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<blockquote data-quote="Benji" data-source="post: 7272496" data-attributes="member: 6793743"><p>First, the trio is wasting their time doing all that healing. 'I'll spend all my spell energy on healing you at the end of the adventuring day. Just before we take a long rest - WHICH HEALS ALL OUR HIT POINT DAMAGE.' So I shouldn't worry about that. The default assumption is that they will be totally healed each day. Maybe only point this out after the game is finished though if the character seems really OP. Also just check the multiclasser is using the 'Spell slots per day' from multiclasser guide and not using three classes worth of spells.</p><p></p><p>Secondly, If you want to really challenge them and they min-max rule at combat, stop putting in combats. Go look at tomb of horrors of white plume mountain/Tomb of tamochan design. They have very little combat and lots of punishing traps/riddles etc. Put in stuff where they have to forge alliances with people to win - if they just attack rather than talk, the alliance will fall apart. </p><p></p><p>Thirdly, They killed a CR 14 dragon and kobold guards. Why did it have kobold guards? They die in like one hit (unless you have buffed them in some way). If the creature was not meant to be killed, don't make that anything less than a stupidly hard fight. Give it troll guards. Make sure you're optimising. Did the dragon have room to fly? Because that make a massive difference to a dragons effectiveness and supposed CR. From now on, test to see how far they can go. Look at the amount of minions you put into a fight. double it, see what happens because numbers in 5e make a massive difference. Find a new baseline for normal in challenges rather than using challenge rating. Use a party of evil adventurers with similar abilities to theirs. Or even a straight up 'Evil universe version/spell copy'.</p><p></p><p></p><p>Finally, examine the dynamic between you and players. You don't want it to be adversarial you vs them but you are concerned when they stomp things flat. If they actively seem bored, then that's fine but make it's not just you who does. You also note the previous Dm had a lot of bad experiences with this very group. So maybe consider that the 'wargame style' of game is not good for you and work to change the game focus.</p><p></p><p>Sorry if my tone seems like lecturing - imagine I am instead just brainstorming live.</p></blockquote><p></p>
[QUOTE="Benji, post: 7272496, member: 6793743"] First, the trio is wasting their time doing all that healing. 'I'll spend all my spell energy on healing you at the end of the adventuring day. Just before we take a long rest - WHICH HEALS ALL OUR HIT POINT DAMAGE.' So I shouldn't worry about that. The default assumption is that they will be totally healed each day. Maybe only point this out after the game is finished though if the character seems really OP. Also just check the multiclasser is using the 'Spell slots per day' from multiclasser guide and not using three classes worth of spells. Secondly, If you want to really challenge them and they min-max rule at combat, stop putting in combats. Go look at tomb of horrors of white plume mountain/Tomb of tamochan design. They have very little combat and lots of punishing traps/riddles etc. Put in stuff where they have to forge alliances with people to win - if they just attack rather than talk, the alliance will fall apart. Thirdly, They killed a CR 14 dragon and kobold guards. Why did it have kobold guards? They die in like one hit (unless you have buffed them in some way). If the creature was not meant to be killed, don't make that anything less than a stupidly hard fight. Give it troll guards. Make sure you're optimising. Did the dragon have room to fly? Because that make a massive difference to a dragons effectiveness and supposed CR. From now on, test to see how far they can go. Look at the amount of minions you put into a fight. double it, see what happens because numbers in 5e make a massive difference. Find a new baseline for normal in challenges rather than using challenge rating. Use a party of evil adventurers with similar abilities to theirs. Or even a straight up 'Evil universe version/spell copy'. Finally, examine the dynamic between you and players. You don't want it to be adversarial you vs them but you are concerned when they stomp things flat. If they actively seem bored, then that's fine but make it's not just you who does. You also note the previous Dm had a lot of bad experiences with this very group. So maybe consider that the 'wargame style' of game is not good for you and work to change the game focus. Sorry if my tone seems like lecturing - imagine I am instead just brainstorming live. [/QUOTE]
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