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<blockquote data-quote="Quickleaf" data-source="post: 9369464" data-attributes="member: 20323"><p>I've run up to 12th/13th level in 5e. In my experience, there are 3 sorts of interventions I use for making fights more challenging, mapping to:</p><p>1. Interventions based on specifics of the Encounter</p><p>2. Interventions based on builds/tactics of the Party</p><p>3. Interventions based on general concerns with the Rules/System</p><p></p><p>I'll hit quickly on each of these, how often I think they should be used, how you can learn to use them, and an example.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Encounter specific interventions</span></strong></p><p>These are tricks, complications, goals, or anything else that is bespoke to that encounter. It emerges by thinking through the scene.</p><p><strong>• How often? </strong>I use these as often as possible, keeping an eye on pacing and on my own effort/burnout level.</p><p><strong>• How to learn? </strong>Best way I've seen is talking about your encounter with other skillful GMs, either forensically dissecting one that didn't go well, or helping you think through an upcoming encounter.</p><p>• <strong>Example from my games: </strong>A collapsing river cliff is unleashing waves of skeletons (monsters) that were trapped/fossilized inside, threatening to push PCs into the river.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Party adapted interventions</span></strong></p><p>These are strategies to thwart specific powerful or problematic PC capabilities, and encourage players breaking out of habitual solutions.</p><p>• <strong>How often? </strong>I use these intermittently, sometimes more often, sometimes sparingly to not at all, sort of like salt.</p><p>• <strong>How to learn? </strong>Really combing over the character sheets, making mental notes of the PCs' capabilities during play, and then trial-and-error.</p><p>• <strong>Example from my games: </strong>Sharpshooter ranger dominating encounters being faced with a court audience where they're thrust suddenly into close quarters fighting.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">General interventions based on rules concerns</span></strong></p><p>These are things like "my combats are taking too long, so I halve all monster hit points" or "my sorcerer twinning this particular spell is wrecking my fights so I'm nerfing the spell."</p><p><strong>• How often?</strong> Personally, I use these as little as possible and only when it's strictly necessary or clearly the best way to achieve a goal.</p><p>• <strong>How to learn? </strong>These require more of a game designer hat – good rules knowledge and thinking through potential domino effects.</p><p>• <strong>Example from my games: </strong>For a <em>certain style</em> of play, this was effective: Increased dragon HP, but allocating hp by body part, with consequences for reducing a limb to 0 allowing for called shots and more creative flow.</p><p></p><p></p><p>Looking over your party (alpha striker, mage, ranged, melee), I have some hunches...</p><ul> <li data-xf-list-type="ul">First glaring weakness is very little healing. Do damage fast and hard to them, and force paladin to spend action using Lay Hands or ranger using Cure Wounds.</li> <li data-xf-list-type="ul">Second weakness (I think) is not a ton of high-mobility. Include greater distances (with verticality) that require PCs to close the gap, and force squishy wizard to consider Cunning Action: Dash to get there or sorc/fighter to consider Action Surge to bridge distance.</li> <li data-xf-list-type="ul">Alpha striking specifically has a big weakness – imperfect information (unclear targets, wrong targets, decoy targets, inability to perceive clearly). <em>Mirror image</em> is a rules-as-written example of this strategy.</li> <li data-xf-list-type="ul">PCs often tend to turtle around a paladin for save bonus, so strategies to break that up are great – 2-3 goals that require different PCs engaging with stuff on different areas of map, ongoing damage zones, mages with fireballs, weaponizing one PC, etc.</li> <li data-xf-list-type="ul">Ranged monsters – either along with terrain hazards, distance, or even better other monster roles – will help to keep the threat on.</li> <li data-xf-list-type="ul">Party is balanced, but anything that separates them or removes one of them from the combat – even for a round or two – will have an unbalancing impact that requires players to adapt.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 9369464, member: 20323"] I've run up to 12th/13th level in 5e. In my experience, there are 3 sorts of interventions I use for making fights more challenging, mapping to: 1. Interventions based on specifics of the Encounter 2. Interventions based on builds/tactics of the Party 3. Interventions based on general concerns with the Rules/System I'll hit quickly on each of these, how often I think they should be used, how you can learn to use them, and an example. [B][COLOR=rgb(251, 160, 38)]Encounter specific interventions[/COLOR][/B] These are tricks, complications, goals, or anything else that is bespoke to that encounter. It emerges by thinking through the scene. [B]• How often? [/B]I use these as often as possible, keeping an eye on pacing and on my own effort/burnout level. [B]• How to learn? [/B]Best way I've seen is talking about your encounter with other skillful GMs, either forensically dissecting one that didn't go well, or helping you think through an upcoming encounter. • [B]Example from my games: [/B]A collapsing river cliff is unleashing waves of skeletons (monsters) that were trapped/fossilized inside, threatening to push PCs into the river. [B][COLOR=rgb(251, 160, 38)]Party adapted interventions[/COLOR][/B] These are strategies to thwart specific powerful or problematic PC capabilities, and encourage players breaking out of habitual solutions. • [B]How often? [/B]I use these intermittently, sometimes more often, sometimes sparingly to not at all, sort of like salt. • [B]How to learn? [/B]Really combing over the character sheets, making mental notes of the PCs' capabilities during play, and then trial-and-error. • [B]Example from my games: [/B]Sharpshooter ranger dominating encounters being faced with a court audience where they're thrust suddenly into close quarters fighting. [B][COLOR=rgb(251, 160, 38)]General interventions based on rules concerns[/COLOR][/B] These are things like "my combats are taking too long, so I halve all monster hit points" or "my sorcerer twinning this particular spell is wrecking my fights so I'm nerfing the spell." [B]• How often?[/B] Personally, I use these as little as possible and only when it's strictly necessary or clearly the best way to achieve a goal. • [B]How to learn? [/B]These require more of a game designer hat – good rules knowledge and thinking through potential domino effects. • [B]Example from my games: [/B]For a [I]certain style[/I] of play, this was effective: Increased dragon HP, but allocating hp by body part, with consequences for reducing a limb to 0 allowing for called shots and more creative flow. Looking over your party (alpha striker, mage, ranged, melee), I have some hunches... [LIST] [*]First glaring weakness is very little healing. Do damage fast and hard to them, and force paladin to spend action using Lay Hands or ranger using Cure Wounds. [*]Second weakness (I think) is not a ton of high-mobility. Include greater distances (with verticality) that require PCs to close the gap, and force squishy wizard to consider Cunning Action: Dash to get there or sorc/fighter to consider Action Surge to bridge distance. [*]Alpha striking specifically has a big weakness – imperfect information (unclear targets, wrong targets, decoy targets, inability to perceive clearly). [I]Mirror image[/I] is a rules-as-written example of this strategy. [*]PCs often tend to turtle around a paladin for save bonus, so strategies to break that up are great – 2-3 goals that require different PCs engaging with stuff on different areas of map, ongoing damage zones, mages with fireballs, weaponizing one PC, etc. [*]Ranged monsters – either along with terrain hazards, distance, or even better other monster roles – will help to keep the threat on. [*]Party is balanced, but anything that separates them or removes one of them from the combat – even for a round or two – will have an unbalancing impact that requires players to adapt. [/LIST] [/QUOTE]
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