to dish out a lot of damage. If you come up with bruiser encounters to dish out a lot of damage back and the fighter was all the party had, you just went from a fair encounter to a potential TPK.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5403781, member: 18507"] Fighters will always do a lot of damage in the early levels so your monsters actually do become a bit more of a cakewalk in mook encounters. However, if you want to make some challenging encounters for even the fighter, you come up with some other ways to mitigate attack, crunch, attack, crunch, rinse and repeat. Here's my ideas: 1. Use terrain. Your adventure is in the swamp isn't it? Lizardmen should have no problem navigating the terrain in their swamp or the other creatures that call it home, but your party will have to consider it difficult terrain and have to move at half speed. What this does is that when you have an encounter with four or five monsters, your half-orc will have to move around the battlefield and won't be very fast to deal with the foes. In the meantime, the foes can be attacking the other characters or flanking the fighter. 2. Use archery. Your fighter is tough wielding those melee weapons, but for him to dish out some damage, he needs to get to his opponent who will have ranged weapons in the meantime. 3. Use terrain Part 2: the monsters have the home field advantage of protecting their lair. Simple snares, pits, and cover aids them to protect themselves and their lairs. Lastly, don't overdo it because in the end, fighters exist to dish out a lot of damage. If you come up with bruiser encounters to dish out a lot of damage back and the fighter was all the party had, you just went from a fair encounter to a potential TPK. [/QUOTE]
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