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<blockquote data-quote="GM Dave" data-source="post: 5795241" data-attributes="member: 6687992"><p>Two Points</p><p></p><p>1> I'd suggest looking at Chris Perkins' Dungeon Master's Experience column for his discussion on having various encounters of mix-matched level and how he solves things to keep lower level encounters foes interesting against his now Epic level players. He has one article on a ship full of goblins. He has another one this week of two paragon level BBEG but they get a nice assist from Devils that they summon into the adventure.</p><p></p><p>2> I think the designers of 5e have realized that it is easier to adjust the monster to fit the players then it is to fit the players to the monster. Player's getting bonus for every level they gain and every item and feat they gain creates a large spread of combat ability within a group. In 3.5/PF I've seen the swing as much as 15 to 20 or more in the late teen levels between a fighter and a rogue or wizard (In to hit and AC bonuses).</p><p></p><p>The same monster can not realistically have the defenses and attack be built to fight those two very different targets without one complaining they can never hit and the other complaining they never miss.</p><p></p><p>Removing those bonuses or keeping them almost non-existent makes it easier for the GM to create monsters or opponents that can hit and be hit by the whole group (nothing is worse then waiting ten to twenty minutes to get your turn to roll a d20 to try and hit and being told that you need a 19 or better to do anything).</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5795241, member: 6687992"] Two Points 1> I'd suggest looking at Chris Perkins' Dungeon Master's Experience column for his discussion on having various encounters of mix-matched level and how he solves things to keep lower level encounters foes interesting against his now Epic level players. He has one article on a ship full of goblins. He has another one this week of two paragon level BBEG but they get a nice assist from Devils that they summon into the adventure. 2> I think the designers of 5e have realized that it is easier to adjust the monster to fit the players then it is to fit the players to the monster. Player's getting bonus for every level they gain and every item and feat they gain creates a large spread of combat ability within a group. In 3.5/PF I've seen the swing as much as 15 to 20 or more in the late teen levels between a fighter and a rogue or wizard (In to hit and AC bonuses). The same monster can not realistically have the defenses and attack be built to fight those two very different targets without one complaining they can never hit and the other complaining they never miss. Removing those bonuses or keeping them almost non-existent makes it easier for the GM to create monsters or opponents that can hit and be hit by the whole group (nothing is worse then waiting ten to twenty minutes to get your turn to roll a d20 to try and hit and being told that you need a 19 or better to do anything). [/QUOTE]
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