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<blockquote data-quote="Radiating Gnome" data-source="post: 4548907" data-attributes="member: 150"><p>That does seem like a very, very high rate of attack. </p><p></p><p>If you're having a problem with your normals being able to hit the ACs of your players, I still think you're better off using normals -- just higher level normals -- rather that elites. Hell, throw a cyclops at them for fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I hate to point out to you that the example traps in the DMG are an uncorrected throwback to the old skill check DCs that have been errated. If you check out some of the newer stuff on traps -- Mearls has an article that came out in the past couple of months, for example -- most of the newer trap and hazard DCs are much lower than the ones in the DMG. If I were you, and that's the one way you're making your player sweat, I'd leave it that way. </p><p></p><p>But . . . if the biggest problem is that your normals are having a hard time hitting your PCs . . . why not give them a +5 bonus to all to hit rolls across the board. Just make it DM fiat. Maybe +5 is too high. Maybe +2. I mean . . . don't be shackled by a belief that you need to challenge them "by the book", stick to some concrete formulas or only use sanctioned print stock to fight them with. If you need your monsters to have a better chance to hit, give it to them. </p><p></p><p>Just keep your eye on the ball -- the goal is for the players to have fun. </p><p></p><p>-j</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 4548907, member: 150"] That does seem like a very, very high rate of attack. If you're having a problem with your normals being able to hit the ACs of your players, I still think you're better off using normals -- just higher level normals -- rather that elites. Hell, throw a cyclops at them for fun. ;) I hate to point out to you that the example traps in the DMG are an uncorrected throwback to the old skill check DCs that have been errated. If you check out some of the newer stuff on traps -- Mearls has an article that came out in the past couple of months, for example -- most of the newer trap and hazard DCs are much lower than the ones in the DMG. If I were you, and that's the one way you're making your player sweat, I'd leave it that way. But . . . if the biggest problem is that your normals are having a hard time hitting your PCs . . . why not give them a +5 bonus to all to hit rolls across the board. Just make it DM fiat. Maybe +5 is too high. Maybe +2. I mean . . . don't be shackled by a belief that you need to challenge them "by the book", stick to some concrete formulas or only use sanctioned print stock to fight them with. If you need your monsters to have a better chance to hit, give it to them. Just keep your eye on the ball -- the goal is for the players to have fun. -j [/QUOTE]
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