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Under vs. Over estimating Party Power...
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<blockquote data-quote="Orcus" data-source="post: 90430" data-attributes="member: 1254"><p>That is the hardest thing to learn as a DM. Just how much can you throw at your PCs so that they will be challenged fairly, with a chance to bite it but a better chance to win. It takes a ton of time to get that. I've been DMing for over 20 years. For the most part it is the same as it has always been. You need to know the power of your PCs and the power of the monsters. You should also IGNORE ELs and CRs as the system is not very good. Look at powers, damage infliction, AC and attacks. For example, a 3E ogre is much more ferocious than his 1 or 2E counterpart. Same with giants and trolls. Look at items you may give the monsters. For example, we have a product with a heavily armored ogre with a ring of jumping. He is nasty. Try to figure his CR.</p><p></p><p>Here are a few suggestions:</p><p></p><p>1. Get a friend to play the monsters. Dont change the type of monsters or opponents you are using. Just bring in someone to be the monster player. Dont give that person extra info or secret knowledge. Just let there be one full time person to make strategic choices for the monsters. You will notice that alone will increase the difficulty of the monsters. That way you can see if the problem is, perhaps, you and not the opponents. It is tough to do all the things a DM needs to do and still be strategic with monsters--particularly smart ones.</p><p></p><p>2. Dont be wowed with the single high CR monster. It is common to say, "OK, my PCs can handle a CR 12 encounter", look through the MM, find a cool CR 12 monster and throw it at them. 4 less powerful monsters will normally be more challenging even though their CR or EL may be the same (though sometimes the opposite is true. For example, 1 troll is the CR equivalent of 8 orcs or perhaps 16 orcs. I know my second level party would take out the orcs but the troll would kill one or two since he is such a bad ass under the new rules with damage and rend; but that is a problem with how CRs are calculated, not a problem with the principle of using 4 mid size rather than 1 large monster). So shelve that CR 12 monster and whip out a few CR 8 monsters. (Note: i am using CRs here because that is how things are listed these days. I dont like it, but that is how it is done). </p><p></p><p>Here is why you should use more small ones rather than one big one normally: the party can all focus all its resources on the one big monster and it thus will take more damage per round than 4 smaller ones. Plus, the biggie can only attack a smaller number of the PCs at any one time. More monsters harry the other PCs, preventing supportive action.</p><p></p><p>3. Think strategically. Use traps. Ambushes. Be smart. Not evil or treacherous. Smart. But only when the monsters should be. The D&D world is a brutal world of life by the sword. If the mosnters are alive it is most likely because they have had to kill to stay alive. Play them accordingly.</p><p></p><p>4. Be careful with spellcasters. NPC spellcasters are a great way to make combat more challenging. But it is a huge burden on you. You will have to be really prepared. Plus, the number of possible outcomes really starts to change. A good DM can really set the odds in his or her mind of the survivability of the encounter. NPC spell casters can really mess that up--even with lower level spells. Entangle, web, silence, etc, all can really mess with a PC party.</p><p></p><p>The temptation is to up the level of monsters or add spell casters. Think about this instead:</p><p></p><p>5. Better equipment. By now the PCs have plate armor I am sure. Give some to a group of ogres. Or give the monsters some small access to supporting items: potions of healing from an evil priest or perhaps a ring.</p><p></p><p>6. Think about support for the PCs. Take them away from their support. If they are always in or near a town they will have access to replacement equipment, safe rest, healing, etc. Take them to places away from that support. You will notice that alone will have a huge impact on their success.</p><p></p><p>I would strongly suggest trying to use a monster player (item 1 above). See what difference that makes. If none, they try some of these others.</p><p></p><p>i know where you are coming from. It is fun to have challenge. You dont want the PCs just walking through everything. Hope thses comments help.</p><p></p><p>Clark</p></blockquote><p></p>
[QUOTE="Orcus, post: 90430, member: 1254"] That is the hardest thing to learn as a DM. Just how much can you throw at your PCs so that they will be challenged fairly, with a chance to bite it but a better chance to win. It takes a ton of time to get that. I've been DMing for over 20 years. For the most part it is the same as it has always been. You need to know the power of your PCs and the power of the monsters. You should also IGNORE ELs and CRs as the system is not very good. Look at powers, damage infliction, AC and attacks. For example, a 3E ogre is much more ferocious than his 1 or 2E counterpart. Same with giants and trolls. Look at items you may give the monsters. For example, we have a product with a heavily armored ogre with a ring of jumping. He is nasty. Try to figure his CR. Here are a few suggestions: 1. Get a friend to play the monsters. Dont change the type of monsters or opponents you are using. Just bring in someone to be the monster player. Dont give that person extra info or secret knowledge. Just let there be one full time person to make strategic choices for the monsters. You will notice that alone will increase the difficulty of the monsters. That way you can see if the problem is, perhaps, you and not the opponents. It is tough to do all the things a DM needs to do and still be strategic with monsters--particularly smart ones. 2. Dont be wowed with the single high CR monster. It is common to say, "OK, my PCs can handle a CR 12 encounter", look through the MM, find a cool CR 12 monster and throw it at them. 4 less powerful monsters will normally be more challenging even though their CR or EL may be the same (though sometimes the opposite is true. For example, 1 troll is the CR equivalent of 8 orcs or perhaps 16 orcs. I know my second level party would take out the orcs but the troll would kill one or two since he is such a bad ass under the new rules with damage and rend; but that is a problem with how CRs are calculated, not a problem with the principle of using 4 mid size rather than 1 large monster). So shelve that CR 12 monster and whip out a few CR 8 monsters. (Note: i am using CRs here because that is how things are listed these days. I dont like it, but that is how it is done). Here is why you should use more small ones rather than one big one normally: the party can all focus all its resources on the one big monster and it thus will take more damage per round than 4 smaller ones. Plus, the biggie can only attack a smaller number of the PCs at any one time. More monsters harry the other PCs, preventing supportive action. 3. Think strategically. Use traps. Ambushes. Be smart. Not evil or treacherous. Smart. But only when the monsters should be. The D&D world is a brutal world of life by the sword. If the mosnters are alive it is most likely because they have had to kill to stay alive. Play them accordingly. 4. Be careful with spellcasters. NPC spellcasters are a great way to make combat more challenging. But it is a huge burden on you. You will have to be really prepared. Plus, the number of possible outcomes really starts to change. A good DM can really set the odds in his or her mind of the survivability of the encounter. NPC spell casters can really mess that up--even with lower level spells. Entangle, web, silence, etc, all can really mess with a PC party. The temptation is to up the level of monsters or add spell casters. Think about this instead: 5. Better equipment. By now the PCs have plate armor I am sure. Give some to a group of ogres. Or give the monsters some small access to supporting items: potions of healing from an evil priest or perhaps a ring. 6. Think about support for the PCs. Take them away from their support. If they are always in or near a town they will have access to replacement equipment, safe rest, healing, etc. Take them to places away from that support. You will notice that alone will have a huge impact on their success. I would strongly suggest trying to use a monster player (item 1 above). See what difference that makes. If none, they try some of these others. i know where you are coming from. It is fun to have challenge. You dont want the PCs just walking through everything. Hope thses comments help. Clark [/QUOTE]
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