Yeah, I don't often have problems with ranged attackers overpowering encounters either. Short encounter distance is a major component of this, but the fact of the matter is that there are a thousand and one reasons WHY many encounters occur at comparatively short distances:
- Ground vegetation that completely obscures crouching or crawling enemies.
- Large obstacles such as boulders, ravines, outcroppings that can provide total cover as melee combatants move closer.
- Large structures such as haystacks, wagons, buildings with doors, multispace towers, ruins, obelisks
- Many predators in the real world rely to varying degrees on ambush tactics. Many have long since adapted to the fact that if they are seen from far away, prey animals can simply avoid their general area. To overcome this, many predators hunt in conditions where they cannot be seen at all (total obscurement or cover in game terms). For example - hunting at night, lurking in murky water, dropping down from trees. It seems silly not to apply this principle to monsters.
- Many warlike humanoids that favor melee attacks KNOW they are vulnerable to ranged weapons and plan accordingly. Example: A group of gnolls construct a barricade across the road. Since they realize that the barricade is visible from far away, the gnolls crouch down behind total cover and wait for prey to come close and investigate. Many also possess darkvision for a reason.
- Very few PCs can see more than 60 feet away in dark conditions. Even completely discounting terrain features than provide cover or concealment,
- The way I run stealth and perception in my games is such that even failing a stealth check doesn't necessarily allow the enemy to pinpoint a PC or monster's location or identify what exactly is causing the sound/glimmer/smell/shadow. Though it prevents surprise and may give a strong clue. PCs and NPCs have a much better chance to actually directly see something hiding from very short distances. Example: "You hear rustling and breaking branches from somewhere to your left." "The branches of the large tree over here seem to be moving" "You catch a momentary glimpse of a giant shape in the water around here". "You catch the sound of whispered voices somewhere nearby." I do this for several reasons - not only for balance, but because it results in a much more dramatic narrative.
- I throw in the occasional red herring, so the PCs don't waste all their limited resources blasting at every single noise or perceptual oddity they come across.
Thank you for providing your housrules.
Or houserules and houserules - since the stealth rules are so... openended (or impossible to use as-is if you want to be less generous) I'd say they're your interpretations.
Still, it's slightly off thread. Not that there's any problem with that, but almost all of this discussion revolves around real-world expectations, which I would guess apples mostly to the lowest levels (the levels where a pack of wolves, say, still present a challenge).
If, on the other hand, you travel the underdark as you do when playing Out of the Abyss, there are plenty of instances where the terrain is essentially a long tube. A jacked frazzled tube with lots of cracks and fissures, sure, but still essentially a tube.
Now, as I've said before (perhaps in another thread, since this one isn't primarily about the stealth part, but about the part that comes after initiative is rolled) a single monster lying in ambush down the tube do stand at least some chance of getting the drop on the adventurers in that their "point man", the warlock flying invisible imp, might miss it.
But what then? If the monster detects the imp (which isn't unlikely), it's game over for the imp, sure, but the ambush is revealed.
And if there are more than a single stealthy predator (and sadly too many MM entries have really






Stealth scores) they WILL be detected.
All I'm saying is that those of you that simply plop down enemies right within pouncing distance (so that initiative decides who gets jumped), that's okay, but that's not what the rules lead to, and more importantly, I hate that kind of gameplay as a player, so I tend to not overuse it as a DM.
I don't want my players to spend time on precautions and being overly cautious, so I don't bend the rules to invalidate their standard procedure (either the imp or the monk going on point; the monk stands a very good chance of gliding out of any ambush and instead leading the monsters back into the rest of the party's warm welcome)
Instead I want D&D to remain challenging and exciting even when the monsters don't just appear in the hero's face out of nowhere.
Not only because "In your FACE" gets old, fast, but also because "keeping your distance" generally becomes an overpowering strategy.
So, to loop back to this thread's actual topic, I'm convinced a party with three out of five characters having Speed 30 and primarily using axes (to throw and use in melee) will lack the immediate means to trivialise the MM content.
This in turn means (much) less work for me as a DM, something good in itself.
It also means the players get to enjoy D&D the way it was meant, where challenges labeled as deadly at some level still are, and where the resource management game really works (in that the party's resources actually dwindle, since monsters do get to do their thing, which often means "biting chunks out of the heroes" at melee range)
So, again, let me ask you to focus on the thread's question:
How do you tweak the rules to make players build more slow Dwarves with Axes!?

(While still remaining as fun as possible to everyone)