killem2
2012-05-30, 09:50 AM
A fairly detailed make up of our group:
Home Rules: I allow a few things and admittadley as a new dm, when I started in December this is probably one of the major reason I am having issues balancing combat. When they made characters, what ever class they picked, the core stat is auto 18. So Wizard is 18 int, sorcerer is 18 cha, fighter is 18 str and so on.
The next thing is every 5th level, they don't roll for hp, they get max possible hp, and on every other level that they do roll for HP, they reroll on 1's.
The Party
Thorin:
This is the most expierence player of everyone, he's played since he was teenager, (he's in his early 40s now).
Level 5 Cleric, Moradin is the god, I wish I could remember his domains but I knowhe did take that variant that allows him to dip into some arcane spells (it was from complete mage) he's some what stout in defense, pretty poor in melee, can toss some heals around but are characters are so stout all he usually does lately is cast spectral hand/ghost hand whatever it is called and moves it around some.
Dar:
(ran by same player as thorin)
Level 4 Rogue Fighter 1
Pretty standard rogue, roleplays an obsessed gambler, and religion freak. worships multiple gods, and OCD with daggers. carries a bandolier with 24 daggers. Has a vanisher cloak, has a +1 dagger and +2 dagger and a silver dagger, and a masterwork dagger, and 20 normal ones. he does alright for himself, decent damage when sneak attacking.
Tordek:
(RL son of Thorin/Dar)
A level 5 dwarf Fighter. Pretty standard make up, cleave, powerattack, wields an axe, cuts through enemies fairly well. He has with him your typical riding dog, and has a semi-home brew bear cub.
The bear cub was reared by a wizard when they were all level 2 and they beat down a brown bear (max hp too), and it was defending a young cub. Since WOTC had no method of aging a bear, we advance it on it's own, basically here are it's stats:
Medium creature, +2 int, 30 speed, 15 ac, +2 base attack.
attack claw +6 1d6+4
full attack, claw +6, claw +6, bite +6 (1d6+6)
feats endurance and multiattack.
So it's a decently stout creature.
Also controlled by this same player is a ranger:
Aust:
Also controlled by this same player is a ranger:
A level 5 Elf ranger, who has a composite greatbow + 5, and recently bought some quiver that makes his arrows automaticaly magical +1 arrows. has some decent stats, and currently has a [/u]swindlespitter[/u]. No precise shot yet though, but will have it soon. Not a bad ranged character. Pretty plain jane though.
Termod:
This is my 7 year old son's chracter
Barbarian 2/Fighter 2/Beastmaster 1
(I know this isn't possible, but dude to him being 7, a bit antsy, I wanted to get him into beastmaster and I told him, 7 ranks of handle animal is required but from then on as long as he is a beast master he must always max out handle animal. For the good of the group, it'll keep him a bit more involved during combat.)
Anyway, he uses a masterwork greatsword, a comp long bow masterwork, and has a wolf wild cohort and a flesh raker now. He has a breastplate +1 that has a 3 charges a day that refreshed each 3 days at dawn of Enlarge Person. Other than all of that, he has not other variants. Pretty much plain jane barbarian.
Isaiah:
(RL Step Son of Thorin/dar)
Basic barbarian Level 5, uses merc greatsword, and has the variant of rage that only kicks in when he gets down to a certain level of HP.
Ok that's the party. I have gotten rid of My wizard DMPC, just too much going on for me to really enjoy my own character as much, and I have to be focused alot more now that I have real direction with this campaign.
My problems are the following:
1. Balacing Encounters. Currently, this group, steam rolls almost everything I throw at them. Granted since this group was together they beat 15x wolves with 24 hp each, they beat 15 seawolves with 30 hp each. I think it is clear they have advanced from the hack n' slash club.
2. How to handle Initative, I currently have been merging the animals/familiars/companions with the owners to save time, should I let them roll individually?
3. CR ratings for EXP, should I start including the animals and companions to offset the exp gain, or just leave it to the base pc?
4. I seriously need a challenge for these guys: Nothing that is going to exhaust 99% of their health and resources but is there a general ability found on enemies, or type of enemy that would be decent at making them work a bit more. I don't want longer fighter, I want interactive fights.
As it stands they can outlast the fights I throw at them.
thanks for the replies!
Home Rules: I allow a few things and admittadley as a new dm, when I started in December this is probably one of the major reason I am having issues balancing combat. When they made characters, what ever class they picked, the core stat is auto 18. So Wizard is 18 int, sorcerer is 18 cha, fighter is 18 str and so on.
The next thing is every 5th level, they don't roll for hp, they get max possible hp, and on every other level that they do roll for HP, they reroll on 1's.
The Party
Thorin:
This is the most expierence player of everyone, he's played since he was teenager, (he's in his early 40s now).
Level 5 Cleric, Moradin is the god, I wish I could remember his domains but I knowhe did take that variant that allows him to dip into some arcane spells (it was from complete mage) he's some what stout in defense, pretty poor in melee, can toss some heals around but are characters are so stout all he usually does lately is cast spectral hand/ghost hand whatever it is called and moves it around some.
Dar:
(ran by same player as thorin)
Level 4 Rogue Fighter 1
Pretty standard rogue, roleplays an obsessed gambler, and religion freak. worships multiple gods, and OCD with daggers. carries a bandolier with 24 daggers. Has a vanisher cloak, has a +1 dagger and +2 dagger and a silver dagger, and a masterwork dagger, and 20 normal ones. he does alright for himself, decent damage when sneak attacking.
Tordek:
(RL son of Thorin/Dar)
A level 5 dwarf Fighter. Pretty standard make up, cleave, powerattack, wields an axe, cuts through enemies fairly well. He has with him your typical riding dog, and has a semi-home brew bear cub.
The bear cub was reared by a wizard when they were all level 2 and they beat down a brown bear (max hp too), and it was defending a young cub. Since WOTC had no method of aging a bear, we advance it on it's own, basically here are it's stats:
Medium creature, +2 int, 30 speed, 15 ac, +2 base attack.
attack claw +6 1d6+4
full attack, claw +6, claw +6, bite +6 (1d6+6)
feats endurance and multiattack.
So it's a decently stout creature.
Also controlled by this same player is a ranger:
Aust:
Also controlled by this same player is a ranger:
A level 5 Elf ranger, who has a composite greatbow + 5, and recently bought some quiver that makes his arrows automaticaly magical +1 arrows. has some decent stats, and currently has a [/u]swindlespitter[/u]. No precise shot yet though, but will have it soon. Not a bad ranged character. Pretty plain jane though.
Termod:
This is my 7 year old son's chracter
Barbarian 2/Fighter 2/Beastmaster 1
(I know this isn't possible, but dude to him being 7, a bit antsy, I wanted to get him into beastmaster and I told him, 7 ranks of handle animal is required but from then on as long as he is a beast master he must always max out handle animal. For the good of the group, it'll keep him a bit more involved during combat.)
Anyway, he uses a masterwork greatsword, a comp long bow masterwork, and has a wolf wild cohort and a flesh raker now. He has a breastplate +1 that has a 3 charges a day that refreshed each 3 days at dawn of Enlarge Person. Other than all of that, he has not other variants. Pretty much plain jane barbarian.
Isaiah:
(RL Step Son of Thorin/dar)
Basic barbarian Level 5, uses merc greatsword, and has the variant of rage that only kicks in when he gets down to a certain level of HP.
Ok that's the party. I have gotten rid of My wizard DMPC, just too much going on for me to really enjoy my own character as much, and I have to be focused alot more now that I have real direction with this campaign.
My problems are the following:
1. Balacing Encounters. Currently, this group, steam rolls almost everything I throw at them. Granted since this group was together they beat 15x wolves with 24 hp each, they beat 15 seawolves with 30 hp each. I think it is clear they have advanced from the hack n' slash club.
2. How to handle Initative, I currently have been merging the animals/familiars/companions with the owners to save time, should I let them roll individually?
3. CR ratings for EXP, should I start including the animals and companions to offset the exp gain, or just leave it to the base pc?
4. I seriously need a challenge for these guys: Nothing that is going to exhaust 99% of their health and resources but is there a general ability found on enemies, or type of enemy that would be decent at making them work a bit more. I don't want longer fighter, I want interactive fights.
As it stands they can outlast the fights I throw at them.
thanks for the replies!