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Second Basic Game: Guiding Bolt 2, Crossbow Bolt 0
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<blockquote data-quote="Tormyr" data-source="post: 6336447" data-attributes="member: 6776887"><p>I found that if you wanted epic fights in the playtest, you had to throw more monsters at the party, not stronger monsters. I have been running Age of Worms, a 3.0/3.5 campaign, in the playtest and now a 5e playtest mix until the PHB comes out. Solo enemies go down in a round or two. A group of 6 level 3 PCs took down a giant carniverous ape in a couple rounds <em>while their resources were depleted and they were trying to do a short rest and the cleric was in the corner trying to do a prayer of healing</em> (a 10 minute spell). I imagine as we continue that the balance will shift with the adjusted 5e monsters.</p><p></p><p>The next encounter included them fighting 2 clerics at their level plus a level 5 or 6 cleric. Plus a bunch of level 2 Tiefling guards. This fight went the distance, and the PCs were close to falling while killing off some of the enemies. They still had not gotten a short rest. What saved them in the end was that the Tiefling Wizard had earlier charmed one of the Tiefling guards and flirted with her before she was hauled off by her allies. She broke free and attacked from behind. This evened things up just enough that another of the clerics fell. The final cleric of Hextor was about to heal himself up when the Paladin of Heironeous blurted out, "I peed on your god," which he had this threw him into a rage, and he attacked instead of healing. He fell shortly thereafter. The guards were convinced by the Tiefling wizard to surrender.</p><p></p><p>The point of that blurb is to say that the party was stretched an additional encounter beyond what they felt comfortable doing. They couldn't really expect to rest in the Temple of Hextor while they were clearing it out anyway. If the players know that they will be stretched, they will be less likely to do the 5e equivalent of "blowing their daily" at the first sign of trouble. PCs that are not fully rested will take much longer to finish off an enemy.</p><p></p><p>Also, take a look at encounter building Legends and Lore from last week. That should help make sure that you have enough on the table to challenge your players. I have had several encounters where I blinked and went, "That's it?", but I have also had plenty that took the party to the brink where they rallied and came back. You will find the balance you like.</p><p></p><p>EDIT: Sorry, I lost track that you were a player and not the DM. As an aside, I took a look at the level 1 Guiding bolt doing 4d6 plus granting advantage and went, "Holy crap."</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6336447, member: 6776887"] I found that if you wanted epic fights in the playtest, you had to throw more monsters at the party, not stronger monsters. I have been running Age of Worms, a 3.0/3.5 campaign, in the playtest and now a 5e playtest mix until the PHB comes out. Solo enemies go down in a round or two. A group of 6 level 3 PCs took down a giant carniverous ape in a couple rounds [I]while their resources were depleted and they were trying to do a short rest and the cleric was in the corner trying to do a prayer of healing[/I] (a 10 minute spell). I imagine as we continue that the balance will shift with the adjusted 5e monsters. The next encounter included them fighting 2 clerics at their level plus a level 5 or 6 cleric. Plus a bunch of level 2 Tiefling guards. This fight went the distance, and the PCs were close to falling while killing off some of the enemies. They still had not gotten a short rest. What saved them in the end was that the Tiefling Wizard had earlier charmed one of the Tiefling guards and flirted with her before she was hauled off by her allies. She broke free and attacked from behind. This evened things up just enough that another of the clerics fell. The final cleric of Hextor was about to heal himself up when the Paladin of Heironeous blurted out, "I peed on your god," which he had this threw him into a rage, and he attacked instead of healing. He fell shortly thereafter. The guards were convinced by the Tiefling wizard to surrender. The point of that blurb is to say that the party was stretched an additional encounter beyond what they felt comfortable doing. They couldn't really expect to rest in the Temple of Hextor while they were clearing it out anyway. If the players know that they will be stretched, they will be less likely to do the 5e equivalent of "blowing their daily" at the first sign of trouble. PCs that are not fully rested will take much longer to finish off an enemy. Also, take a look at encounter building Legends and Lore from last week. That should help make sure that you have enough on the table to challenge your players. I have had several encounters where I blinked and went, "That's it?", but I have also had plenty that took the party to the brink where they rallied and came back. You will find the balance you like. EDIT: Sorry, I lost track that you were a player and not the DM. As an aside, I took a look at the level 1 Guiding bolt doing 4d6 plus granting advantage and went, "Holy crap." [/QUOTE]
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