Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Minimum* to Keep 5E at a Low Power Level?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DEFCON 1" data-source="post: 8959672" data-attributes="member: 7006"><p>You said you don't want to restructure the game or redesign monsters after 5th level or so. Unfortunately, I am going to suggest that restructuring monsters is going to be the only thing that works. Because like you just mentioned above... anything you do to try and curtail PC power will just result in the players doing whatever they can to minimize that curtail. You use gritty rest? They will find ways to return to town more often to come back to the adventure at full strength. You greatly minimize the number of magic items you give out? They will quite possibly find the game less interesting and not be interested in adventuring without suitable rewards.</p><p></p><p>So really, anything you do to make things more challenging needs to be on your side of the screen. Because it's the only thing you have complete control over.</p><p></p><p>However, that being said... there are ways to "redesign" monsters that are not painful to do... especially if you find your players always seem to greatly overpower whatever you throw at them. I will suggest something that admittedly I have never tested myself... but seems to me to be the easiest thing to do that will provide the most success in what you are looking for.</p><p></p><p>You build your encounters in your regular way, however it is you usually do it. Then once you have your monster pool you do three things:</p><p></p><p>1) Up their HP to Maximum (rather than the average the book gives you).</p><p></p><p>2) Double the monster's Attack roll number. Most monster with CRs in the 1/8th to CR 8 range have attack bonuses around +3 to +8. With PCs easily able to get ACs upwards of 18-22 after armor and shields and magic bonuses from spells and whatnot... having attack bonuses instead be doubled and between +6 to +16 is just going to allow you to give out more hits without needing to add additional hits more often.</p><p></p><p>3) Double the damage statistic of the monster. So if a monster normally does 1d6+3 piercing damage... it now does 2d6+6. Or if it does 3d4+3 necrotic, it does 6d4+6 necrotic. And if the monster crits... then it's doubled again. Now that might seem like a lot... but with 6-7 players you will have probably 2 to 4 PCs that have healing magic at their disposal and thus they will be able to keep themselves on their feet no matter how bad you smack them around. But even if they can't... they will learn quickly that they may have to change tactics if suddenly fights aren't cakewalks anymore.</p><p></p><p>Those are the three things that you can do easily at the table right as every encounter starts-- calculate their Max HP, double the attack bonus, and double the damage. Do that and I think you will find fights to be a little more even. However... if even that doesn't solve your problem and your monsters are still going down easy... there are a couple additional things I would recommend:</p><p></p><p>4) Every monster you throw down on the table has Pack Tactics. Meaning that any time two monsters are adjacent to an enemy in melee... they both have Advantage on their attacks. Which will let them hit more often and avoids you having to give monsters more attacks or put more monsters on the board just to have enough attacks available to all the PCs.</p><p></p><p>5) Create a generic Ranged attack and a generic AoE attack that you can give to any and all applicable monsters that do not have any on their monster statblocks. However it is you wish to fluff them-- bows/crossbows/javelins for the Ranged, and Molotov cocktail or large vial of acid for the AoE... you HAVE to give your monsters as many opportunities to hit the PCs that stay out of melee more often. So just create a generic attack statblock that you keep at hand (for example: <em>Ranged attack</em>: +10, 2d8+6 piercing damage) and just add it to any monsters that might use it / need it. And then fluff the attack however it makes sense.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8959672, member: 7006"] You said you don't want to restructure the game or redesign monsters after 5th level or so. Unfortunately, I am going to suggest that restructuring monsters is going to be the only thing that works. Because like you just mentioned above... anything you do to try and curtail PC power will just result in the players doing whatever they can to minimize that curtail. You use gritty rest? They will find ways to return to town more often to come back to the adventure at full strength. You greatly minimize the number of magic items you give out? They will quite possibly find the game less interesting and not be interested in adventuring without suitable rewards. So really, anything you do to make things more challenging needs to be on your side of the screen. Because it's the only thing you have complete control over. However, that being said... there are ways to "redesign" monsters that are not painful to do... especially if you find your players always seem to greatly overpower whatever you throw at them. I will suggest something that admittedly I have never tested myself... but seems to me to be the easiest thing to do that will provide the most success in what you are looking for. You build your encounters in your regular way, however it is you usually do it. Then once you have your monster pool you do three things: 1) Up their HP to Maximum (rather than the average the book gives you). 2) Double the monster's Attack roll number. Most monster with CRs in the 1/8th to CR 8 range have attack bonuses around +3 to +8. With PCs easily able to get ACs upwards of 18-22 after armor and shields and magic bonuses from spells and whatnot... having attack bonuses instead be doubled and between +6 to +16 is just going to allow you to give out more hits without needing to add additional hits more often. 3) Double the damage statistic of the monster. So if a monster normally does 1d6+3 piercing damage... it now does 2d6+6. Or if it does 3d4+3 necrotic, it does 6d4+6 necrotic. And if the monster crits... then it's doubled again. Now that might seem like a lot... but with 6-7 players you will have probably 2 to 4 PCs that have healing magic at their disposal and thus they will be able to keep themselves on their feet no matter how bad you smack them around. But even if they can't... they will learn quickly that they may have to change tactics if suddenly fights aren't cakewalks anymore. Those are the three things that you can do easily at the table right as every encounter starts-- calculate their Max HP, double the attack bonus, and double the damage. Do that and I think you will find fights to be a little more even. However... if even that doesn't solve your problem and your monsters are still going down easy... there are a couple additional things I would recommend: 4) Every monster you throw down on the table has Pack Tactics. Meaning that any time two monsters are adjacent to an enemy in melee... they both have Advantage on their attacks. Which will let them hit more often and avoids you having to give monsters more attacks or put more monsters on the board just to have enough attacks available to all the PCs. 5) Create a generic Ranged attack and a generic AoE attack that you can give to any and all applicable monsters that do not have any on their monster statblocks. However it is you wish to fluff them-- bows/crossbows/javelins for the Ranged, and Molotov cocktail or large vial of acid for the AoE... you HAVE to give your monsters as many opportunities to hit the PCs that stay out of melee more often. So just create a generic attack statblock that you keep at hand (for example: [I]Ranged attack[/I]: +10, 2d8+6 piercing damage) and just add it to any monsters that might use it / need it. And then fluff the attack however it makes sense. Good luck! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Minimum* to Keep 5E at a Low Power Level?
Top