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Some thoughts after more time with the game...
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<blockquote data-quote="Celtavian" data-source="post: 6720020" data-attributes="member: 5834"><p>Yes. These items do stack. You can get insane AC with magic items.</p><p></p><p></p><p></p><p>Reread the multiclass spellcaster rules. It doesn't work like this. You can still only prepare the highest level spell you can cast for the class level. If you're a 3rd level cleric, the highest level cleric spell you can prepare is 2nd. If you're a 9th level wizard, the highest level wizard spell you can prepare is 5th. So a 3rd level cleric/9th level wizard could prepare up to 2nd level cleric spells and 5th level wizard spells.</p><p></p><p></p><p></p><p>Yes and Yes. Default game is no magic or feats. Add magic or feats to the game and you'll have to do some tweaking, especially at higher level. It depends. If you have magic items in the game and raise the monster's AC by a relatively equal amount, I don't think you need to modify the CR. If you are playing the default game and raise the monster's AC, you might raise it's CR depending on how much the AC goes up. You'll have to eyeball any changes.</p><p></p><p></p><p></p><p>A lot of magic items in 5E skews things heavily in favor of the players. It makes Damage Resistance against weapons nearly worthless. It seems quite a few creature CRs are based on damage resistance. If the party has a bunch of magic weapons, it makes those creatures quite easy to defeat. </p><p></p><p></p><p></p><p>Anything that raises AC, chance to hit, and saving throws of powers and spells.</p><p></p><p></p><p></p><p>Very circumstantial. </p><p></p><p></p><p></p><p>I'm told I'm the only one that finds 5E easy in terms of lethality at the higher levels. Low levels can be a be up and down as far as lethality goes. The higher level you are, the easier the game gets. Be wary of the -5/+10 feats. They are balanced at lower levels, but very easy to exploit at higher levels. </p><p></p><p>Try adding a hit point recovery method to your higher level creatures to make solo enemies more dangerous. If they can't recover hit points, they don't have much of a chance against creatures that can. I've started adding in healing powers to monsters. One problem with that is <em>chill touch</em> kills hit point recovery for anything. Healing can work for a few rounds, which helps make a fight a bit more dangerous.</p><p></p><p>Mainly, accept that 5E is a game that is meant to be played fast and loose. Combats are supposed to be fast and monsters relatively easy to kill. The days of diverse, interesting combat with tons of rules slowing things down is gone. Fast, simple combat is the current D&D model. Not sure how much I enjoy fast and simple, but I know I don't like multiple hour <em>Pathfinder</em> combats any longer. Wish there was some happy medium, but there isn't.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6720020, member: 5834"] Yes. These items do stack. You can get insane AC with magic items. Reread the multiclass spellcaster rules. It doesn't work like this. You can still only prepare the highest level spell you can cast for the class level. If you're a 3rd level cleric, the highest level cleric spell you can prepare is 2nd. If you're a 9th level wizard, the highest level wizard spell you can prepare is 5th. So a 3rd level cleric/9th level wizard could prepare up to 2nd level cleric spells and 5th level wizard spells. Yes and Yes. Default game is no magic or feats. Add magic or feats to the game and you'll have to do some tweaking, especially at higher level. It depends. If you have magic items in the game and raise the monster's AC by a relatively equal amount, I don't think you need to modify the CR. If you are playing the default game and raise the monster's AC, you might raise it's CR depending on how much the AC goes up. You'll have to eyeball any changes. A lot of magic items in 5E skews things heavily in favor of the players. It makes Damage Resistance against weapons nearly worthless. It seems quite a few creature CRs are based on damage resistance. If the party has a bunch of magic weapons, it makes those creatures quite easy to defeat. Anything that raises AC, chance to hit, and saving throws of powers and spells. Very circumstantial. I'm told I'm the only one that finds 5E easy in terms of lethality at the higher levels. Low levels can be a be up and down as far as lethality goes. The higher level you are, the easier the game gets. Be wary of the -5/+10 feats. They are balanced at lower levels, but very easy to exploit at higher levels. Try adding a hit point recovery method to your higher level creatures to make solo enemies more dangerous. If they can't recover hit points, they don't have much of a chance against creatures that can. I've started adding in healing powers to monsters. One problem with that is [I]chill touch[/I] kills hit point recovery for anything. Healing can work for a few rounds, which helps make a fight a bit more dangerous. Mainly, accept that 5E is a game that is meant to be played fast and loose. Combats are supposed to be fast and monsters relatively easy to kill. The days of diverse, interesting combat with tons of rules slowing things down is gone. Fast, simple combat is the current D&D model. Not sure how much I enjoy fast and simple, but I know I don't like multiple hour [I]Pathfinder[/I] combats any longer. Wish there was some happy medium, but there isn't. [/QUOTE]
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