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Regauging Encounter Difficulty
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<blockquote data-quote="Quickleaf" data-source="post: 6861739" data-attributes="member: 20323"><p>Red Hand of Doom is set up to have the monsters get progressively harder, IIRC, adapting to the PCs' tactics and calling in reinforcements. It's sort of the ideal setup for fudging / figuring out the "right" number of monsters to attain the challenge level you want.</p><p></p><p>To ramp up difficulty slowly, in addition to all the other encounter building math tweaks that folks have mentioned, consider some of the following in upcoming encounters:</p><ol> <li data-xf-list-type="ol"><strong>Battle Horn Reinforcements:</strong> A somewhat hard-to-reach monster (probably behind enemy lines or in an elevated position) has a horn or other means of summoning reinforcements. Eliminating this monster swiftly should be a priority, but it risks exposing a PC getting close to the monster, or requires expenditure of spell resources to reach the monster.</li> <li data-xf-list-type="ol"><strong>Multiple Fronts / Split Forces:</strong> NPCs caught in the crossfire need rescuing. A gate needs to be sealed shut. Monsters suddenly start pouring in through a tunnel below. Or any other scenario that requires the PCs to split their forces and fight on multiple fronts. These objectives also help to threaten more than the PC's hit points. VERY important in any edition of D&D.</li> <li data-xf-list-type="ol"><strong>Unfair Terrain Advantage:</strong> The battle ground favors the monsters. For example, a tight tunnel where the PCs must fight goblins armed with polearms, where a tight formation is required, slashing/bludgeoning weapons have disadvantage to hit, greatswords/greataxes can't be used at all, and spells must be carefully used to avoid friendly fire.</li> <li data-xf-list-type="ol"><strong>False Finale / Boss:</strong> Lull them into a false sense of security with a false finale or decoy boss, then spring the twist/complication that introduces the REAL climax. Only, don't overuse this trick. Often players save up resources for who the boss for that cathartic "boss-hacking" moment. Playing with those expectations — judiciously — can lead to a fight where they don't have their big guns to call on.</li> <li data-xf-list-type="ol"><strong>Monster Tactics:</strong> When the PCs face a horde of lower level/CR/HD humanoid monsters, have the monsters actually use tactics like the Help action (gaining advantage on an attack roll) to hit high AC characters, making multiple shove/grapple attempts against a single PC to either overbear the PC or knock them off a tower/into a hazard, Readying actions to attack a spellcaster (esp. with hidden archers!), and using the Dodge action when the PCs have a round of "free" ranged attacks or other artillery superiority. No need to stretch to make monster attacks "interesting", just have them use the same PHB combat options the PCs can use.</li> <li data-xf-list-type="ol"><strong>Handling Mobs:</strong> Especially when it comes to missile volleys from monsters, consider using the "Handling Mob" rules in the DMG pg. 250. "Automatic damage" is terrifying to players, and would be apropos to the Red Hand scenario with overwhelming waves of monsters.</li> <li data-xf-list-type="ol"><strong>Uneven Scenarios:</strong> Modify encounter difficulty using uneven scenarios like cover, surprise, visibility, ongoing damage, or precarious situations like hanging from a rope as described on DMG pg. 85.</li> <li data-xf-list-type="ol"><strong>Siege Weapons:</strong> Use (and foreshadow the use of) siege weapons on DMG pg. 255. A mangonel doing 27 point of damage is nothing to sneeze at. Also, get creative with the type of ammunition they shoot...start fires, shake enemy morale, coat the area with a thick tar, have the boulder shatter unleashing another monster (crawling claws? a troll's <em>loathsome limbs</em>?), etc. Consider having some siege weapons making area effect attacks adapted to requires saving throws instead of targeting AC. Destroying siege equipment before it's set up / between reloads also makes for a great PC objective that can help humanoid monsters last longer (since they're not being targeted by PC attacks on the siege equipment).</li> <li data-xf-list-type="ol"><strong>Scaling Monster Gear:</strong> As the adventure progresses, feel free to supplement monster armor/weapons with things they scavenge from the battlefield. Maybe that next group of orcs is wearing the scale armor and wielding the longbows of the PCs' dead allies? Small boosts in monster AC/damage have a larger impact when facing hordes of monsters. Also, feel free to reduce monster HP to get the sort of cinematic feel you're aiming for; the equipment boosts and all the other strategies I'm listing will more than make up for it.</li> <li data-xf-list-type="ol"><strong>Strategic Dilemmas:</strong> Force the PCs to choose between two battlefields. "The orcs are attacking the watchtower needed to watch for future army movements, and the worg riders are attacking the village in the valley below. You have time to fight one group, but not both, what do you do?" It's hard to explain the emotional impact these sorts of scenarios have on a party. PCs disagree, resources/focus get divided, tactics often get sloppy. More generally, anything that simulates the chaos of battle and requires the players to think strategically is great.</li> <li data-xf-list-type="ol"><strong>Barbarian's Nemesis:</strong> Have a "nemesis" emerge among the monsters for your Barbarian PC, who certainly will start to develop a reputation for being undefeatable. This nemesis should have attacks that require saving throws or be similarly damage resistant / hard to kill. A "war" troll whose identity is disguised in black plate armor would be a good choice; have the "black knight" issue a one-on-one challenge in Giant to the barbarian. This sort of thing appeals to player ego and is EXACTLY the sort of approach that fits the Red Hand scenario.</li> <li data-xf-list-type="ol"><strong>Hit 'Em When They're Down:</strong> Play the monsters hard, and go after downed PCs. If necessary, focus fire in order to down a PC drawing attention to him or herself. Have an orc "waste" an action to behead its fallen foe, or throw a KO'd foe off the ramparts and make a war cry to Grumsh. Have goblins drag off bodies to plunder them from the safety behind enemy lines. Have hobgoblins try to take captives, binding KO'd PCs/NPCs.</li> </ol></blockquote><p></p>
[QUOTE="Quickleaf, post: 6861739, member: 20323"] Red Hand of Doom is set up to have the monsters get progressively harder, IIRC, adapting to the PCs' tactics and calling in reinforcements. It's sort of the ideal setup for fudging / figuring out the "right" number of monsters to attain the challenge level you want. To ramp up difficulty slowly, in addition to all the other encounter building math tweaks that folks have mentioned, consider some of the following in upcoming encounters: [list=1][*][b]Battle Horn Reinforcements:[/b] A somewhat hard-to-reach monster (probably behind enemy lines or in an elevated position) has a horn or other means of summoning reinforcements. Eliminating this monster swiftly should be a priority, but it risks exposing a PC getting close to the monster, or requires expenditure of spell resources to reach the monster. [*][b]Multiple Fronts / Split Forces:[/b] NPCs caught in the crossfire need rescuing. A gate needs to be sealed shut. Monsters suddenly start pouring in through a tunnel below. Or any other scenario that requires the PCs to split their forces and fight on multiple fronts. These objectives also help to threaten more than the PC's hit points. VERY important in any edition of D&D. [*][b]Unfair Terrain Advantage:[/b] The battle ground favors the monsters. For example, a tight tunnel where the PCs must fight goblins armed with polearms, where a tight formation is required, slashing/bludgeoning weapons have disadvantage to hit, greatswords/greataxes can't be used at all, and spells must be carefully used to avoid friendly fire. [*][b]False Finale / Boss:[/b] Lull them into a false sense of security with a false finale or decoy boss, then spring the twist/complication that introduces the REAL climax. Only, don't overuse this trick. Often players save up resources for who the boss for that cathartic "boss-hacking" moment. Playing with those expectations — judiciously — can lead to a fight where they don't have their big guns to call on. [*][b]Monster Tactics:[/b] When the PCs face a horde of lower level/CR/HD humanoid monsters, have the monsters actually use tactics like the Help action (gaining advantage on an attack roll) to hit high AC characters, making multiple shove/grapple attempts against a single PC to either overbear the PC or knock them off a tower/into a hazard, Readying actions to attack a spellcaster (esp. with hidden archers!), and using the Dodge action when the PCs have a round of "free" ranged attacks or other artillery superiority. No need to stretch to make monster attacks "interesting", just have them use the same PHB combat options the PCs can use. [*][b]Handling Mobs:[/b] Especially when it comes to missile volleys from monsters, consider using the "Handling Mob" rules in the DMG pg. 250. "Automatic damage" is terrifying to players, and would be apropos to the Red Hand scenario with overwhelming waves of monsters. [*][b]Uneven Scenarios:[/b] Modify encounter difficulty using uneven scenarios like cover, surprise, visibility, ongoing damage, or precarious situations like hanging from a rope as described on DMG pg. 85. [*][b]Siege Weapons:[/b] Use (and foreshadow the use of) siege weapons on DMG pg. 255. A mangonel doing 27 point of damage is nothing to sneeze at. Also, get creative with the type of ammunition they shoot...start fires, shake enemy morale, coat the area with a thick tar, have the boulder shatter unleashing another monster (crawling claws? a troll's [i]loathsome limbs[/i]?), etc. Consider having some siege weapons making area effect attacks adapted to requires saving throws instead of targeting AC. Destroying siege equipment before it's set up / between reloads also makes for a great PC objective that can help humanoid monsters last longer (since they're not being targeted by PC attacks on the siege equipment). [*][b]Scaling Monster Gear:[/b] As the adventure progresses, feel free to supplement monster armor/weapons with things they scavenge from the battlefield. Maybe that next group of orcs is wearing the scale armor and wielding the longbows of the PCs' dead allies? Small boosts in monster AC/damage have a larger impact when facing hordes of monsters. Also, feel free to reduce monster HP to get the sort of cinematic feel you're aiming for; the equipment boosts and all the other strategies I'm listing will more than make up for it. [*][b]Strategic Dilemmas:[/b] Force the PCs to choose between two battlefields. "The orcs are attacking the watchtower needed to watch for future army movements, and the worg riders are attacking the village in the valley below. You have time to fight one group, but not both, what do you do?" It's hard to explain the emotional impact these sorts of scenarios have on a party. PCs disagree, resources/focus get divided, tactics often get sloppy. More generally, anything that simulates the chaos of battle and requires the players to think strategically is great. [*][b]Barbarian's Nemesis:[/b] Have a "nemesis" emerge among the monsters for your Barbarian PC, who certainly will start to develop a reputation for being undefeatable. This nemesis should have attacks that require saving throws or be similarly damage resistant / hard to kill. A "war" troll whose identity is disguised in black plate armor would be a good choice; have the "black knight" issue a one-on-one challenge in Giant to the barbarian. This sort of thing appeals to player ego and is EXACTLY the sort of approach that fits the Red Hand scenario. [*][b]Hit 'Em When They're Down:[/b] Play the monsters hard, and go after downed PCs. If necessary, focus fire in order to down a PC drawing attention to him or herself. Have an orc "waste" an action to behead its fallen foe, or throw a KO'd foe off the ramparts and make a war cry to Grumsh. Have goblins drag off bodies to plunder them from the safety behind enemy lines. Have hobgoblins try to take captives, binding KO'd PCs/NPCs.[/list] [/QUOTE]
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