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Struggling adjust encounter level
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<blockquote data-quote="Flamestrike" data-source="post: 8006651" data-attributes="member: 6788736"><p>Thats how I tend to structure my encounters mate. A bunch of low CR mooks, with a Boss type, and maybe a Heavy or two.</p><p></p><p>An Orc encounter is much better with half a dozen low CR Orc ooks, an Eye of Gruumsh (with Bless) to buff those Orcs, an Orog 'heavy' or two (or a caster/ high damage + low HP glass cannon type), and an Orc Warboss (or something similar).</p><p></p><p>Your players then have options:</p><p></p><p>1) Target the Mooks. Dangerous in numbers, but they should go down fast.</p><p>2) Target the creature buffing the mooks via Bless, the Leadership monster ability or similar effects who provides a nasty force multiplier, making the Mooks deadly.</p><p>3) Target the heavy/ spell caster/ glass cannon to get him out of the fight fast</p><p>4) Go for the Boss</p><p></p><p>I dont know how your FG program/ app works sadly, but what I would suggest you do (if you cant manually change gear, and loadouts etc without a lot of work) is to simply swap out or remove monsters from the encounter.</p><p></p><p>Replacing the (4 Knights, 1 Archer and 1 Mage) with (5 x CR 1/8 Guards and 1 x Veteran), plus the Priest and Boss gets you a lot closer to a reasonable (but still deadly) fight.</p><p></p><p>Give the Priest <em>Bless </em>instead of <em>Spirit guardians</em> and have him cast it on Turn 1 (using a 3rd level slot) on all 5 Guards, and then spam <em>Guiding bolts</em> (granting allies creatures advantage to hit what they hit). He's now a force multiplier that needs to be taken down fast.</p><p></p><p>The Boss should basically be a Heavy in this scenario (high HP, big damage attacks, but weak mental saves).</p><p></p><p>The app should let you do that pretty easy I would think? You're deleting 6 creatures (the Knights, Archer and Mage) and replacing them with 5 Guards and a Veteran, and swapping out a single spell for another one on the Priest.</p><p></p><p>Youll have:</p><p></p><p>a) 5 x CR 1/8 Guards</p><p>b) 1 x CR 3 Veteran</p><p>c) 1 x CR 2 Priest</p><p>d) 1 x CR 5 Boss (??)</p><p></p><p>The Veteran is your 'heavy', the Priest is your 'force multiplier' the mooks are mooks, and the Boss is the scary thing.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8006651, member: 6788736"] Thats how I tend to structure my encounters mate. A bunch of low CR mooks, with a Boss type, and maybe a Heavy or two. An Orc encounter is much better with half a dozen low CR Orc ooks, an Eye of Gruumsh (with Bless) to buff those Orcs, an Orog 'heavy' or two (or a caster/ high damage + low HP glass cannon type), and an Orc Warboss (or something similar). Your players then have options: 1) Target the Mooks. Dangerous in numbers, but they should go down fast. 2) Target the creature buffing the mooks via Bless, the Leadership monster ability or similar effects who provides a nasty force multiplier, making the Mooks deadly. 3) Target the heavy/ spell caster/ glass cannon to get him out of the fight fast 4) Go for the Boss I dont know how your FG program/ app works sadly, but what I would suggest you do (if you cant manually change gear, and loadouts etc without a lot of work) is to simply swap out or remove monsters from the encounter. Replacing the (4 Knights, 1 Archer and 1 Mage) with (5 x CR 1/8 Guards and 1 x Veteran), plus the Priest and Boss gets you a lot closer to a reasonable (but still deadly) fight. Give the Priest [I]Bless [/I]instead of [I]Spirit guardians[/I] and have him cast it on Turn 1 (using a 3rd level slot) on all 5 Guards, and then spam [I]Guiding bolts[/I] (granting allies creatures advantage to hit what they hit). He's now a force multiplier that needs to be taken down fast. The Boss should basically be a Heavy in this scenario (high HP, big damage attacks, but weak mental saves). The app should let you do that pretty easy I would think? You're deleting 6 creatures (the Knights, Archer and Mage) and replacing them with 5 Guards and a Veteran, and swapping out a single spell for another one on the Priest. Youll have: a) 5 x CR 1/8 Guards b) 1 x CR 3 Veteran c) 1 x CR 2 Priest d) 1 x CR 5 Boss (??) The Veteran is your 'heavy', the Priest is your 'force multiplier' the mooks are mooks, and the Boss is the scary thing. [/QUOTE]
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