D&D 5E Running High Level 5E is more fun than I thought it would be.

Have you run into any issues with contribution balance within the party for non-combat challenges? That is the biggest issue I've had with higher-level games.
I make an effort to enforce niche protection by requiring proficiency to do most specialized things (which usually translates into making "knowledge" type checks). Otherwise I try and use group checks and failing forward.
 

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DotMM pits a CR 13 monster as a challenge for a Level 20 party? Seriously?!
His DotMM party is not 20th level. The 20th level adventure was a one-off test. I believe his group is around 14th +/-. That being said, no one ever said a CR 13 monster was supposed to be a challenge. It was just an encounter along the way.

EDIT: I just checked and yes, his group is 14th level, he mentions that in the OP.
 
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A solo CR 13 against a level 14 party doesn't last long without significant environmental advantages? Not a surprise.

Also not necessarily a bad thing if it mattered to the story.
 


A solo CR 13 against a level 14 party doesn't last long without significant environmental advantages? Not a surprise.

Also not necessarily a bad thing if it mattered to the story.
I didn't even check the CR. I didn't expect it to be especially tough but I thought it might put a scare into someone with a big hit but it did not.

I'm tempted with monsters that are described as being hundreds of feet long/tall/big giving them like 60 foot reach. The flavor text always makes them out to be these immense, terrifying beasts and then you plop the 20' token on the map. Such a let down.
 


I didn't even check the CR. I didn't expect it to be especially tough but I thought it might put a scare into someone with a big hit but it did not.

I'm tempted with monsters that are described as being hundreds of feet long/tall/big giving them like 60 foot reach. The flavor text always makes them out to be these immense, terrifying beasts and then you plop the 20' token on the map. Such a let down.
I will say that ensuring your monsters are high on the initiative track helps a lot. If the PCs get their hits in before your monster gets a chance, the fight can be over before it starts. Bulk up hp and lock in a high initiative and things get a lot more challenging. And a lack of legendary actions means that beastie has to have a high initiative to be effective.
 

I will say that ensuring your monsters are high on the initiative track helps a lot. If the PCs get their hits in before your monster gets a chance, the fight can be over before it starts. Bulk up hp and lock in a high initiative and things get a lot more challenging. And a lack of legendary actions means that beastie has to have a high initiative to be effective.

That's something I'll do sometimes with environmental effects or magic. Throw in a dense fog, magical darkness, put the monster in a difficult (but not impossible) to access location. Potentially set it up so that even the non-stealthy giant worm thing has a round where the PCs are surprised*. Personally I'd rather do that than fudge an initiative roll. YMMV.

While there are fewer ways to totally nerf monsters than there were in 4E, there are still some you need to be aware of and take into consideration.

*Unless you're stupid and give your player a rapier of warning without thoroughly reading the description so you can never ever surprise the PCs. Which your wife reminds you of every time it comes up. :cautious:
 

I will say that ensuring your monsters are high on the initiative track helps a lot. If the PCs get their hits in before your monster gets a chance, the fight can be over before it starts. Bulk up hp and lock in a high initiative and things get a lot more challenging. And a lack of legendary actions means that beastie has to have a high initiative to be effective.
I don't "ensure" anything that requires a die roll. Everything in the open. No fudging.
 

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