Lord Vangarel
First Post
The characters in my campaign are now rapidly increasing in power (currently 11th level) and easily capable of dishing out huge damage to opponents.
So far I've tended to go down the bag of hit points route so enemies last longer and can dish out some punishment of their own however I'm starting to think that maybe another approach is needed.
The Bag of Hit Points increases the hit points of the monsters, quite often well above the averages shown in the Monster Manual. The theory is the monsters can withstand 2-3 rounds of punishment from the party and therefore have a chance to hurt the party back.
The Glass Cannon approach takes almost an opposite view inspired somewhat by the Action Economy of D&D. This actually reduces the hit points of the enemies slightly so they wouldn't last more than a round or two under concentrated fire however their offensive abilities are boosted slightly so they hit better or harder. What also happens is I'd increase the number of enemies based on the theory that the characters only have so many actions per round and additional enemies cannot be attacked by them unless the party splits its resources. This allows some enemies to remain so they have a chance to take some of the characters resources in turn.
What do you think? Has anyone else considered this approach or encountered groups winning initiative and destroying enemies before they have a chance to use their cool abilities?
So far I've tended to go down the bag of hit points route so enemies last longer and can dish out some punishment of their own however I'm starting to think that maybe another approach is needed.
The Bag of Hit Points increases the hit points of the monsters, quite often well above the averages shown in the Monster Manual. The theory is the monsters can withstand 2-3 rounds of punishment from the party and therefore have a chance to hurt the party back.
The Glass Cannon approach takes almost an opposite view inspired somewhat by the Action Economy of D&D. This actually reduces the hit points of the enemies slightly so they wouldn't last more than a round or two under concentrated fire however their offensive abilities are boosted slightly so they hit better or harder. What also happens is I'd increase the number of enemies based on the theory that the characters only have so many actions per round and additional enemies cannot be attacked by them unless the party splits its resources. This allows some enemies to remain so they have a chance to take some of the characters resources in turn.
What do you think? Has anyone else considered this approach or encountered groups winning initiative and destroying enemies before they have a chance to use their cool abilities?