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General Tabletop Discussion
*Dungeons & Dragons
The Minimum* to Keep 5E at a Low Power Level?
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<blockquote data-quote="Greggy C" data-source="post: 8960538" data-attributes="member: 7023901"><p>Back on 1e/2e I also customized the fights to match the power level of the party. </p><p></p><p>I never considered that would ever change, unless you make every party identical in power, and what kind of game would that be (4e/PF2 maybe...)</p><p></p><p>1) For this one just go capture them, take all their agency, throw everything knock them asleep, take all their items, strip them bare, you can't have them running around with free Reverse Gravity.</p><p></p><p> Then have them wake up in the Tomb of Horrors.</p><p></p><p>2) You have a lot of characters there, and if they are building optimally, they super strong. Throwing big bosses that one-shot a character isnt great. You need to balance the fight by doing some math</p><p></p><p>In the old days, before CR, before spreadsheets I would just calculate the total damage** the players can output per round, compare it to the monsters total HP, and do the same for the monsters. Yes you need to total up the fireballs hitting multiple creatures. If you keep adding monsters until it is the same # of rounds to kill each other, it is a good fight.</p><p></p><p>This kind of fight is the end of the night fight, the dangerous one, you calculate it based on them being at full health and power, and let them rest up before it. The rest of the earlier fights are more flavorful or just dangerous for a single player kill, not a TPK.</p><p></p><p>** e.g. get the avg AC of the monsters, compare the warriors to hit rolls, and dmg totals. </p><p></p><p></p><p>Once you have a baseline for how much total HP, total dmg/round challenges them you can tweak it from there for each subsequent session.</p><p>Forget about creating all the weird home brew rules. Just add monsters. And no, you can't add 1/2 HD monsters against a 6th level party, that is adding absolutely nothing. Your fight there was 7 vs 3 NPCs.</p></blockquote><p></p>
[QUOTE="Greggy C, post: 8960538, member: 7023901"] Back on 1e/2e I also customized the fights to match the power level of the party. I never considered that would ever change, unless you make every party identical in power, and what kind of game would that be (4e/PF2 maybe...) 1) For this one just go capture them, take all their agency, throw everything knock them asleep, take all their items, strip them bare, you can't have them running around with free Reverse Gravity. Then have them wake up in the Tomb of Horrors. 2) You have a lot of characters there, and if they are building optimally, they super strong. Throwing big bosses that one-shot a character isnt great. You need to balance the fight by doing some math In the old days, before CR, before spreadsheets I would just calculate the total damage** the players can output per round, compare it to the monsters total HP, and do the same for the monsters. Yes you need to total up the fireballs hitting multiple creatures. If you keep adding monsters until it is the same # of rounds to kill each other, it is a good fight. This kind of fight is the end of the night fight, the dangerous one, you calculate it based on them being at full health and power, and let them rest up before it. The rest of the earlier fights are more flavorful or just dangerous for a single player kill, not a TPK. ** e.g. get the avg AC of the monsters, compare the warriors to hit rolls, and dmg totals. Once you have a baseline for how much total HP, total dmg/round challenges them you can tweak it from there for each subsequent session. Forget about creating all the weird home brew rules. Just add monsters. And no, you can't add 1/2 HD monsters against a 6th level party, that is adding absolutely nothing. Your fight there was 7 vs 3 NPCs. [/QUOTE]
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