MrFahrenheit
2016-11-07, 08:35 PM
Hi all,
So maybe about a year or so ago, I posted reflections on an ongoing campaign I was/am still running. The party was around level 8 when I posted it, and they all just got to 16 this past session, so I figured I'd share some further reflections:
1. I implemented a simple fix for the standard human: disallow the variant, but allow the standard to swap out any given ability +1 for a skill proficiency (EDIT: yes I know +1/+1/4 skills = vhuman with skilled feat. The house rule offers you more versatility than just that, and even if a player did that, they could still take the skilled feat later on). I also instituted a house rule that you have to have more levels in any one given class than you do number of classes, the latter of which is capped at six total. So you can't even MC until CL 4. Moving into my next campaign, I plan on keeping the former and nixing the latter.
2. Early on, a couple (or even solo) bad guys represent a good challenge for the party. Mid-game (say, levels 8-12), denying rests or throwing several minions alongside a boss keeps the challenge up (owed to bounded accuracy). The problem comes late in the game (13-16), when you need to do both in order to keep combat challenging and interesting. On the one hand, the party has become quite used to saving their long-rest-dependent powers and rationing as best as possible, but on the other hand, starting around CR 13, monsters begin reliably getting legendary actions and saves. "Oh you just hit the beholder? Eye ray. Nailed the dragon with an arrow? Tail slap vs the tank since you're too far. Marilith failed vs your banishment spell? Jk, she succeeded. Btw watch out for those vrocks she's with; they pack one helluva punch." Yet at the same time, the solos can often be an easy fight, even for an exhausted party, if alone. But as soon as you do the old trick of throwing in minions, then the scales suddenly shift in the complete opposite direction and a PC will almost certainly die, rest regardless. I was answered briefly in another thread, but to those who've gotten Volo's already, I ask (for greater detail): did WOTC make an attempt at adding more higher level monsters to address the current gap? High level mooks (read: no legendary actions/saves, but make up for it in other areas, e.g., sheer damage) would be much appreciated. I'll be getting my copy before next session; in the mean time, keeping my fingers crossed since I'm concerned what I'll find when the party levels up next and starts heading for the end game.
3. I've said it before and I'll say it again: the classes are all extremely well balanced if you understand and play to the role of the overall class (vs the subclass). Barbarians can dish out damage, and they're most certainly front liners...but they're more meat shield than tank. A trickery cleric isn't a rogue - he's a cleric. But he synergizes nicely with the party sneak, often acting as a kind of coach to the relevant PC. With that in mind, I'll admit I'm not sure what to make of the new ranger hubbub tbh, as I thought the ranger played fine before, regardless of subclass. So much of the hate toward it I feel was due to how the class was both portrayed in the phb, and misconceptions due to how it worked in earlier editions. The original ranger wasn't as easy to understand as the full plated rogue known as a paladin (think about it - the smite mechanic is similar to sneak attack's), nor was it as DPR focused as it was portrayed. Rather, if the paladin is a diet rogue, the ranger is a diet Druid: its primary role was always control, regardless of subclass. It could do a little more damage, or a little more support, but it wasn't built for a straight up DPR competition. WOTC just made it look that way. All this being said, even the slightest one level dip outside a single class can drastically change the way a character ought to be played.
Well that's about it for now. Hoping to wrap up the campaign before summer; will be the first one I've ever brought to a natural end.
So maybe about a year or so ago, I posted reflections on an ongoing campaign I was/am still running. The party was around level 8 when I posted it, and they all just got to 16 this past session, so I figured I'd share some further reflections:
1. I implemented a simple fix for the standard human: disallow the variant, but allow the standard to swap out any given ability +1 for a skill proficiency (EDIT: yes I know +1/+1/4 skills = vhuman with skilled feat. The house rule offers you more versatility than just that, and even if a player did that, they could still take the skilled feat later on). I also instituted a house rule that you have to have more levels in any one given class than you do number of classes, the latter of which is capped at six total. So you can't even MC until CL 4. Moving into my next campaign, I plan on keeping the former and nixing the latter.
2. Early on, a couple (or even solo) bad guys represent a good challenge for the party. Mid-game (say, levels 8-12), denying rests or throwing several minions alongside a boss keeps the challenge up (owed to bounded accuracy). The problem comes late in the game (13-16), when you need to do both in order to keep combat challenging and interesting. On the one hand, the party has become quite used to saving their long-rest-dependent powers and rationing as best as possible, but on the other hand, starting around CR 13, monsters begin reliably getting legendary actions and saves. "Oh you just hit the beholder? Eye ray. Nailed the dragon with an arrow? Tail slap vs the tank since you're too far. Marilith failed vs your banishment spell? Jk, she succeeded. Btw watch out for those vrocks she's with; they pack one helluva punch." Yet at the same time, the solos can often be an easy fight, even for an exhausted party, if alone. But as soon as you do the old trick of throwing in minions, then the scales suddenly shift in the complete opposite direction and a PC will almost certainly die, rest regardless. I was answered briefly in another thread, but to those who've gotten Volo's already, I ask (for greater detail): did WOTC make an attempt at adding more higher level monsters to address the current gap? High level mooks (read: no legendary actions/saves, but make up for it in other areas, e.g., sheer damage) would be much appreciated. I'll be getting my copy before next session; in the mean time, keeping my fingers crossed since I'm concerned what I'll find when the party levels up next and starts heading for the end game.
3. I've said it before and I'll say it again: the classes are all extremely well balanced if you understand and play to the role of the overall class (vs the subclass). Barbarians can dish out damage, and they're most certainly front liners...but they're more meat shield than tank. A trickery cleric isn't a rogue - he's a cleric. But he synergizes nicely with the party sneak, often acting as a kind of coach to the relevant PC. With that in mind, I'll admit I'm not sure what to make of the new ranger hubbub tbh, as I thought the ranger played fine before, regardless of subclass. So much of the hate toward it I feel was due to how the class was both portrayed in the phb, and misconceptions due to how it worked in earlier editions. The original ranger wasn't as easy to understand as the full plated rogue known as a paladin (think about it - the smite mechanic is similar to sneak attack's), nor was it as DPR focused as it was portrayed. Rather, if the paladin is a diet rogue, the ranger is a diet Druid: its primary role was always control, regardless of subclass. It could do a little more damage, or a little more support, but it wasn't built for a straight up DPR competition. WOTC just made it look that way. All this being said, even the slightest one level dip outside a single class can drastically change the way a character ought to be played.
Well that's about it for now. Hoping to wrap up the campaign before summer; will be the first one I've ever brought to a natural end.