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Running D&D 5e for Levels 10+
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<blockquote data-quote="hawkeyefan" data-source="post: 7288275" data-attributes="member: 6785785"><p>I have to strongly disagree with this. The DM actually more tools at his disposal to modify monsters and NPCs. The DM decides the extent to which he does or does not do so. It’s a choice on the DM’s part, and I think many young or beginning DMs are well served by being reminded of this.</p><p></p><p>The DM can add:</p><p>- Legendary Actions and Legendary Resistance</p><p>- Lair Actions</p><p>- Spellcasting or Spell Like Abilities</p><p>- Class Abilities</p><p>- Magic Items (consummables such as potions are a great way to bolster a monster without giving the PCs a bunch of loot)</p><p>- Abilities from other Monsters</p><p>- Unique or Homebrew Abilities</p><p>- Clever Tactics</p><p>- Environmental conditions or effects that strengthen the Monster</p><p></p><p>And although it is possible that the CR of the creature could be affected by using one or more of these elements, my question is so what? CR is a tool to help a DM, not a constraint to limit the DM. Far better that the PCs have an engaging encounter rather than one that adhered to the CR guidelines.</p><p></p><p>CR is like training wheels for a DM. Helpful at first to keep things steady, but once they’ve served their purpose, best to get rid of them. </p><p></p><p>The DM has so much at his or her disposal. Some DMs may decide not to use all the tools at their disposal, and that’s fine...but that’s a choice and needs to be acknowledged as such. </p><p></p><p>We shouldn’t be telling newer DMs who are facing challenges running the game at high level that there’s nothing they can do about it, or that the designers dropped the ball....we should try to help them improve their experience.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7288275, member: 6785785"] I have to strongly disagree with this. The DM actually more tools at his disposal to modify monsters and NPCs. The DM decides the extent to which he does or does not do so. It’s a choice on the DM’s part, and I think many young or beginning DMs are well served by being reminded of this. The DM can add: - Legendary Actions and Legendary Resistance - Lair Actions - Spellcasting or Spell Like Abilities - Class Abilities - Magic Items (consummables such as potions are a great way to bolster a monster without giving the PCs a bunch of loot) - Abilities from other Monsters - Unique or Homebrew Abilities - Clever Tactics - Environmental conditions or effects that strengthen the Monster And although it is possible that the CR of the creature could be affected by using one or more of these elements, my question is so what? CR is a tool to help a DM, not a constraint to limit the DM. Far better that the PCs have an engaging encounter rather than one that adhered to the CR guidelines. CR is like training wheels for a DM. Helpful at first to keep things steady, but once they’ve served their purpose, best to get rid of them. The DM has so much at his or her disposal. Some DMs may decide not to use all the tools at their disposal, and that’s fine...but that’s a choice and needs to be acknowledged as such. We shouldn’t be telling newer DMs who are facing challenges running the game at high level that there’s nothing they can do about it, or that the designers dropped the ball....we should try to help them improve their experience. [/QUOTE]
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