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General Tabletop Discussion
*Dungeons & Dragons
Regauging Encounter Difficulty
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<blockquote data-quote="Xeviat" data-source="post: 6861290" data-attributes="member: 57494"><p>So it seems that I really need to regauge the encounter difficulty in my 5E campaign. I've been updating "Red Hand of Doom" to 5E. I've been aiming for harder fights; the few "medium" fights they've had have been cake walks. I'm looking for some advice on how to ramp up the difficulty slowly so that I can get a feel for the PCs' strength without TPKing them randomly.</p><p></p><p>It was severely highlighted this last session. They've reached one of the big moments of the first chapter. They're assaulting a keep, and I had set up 3 hard fights with no short rest between, after they already had a medium and a hard fight before it with a short rest after. That medium and hard fight was a cake walk, partially because the group had a round to use ranged attacks safely (which is something I'll need to avoid in the future without calibrating for it).</p><p></p><p>Due to the players getting creative with their approach, what was supposed to be 3 hard fights has turned into one fight. One fight whose adjusted XP total should result in a TPK. We had to pause in the middle, but the party has already dispatched a few of the foes and is mostly doing okay.</p><p></p><p>Here's some things I've been noticing:</p><p></p><p>Player AC is pretty high: There's two 18s in the group, with most monsters having a +5 to hit. Another player is a Bear Barbarian so often has resistance to most damage.</p><p>Player Damage is really high.</p><p>Monster attack bonus is low. Few hits.</p><p>Monster damage is high. Few hits, but the ones that do land are huge.</p><p>Monsters have a lot of HP, but often have low AC.</p><p>I'm having to stretch to toss extra effects on monster attacks to make them interesting.</p><p></p><p>I still love the character building side of 5E, but I'm finding more and more need to recalibrate monsters. Any suggestions?</p></blockquote><p></p>
[QUOTE="Xeviat, post: 6861290, member: 57494"] So it seems that I really need to regauge the encounter difficulty in my 5E campaign. I've been updating "Red Hand of Doom" to 5E. I've been aiming for harder fights; the few "medium" fights they've had have been cake walks. I'm looking for some advice on how to ramp up the difficulty slowly so that I can get a feel for the PCs' strength without TPKing them randomly. It was severely highlighted this last session. They've reached one of the big moments of the first chapter. They're assaulting a keep, and I had set up 3 hard fights with no short rest between, after they already had a medium and a hard fight before it with a short rest after. That medium and hard fight was a cake walk, partially because the group had a round to use ranged attacks safely (which is something I'll need to avoid in the future without calibrating for it). Due to the players getting creative with their approach, what was supposed to be 3 hard fights has turned into one fight. One fight whose adjusted XP total should result in a TPK. We had to pause in the middle, but the party has already dispatched a few of the foes and is mostly doing okay. Here's some things I've been noticing: Player AC is pretty high: There's two 18s in the group, with most monsters having a +5 to hit. Another player is a Bear Barbarian so often has resistance to most damage. Player Damage is really high. Monster attack bonus is low. Few hits. Monster damage is high. Few hits, but the ones that do land are huge. Monsters have a lot of HP, but often have low AC. I'm having to stretch to toss extra effects on monster attacks to make them interesting. I still love the character building side of 5E, but I'm finding more and more need to recalibrate monsters. Any suggestions? [/QUOTE]
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