How to Adjust a D&D Game for Any Number of Players
HTML-код
- Опубликовано: 19 окт 2024
- As a dungeon master, how do you adjust your game when you have eight or more players for your Dungeons & Dragons game? What about when only two players are in your D&D group? This is a common occurrence for many D&D groups--especially having lots of players. In this video, I discuss how a dungeon master can adjust their D&D game to account for having just a few players or having lots of players. And besides just punching numbers, there is also a difference in how a DM runs the game for various sized groups, too.
How to Make the Perfect Boss Fight, Part 1 ▶▶ • How to Make Epic Boss ...
How to Make the Perfect Boss Fight, Part 2 ▶▶ • How to Make Epic High-...
Faster Combat in D&D ▶▶ • Faster Combat in D&D |...
Allies (NPCs, Hirelings) Video ▶▶ • Pro Tips for Hirelings...
Encounter Calculator ▶▶ dhmstark.co.uk/...
-----------------------------SOCIAL----------------------------------------------
DISCORD ▶▶ / discord
TWITCH ▶▶ / thedmlair
THE DM LAIR STREAMS ▶▶ / thedmlairstreams
TWITTER ▶▶ / thedmlair
INSTAGRAM ▶▶ / thedmlair
-----------------------------SUPPORT THE CHANNEL-------------------------------------
PATREON ▶▶ / thedmlair
CHANNEL MEMBERSHIP ▶▶ www.youtube.co...
DM LAIR MERCH ▶▶ teespring.com/...
FREE D&D ADVENTURES AND DM RESOURCES ▶▶ www.thedmlair....
DTRPG D&D 5E ADVENTURES ▶▶ www.drivethrurp...
-----------------------------AFFILIATE LINKS-----------------------------
D&D PRODUCTS I USE ▶▶ www.amazon.com...
VIDEO GEAR I USE ▶▶ www.amazon.com...
DUNGEONFOG ▶▶ www.dungeonfog...
use code THEDMLAIR to get 10% off this online RPG map-making tool
-----------------------------CREDITS/DISCLAIMERS---------------------------------------------
Editing ▶▶ Zack Newman
Art ▶▶ Adobe Stock & Wizards of the Coast
Music and Sound Effects ▶▶ Epidemic Sound
As an Amazon Associate I earn from qualifying purchases.
Some videos on this channel are unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
#dnd #dungeonsanddragons
What's your top tip for adjusting the game for more/fewer players?
The DM Lair on Twitch ▶▶ www.twitch.tv/thedmlair
Become a Patron ▶▶ www.patreon.com/thedmlair
Become a Channel Member ▶▶ ruclips.net/user/thedmlairjoin
At big groups: divide and conquer. Let them go on different quests with different DMs, which interact with each other, for example "first one to finish his section faces the BBEG, second one faces a mini boss, last one synchronises"
So split thw big group into 2 groups. 😀
Hey, Luke I’m trying to avoid what you referred to as the Spiral of Death but it’s me my brothers and people from one other family. It’s only a town of 400 and I takes a while to play. What should I do?
My two daughters love dnd. They are 10 and 11 and are a little mature for their age. Since they play 3-5 times a week, they get 2 characters. One out going (their main they mainly play as) and one more quiet (their off hand).
Players:Did I forget about something?
DM:If you forgot it, it propably isn't that important.
Players:You are right.
Gary the intern:*crying in the background
Players forget everything
Usually a boss in my games has 2 or 3 guards all equipped with a horn(instrument). If the party does not kill them quickly (Usually giving the boss a turn or two for free) they recognize the danger the party presents and blow the horn to summon reinforcements. 2-3 turns later, the cavalry shows up and start breaking down the dear to the boss room to help out their leader.
That old man mask could easily make a good slasher villain.
So true! 😂
Mmm I see
Looks like one of Peter Gabriel's Genesis masks.
New DM here. I had a player ghost me and now I’m scrambling to rebalance things for the rest of the party This video is a god send! Thank you!
You are very welcome! (I can help travel that player down and bring them to justice, too. 😁
Luke: "Feel free to say no to people who want to join your game."
Me, who can't get three players to RSVP to a gaming session invite : T_T
Yeah that sucks.
Mmm
It can be hard to find good players willing to give their time. I've been lucky before with a regular group that had 6-8 depending on the week. It took good prep, but it was great fun. Don't give up.
When you come to really big groups, split the party on further DMs, I once was at an event where we had a connected story between 5 DMs who each had 5 players, connected over codewords and walkie-talkies. Had a lot of fun.
That’s sounds awesome!
@@JKONGnDNME yeah, sadly that is so much organisation that it's only feasible for linear one-shots. That specific game wasn't dnd but shadowrun, and the organisers had planned all the location each group would visit (and the event triggers) beforehand. We played as secret agents from different government organisations, and after each of three "chapters" a briefing about the information we gained was held, bringing everyone on the same page, leaving out clues every group missed. We then had an "agent exchange program" move one player from each table to a different table. In the last chapter, all tables needed to press a button (conveniently 5 buttons spread around the globe) at the same IRL time (the first group to reach the button would be attacked by the bbeg, the others would get less difficult goons in order of arrival). It was indeed a lot of fun. I think I've still got the fake MI6 badge around here somewhere.
When it comes to a game of large number of players I try to make players actions sound intresting by adding some flavor or funny outcomes so other players find it intresting to listen, its really nice to see players listen to eachothers stories and laugh instead of using their phone until it's their turn
I use a one minute timer for combat rounds for both small and large groups. If the player doesn’t make a declaration in that minute they do nothing that round.
True. I try to make things interesting on all turns regardless of how many players are there.
@@grimnekropolis8500 they should take the dodge action at minimum
Gary the Intern, "Your just a temp!" 🤣
Gary does have a point... 😁
I would want a novel with Gary as the protaganist.
Btw, is he dragonborn or a kobold?
Gary is a kobold. 😁
@@theDMLair I am sorry for even doubting it. His dreamy muscoline voice should have told me everything I need to know.
XD
I really love the small races,haflings, goblins, everything that can run at you and squeak "reeeee'
Kobolds are also mini dragon thingys, so from among those races they take it for me
The first rule of Kobold Fight Club:
Yip yip!
But yeah I appreciate you making this video because balancing encounters can be quite tricky
I needed this. I've apparently lost my sanity and have a party of 11. I've also started favoring AOE attacks a lot, no clerics.
Dang that's nuts. How do you pull that off? I'd definitely lose my mind. 😂
@@theDMLair Started a new dnd game just as quarantine began so I offered to do online games. 4 more people decided they wanted to join, and I was like "Yeah sure why not, we're all friends." Now once a week I say "NewDM.exe has crashed" It's as slow as you'd expect it to go with that many people attempting to make one decision, but very much worth it when they spend 2 hours figuring out "How do I cross the bridge safely" when you've made them all paranoid and there are secretly no traps.
@@Kuroganeichigo egg timers are good.
If you have the time for two games then figure out which players are attached to each other and split the game up into two groups that makes as many people as possible happy.
Hell. You can have both the groups in the same game world but at different parts of the world.
Wow, you really kicked p the editing within this video, really impressed by a lot of the improvements you made! Very good stuff
Thanks! I have a paid editor now to help me out. He's awesome. 😀
With the group I run people often are unable to attend sessions and often times I would either pull my punches like crazy, try and eyeball the challenge rating, or simply throwing a side quest at them if I planned something like a dragon fight for the session where somebody can’t come. These were alright options but generally weren’t perfect ones and this video is a big help for the future. Thanks
I actually had to run DnD for a group of ten people (I was using Lost Mines of Phandelver) I tried selecting a Co-DM and splitting the module, it didn't work to well. Combat wasn't to hard for them for obvious reasons, but it took way to long, we powered through and split the group into two separate campaigns. I personally recommend not going over 6 players, maybe 7.
I’ve been using that calculator for years. It’s awesome.
I find with larger groups, it's important to go out of your way to purposely create situations where the PCs can use Reactions. Split the enemies into at least 2 groups for initiative and give at least one PC a Reaction opportunity during each enemy groups turn. It's not always possible, but it helps the players feel more involved while they are waiting for their turn, especially if you have multiple PCs in the group that have feats, spells or class abilities that allow the to use their reaction for more than just an Opportunity Attack.
Thank you for making this video! Especially during quarantine, I need to adjust my games!
I agree with everything you say, all of the time🥴, well until now. I DM a game with 9 players. We are now into our 3rd year of a campaign and my players haven’t got bored or left, we’ll I don’t think so🤔. And they want more sessions each week. We’re up to two a week. My biggest problem out of all the challenges as a DM is writing enough content. Love your channel.
Dude, that's because you're running and awesome game. If that many players come back week after week, you're doing something very right. (Most DMs struggle with that many players.)
My 1st game I played had about adozzen players, and a verry overwhelmed DM, and I left because the DM and I didn't get allong. There was alot of fun roleplay there thoguh, and combat flow was allright considering the group size.
...
My next game had 2 players, and fell apart due to sceduling conflicts, after 1 session.
...
My current game, has 3 players, and one hireling.
I love your content! Keep up the good work!!,
Thanks dude! 😁
One Legendary Action I sometimes add which can help make a boss more independently able to handle a group is called Legendary Initiative: Spend all 3 LAs to take an extra turn. During this turn the boss doesn't provoke opportunity attacks, doesn't regain their reaction if they've lost it, and still gets their next turn at their normal Initiative roll. While not necessary, I've found I always limit this LA to being used 3 times before having to take a long rest to use it again.
Oh that's cool! Might steal that
Before Covid-19, I ran a modified, kid-friendly, no-death, learn-the-game version of D&D for Tweens at our local library every month.
Because it was a library program, we never knew who/how many would attend. Sometimes we had 3 characters; once we had 17. Usually somewhere in between.
I have made my fair share of mistakes, but I have learned, too.
Disclaimers:
--ANYONE is welcome at my table as long as they are supportive and helpful to others.
--Because of the nature of our system/library program, I ran one-shots.
Small groups:
--I had one small group of 4-5 boys who were nearly wiped out when they had no Cleric. After this situation, at creation of a new character, everyone received a Healing Potion with 3-4 doses. I hoped that if the Cleric was ever unavailable or knocked out, the remaining players would have a resource to survive the encounter.
Large groups:
--Everyone rolls initiative. Whoever rolls the highest goes first; then go clockwise around the table.
--I use card-holding racks, and each player (including my monsters) has a character card in a plastic top-loader sleeve. In this way, the kids can see how soon their turn will be, and they will be ready.
--Rearrange the players so that all players of the same type are sitting together. Spellcasters together, rogues together, etc. Their job is to plan what they are going to do and be ready when it was their turn. Each group does ONE action. So, for example, on the Spellcaster's turn, they would share the same initiative and attack. They would decide to all send Fireballs, and the damage would be counted accordingly.
--As the host says: split the group into two. I was on the verge of running two games, one right after the other, when the library finally assigned me an intern for those Saturday afternoons. She had never played, but I wrote her up a script, sent it the week before, and created double of everything we used in the game. She was fantastic! And anything she didn't know, she either winged or the kids helped her.
I run a game with 9 players. We do lots to keep game moving.
Roll initiative once at beginning of session, then keep for every encounter that session (even sat in order when we were in person)
I give everyone a roll to help me go fast
One does initiative
One keeps track of damage creatures take
One moves everyone’s minis, etc...
We roll atk and dmg simultaneously
I finally figured out balancing encounters....
All that said. Even though I think we have a good time and everyone seems to enjoy... the games I play with 4-5 are just better!! Listen to Luke. Split the Party!!!
Ty this is a lot better than having to have enemies run away when they are winning or reinforcements coming from pretty much nowhere
Ive been using your homebrew initiative system, and its actually been working out really well for my players
Cool glad to hear it!
The new fire text transitions are nice, I like them
And just like that I fell in love old man commoner.
But did he survive the video? 😂
@@theDMLair The life of the hireling is one of far worse risk than the life of the intern.
So true... 😀
I am up at an ungodly hour... but this video is a little ray of sun :)
Love this video♡ Super helpful 😁
Dude same, I told myself I was gonna go to sleep 2 hours ago
Thanks! 😁
Now go get some sleep. 😁
Thanks for the video, and listening/doing something about what your viewers ask/need help with :).
You are very welcome! 😁
this man knows his stuff about bosses. I will never forgive myself for when I ran Dresden files and my group of two players kill my powerful serial killer who uses necromancy in one round.
That's because I screwed up boss battles (and still sometimes do) enough times to learn better. 😂
I'm going to run a group for the first time. I am super nervous, but these videos will help a lot.
Best of luck! Sometimes just telling your players "hey, I'm new to DMimg, am pretty nervious, and this may not be the best game you'll ever play, but I'll do my best." Works wonders for calming nerves.
Finally ! My group fluctuates from 4 to 8 players depending if the party split up in game (some stay at the inn , the others went on a short side quest. Let’s people take a weekend off if they want without feeling guilty lol). I use either more enemies for the larger group or the enemies are a bit stronger than average
Yep, beefing up the baddies is great!
The music on your videos sounds like my phone ringtone and it really throws me off lol
This going to be a great video for me, cuz I'm planning a solo rogue campaign for my sister and CR is pretty hard to figure out, and I'm also a new DM. I'll be running in the Wildemount setting, so at least I know the world and it helps. Letting a website or app do it for me is actually better too
Very neato video!
I've been using Kobold Fight Club to balance encounters for a while, it's also quite a handy tool!
Thank you!:-)
It is rare that I have a well balanced party of 4-6 players. This video was just what I needed.
Yeah, happy to help! 😁
One day when I achieve my dream of becoming a dragon, I'll make sure to remember this advice, so that I may send appropriate amounts of minions to fight any pesky heroes that wish to slay me.
then when they reach me I'll merely crush them myself.
Hey Luke, I liked the video but something to consider... a larger group already struggles with slower pace, right? So adding more baddies to encounters (which translates to more dice rolls in combat, more HPs to track, etc) runs the risk of slowing down the combat even more. As an alternative I’d recommend keeping the number of baddies the same, but giving them a stat boost in their HP and AB/damage. It would make the encounter more challenging, allow more PCs to get their licks in, but also eliminate the risk of slower pace that occurs with more dice rolls. What do you think?
Good point. Boosting HP just drags the battle out longer too so insteaf of more time due to more dice rolls we'd have more time due to large hp pools. However if we boost monster DAMAGE output then the fight is tougher but doesn't take longer.
the DM Lair fair enough!
Group of eight to 10 players a tower 6 of the game. People were taking naps between their turns in combat
No kidding
what about when we already have 7 members of the players ready but 2 people are missing. i asked the dm we can start without them since this is session 1 and is still early enough for the other two to be able to join at another session. DM wanted everyone in the game for session 1 and cancelled the session even though me and the other 5 guys are ready to play therefore ruined the time we could have spent doing the campaign...
what would you guys to in this situation?
Thankyou. This video is just what I needed
6:38 My groups has 5 players (not including DM) and it took about 30 minutes to get through a basic fight scene against 4 goblins and a Hobgoblin. Each of us got 1 turn, in exception to the player who got to attack first who got 2 turns. I can't imagine how long it would take for larger groups to do so. 😟
I generally run games for 6-7 players, and trust me, the CR system doesn't work if you're trying to throw a single beasty boss monster at them. My players were in a place inspired by Greek mythology, so I wanted them to face a single giant monster, so I re-skinned the Demogorgon (CR 26). They were only level 12, so I decided not to add lair actions - I thought that would be too much. When the battle came, I had to add *200* hit points on they fly behind the screen so that the battle would last more than 2 rounds, and (thanks to some bad rolls) only one of all of my attacks actually hit.
New plan for my next boss encounter: A group of baddies that basically an evil adventuring party. They are trying to wear down the player party, so the plan is a series of skirmishes where each side tries to pick off the other team one at a time. Every time one of either team goes down, the evil adventurers will bug out and regroup. (And their boss has a secret plan that works to his advantage if the evil adventurers end up on the loosing end of those skirmishes. Mwahahahahaha!)
Yeah, great case in point for how crummy the CR system is. With some minions though a single baddie works much better and is a more interesting fight too.
@@theDMLair Yeah, the designers have come out and said that it doesn't properly account for action economy or how strong tier 3 and 4 characters actually are.
Yeah totally tier 3 and 4 PCs are crazy strong.
Geez this is a freaking giant comment, # world record?
@@vikingguy5027 I usually don't comment unless I have a small essay's worth of things to say. ;)
Thankyou. I've run into SOOOOOOOO many DMs who think they've "balanced" for APL or whatever only to TPK after TPK and have the gall to blame the players. A D20 system is already a mathematical accident waiting to happen with every pip being 5% delta. Maybe I'm just a bit sensitive to math being a bookkeeper for the company I worked for, including arcane mathematics like payroll, but this isn't calculus, it's freakin' freshman year statistics. Add a semi intelligent enemy who focuses on the Cleric and Mage and very quickly fight reaches a tipping point annnnndddd TPK.
yeah totally. Adjusting the game four different numbers of players and even different types of players is more of an art form that one gets better at overtime. Punching the numbers usually only get two in a rough ballpark. But you still need to dungeon master with a brain and some experience preferably who can think things through and tweak as needed
Gary the Intern always makes me laugh. Keep up the good work Gary.
So in my group of friends, I DM and my friend DMs (which lets us both be players in each other's games!). However, we have easily over 20 people who want to play with us at any given time, and it makes it really hard to run games even with us capping our individual groups to arbitrary maximums. My friend caps at 7 players and I cap to 6, and I feel like even with just these numbers it's rough to keep things moving quickly.
What we've come up with are a few decent tools however that I think has worked well for us, so I'd like to add one in particular to the discussion even though this video is a few days old already:
Narrative Initiative
Each player rolls initiative upon entering a bar, a town, or some other major non-plot role play location. The players then take turns describing what they're doing, instead of fighting over time. We just use our regular initiatives for this in our group, but you could easily replace dex with cha, or possibly just roll a flat d20 without mods. Either way, this really makes sure everyone has their time to shine. An IMPORTANT note to go with this: This doesn't mean other players can't do anything, but they can't *interrupt*. If it's someone's turn, they can bring someone else into their turn if what they want to do involves that player, but it can't go the other way around with someone jumping in (unless it's something significant and actually involves that other player, such as someone attacking the bartender randomly or something which might change the situation for everyone at the table).
Cool. Are those really arbitrary maximums? Or are they limits you've determined because more than X players is undesirable for certain reasons?
@@theDMLair Well no arbitrary probably wasn't the right word haha. I just find that trying to get a word in is really hard for some of the quieter players if we have too many, so six was the number I 'chose' to limit it to. If that makes sense.
@@theDMLair Another reason for the limitation, is that trying to set up combat encounters for 8+ players is just not fun. As you said in this video, you can't throw a single boss at your players if there's more than four of them. The sheer number of minions needed to keep the fight interesting diminishes how cool the boss can be and slows down combat. I find 6 players to be a decent enough sweet spot that I can add 3-4 weaker 'minions' to a boss that has legendary actions and the fight isn't too bad.
Any thoughts on running a game for 10 PCs? Oh it’s 3.5 by the way. Trying to get through combat takes awhile. Everyone still seems to have fun but the waiting would be distracting.
Good video
Same thoughts I had in the video for large groups
the DM Lair ya I wouldn’t mind splitting them up but everyone likes it so....
@@RIVERSRPGChannel use an egg timer for each player round
12 tips for running a D&D module sent me here, and this one is sending to Faster combat in D&D 😂
I just change the monster numbers (or hit points in some cases) and treasure proportionally to the number of players if too far off -- alternately encourage hiring retainers -- using judgment.
For small parties average damage from spells and weapons. Large 3/4 or more damage. Adventure League modules generally have guidelines for adjustments but they start to fail if you have strong group with 6+ players. In Mad Mage I occasionally let the group steam roll a level.
So you sometimes have attack/spells just do maximum dmg for large/strong groups?
No I roll now. I forget which level I did max damage and after two combats, the players were unhappy. But If you are not playing AL, I suggest you do max. occasionally.
Great stuff friend 👏 👍
Have left a few comments on other topics and hope to hear back from you. Do you have a video out there on different methods for using initiative in combat. The one I use tends to be a little laggy.
I want to run dungeon of the mad mage for a party of 5-6, this should be helpful
I feel like characters with AoE moves that effectively or literally give extra attacks like Fireball(effectively) or Cleave(Literally) kind of break this and make that calculation difficult. Class based extra attacks are a little easier since a fighter's extra attacks could easily be countered by an enemy fighter's extra attacks.
It becomes difficult with stuff like Great Weapon Master too (or sentinel or similar)
The same thing applies here though. If you want to balance the encounter just add an enemy mage with fireball.
Its also a quick way to get rid of some pesky players from your table.
@@nnnik3595 Personally I was hoping for a more versatile answer as I have always favored 3.0/3.5/Pathfinder and some of those have 3rd party books that while generally unbalanced occasionally can be pretty well balanced mechanically, but break action economy systems. My favorite being a dervish feat that requires the character's build be specifically geared towards getting it as an advancement of both Cleave, Evasion, and Reflex(Attack of opportunity) feat trees among other things. It allows the PC to act like a Diablo 3 Monk and bounce between all enemies in 30 feet, dealing 1 attack then returning to the starting position without drawing attacks of opportunity. It's the melee fireball that in effect equalizes action economy with the enemy depending on classes, but is only powerful against groups and doesn't scale up if that group of enemies is made of Fighters, Monks, or has significant AoE.
So basically I'm trying to balance abilities like that which just like fireball technically increase the number of attacks scaled to the number of enemies in the area of effect.
@@originalShorai There is stuff like Tashas Hideos Laughter and Hypnotic Pattern if you want to mess with the action economy
The shade being thrown in these videos is hilarious
Lol, thanks. 😂
I run for a group of 7 people, and ya, trying to balance an encounter sucks. On the bright side it means I can run some much higher level stuff. Like tonight they're level 4 and they're gonna be fighting a drow elite warrior, drider, and 4 drow archers for a boss fight. Getting ready to plop them against a priestess of lolth in a week or two.
I'm running a module and have the right NUMBER of players but am starting them at level 3 rather than level 1 (so they have their subclasses) so I need buff the baddies in kind, what's the best way to balance that?
Tried the encounter calculator wondering why did my 3 PCs found it difficult to complete Mission 3 of Harried in Hillsfar.
Turns out that 2 Jackalweres and 1 Jackal was a deadly encounter to them.
Now I know.
Great video!! Thanks Luke😈😈
You're welcome! 😀
Well, now I want to write the Waterdeep: Dragon of the Mad Mage adventure.
I'm scared to ramp up the difficulty of encounters for my small group of players for fear that one will die. I know that death is a part of the game, but when someone spends a long time on a character that they really enjoy, it doesn't feel right for them to die, especially when they're in the early levels. Advice?
If you dont want them to die, the enemy can simply "miss" an attack. Or manage to "roll" 3 damage on their 3d6 attack.
Since your players dont see your dice, if you up the difficulty and realize "wait this is too much" you can just fudge the dice rolls.
Sometimes the ability you think is gonna be triggered once gets activated multiple times because you rolled too well or the players rolled too low "a dc10 con save cant come up twice if i just target the fighter- wait no oh god why did you roll a nat1 and a nat2" or "ok so the breath weapok recharges on a roll of 5-6. Thats a recharge. Thats a recharge too. Its been 4 turns and every single one had a breath attack.... uh oh."
Simply go "welp, the enemy misses. The enemy deals not enough damage" keep player ACs in mind and occasionally ask "does a 17 hit?" To the 18 ac character to keep them on the edge.
"If it wasnt for that shield of faith that was gonna be a hit, good job."
Lastly, run mock combats to test difficulty. They are not 100% accurate due to dice entropy (a lvl1 monk can theoretically kill an adult dragon) but they are a good guideline.
Great video today.
Thanks! 😁
Someone give the Commoner a pet Owlbear to sic on the players! :O
Also, "chackle" is my new favorite word. ;)
Chackle is the name if the owlbear now. 😁
@@theDMLair YES! Get 'um, Chackle! :D
Luke next adventure for his party will be to find the Dragon of the the Mad Mage :p
THAT COMMONER MASK WILL HAUNT MY DREAMS
Glad you enjoy it. More to come. 😁
@@theDMLair Aaaaaa!
Im not a big fan of the statement you need the critical roles like Rogue and Cleric to be a viable party. 5e already ha a huge problem with uniqueness in character concepts and forcing Players to pick 2 save roles before they even build their characters seems to me pretty annoying. I run 2 groups at the moment none of them have a cleric and they are doing just fine, yeah they have to think outside of the box but it makes for a more interesting style of combat, not just I run in the Cleric will do the rest.
Now to my Point on Challange rating: short its useless. Having a CR 21 Lich with 131HP is not nearly a challange for a lvl 20 party this is how it will go: Wizard I cast dimension door and take the pala with me, the pala I cast a smite spell make 2 attacks and pump all my Spellslots in smites: Lich dead. finding the phylactery is not a problem with wish and all that stuff end of campaign.
On the other hand you have an invisible 1d4+4 + 2d6 necrotic dmg CR 1/2 mob witch oneshots every lvl1 character (exept barbarian) with one attack.
The easiest solution to those problems (at least at higher lvls) is bumping up the HP buy a huge amount, DnD 5e puts so much faith in their resistances, with is realy funny to me considering, that a +1 Sword ignors 99% of al resistances and immunities in the game. Also just dumping trash mob minions is like have a huge party it solws the game down.
You can totaly make an challanging encounter with 1 Boss if you use tactics like flying, environment, cool layer actions etc.
You don't need them but they sure help. My groups rarely have clerics either.
I use a old 3.5 varient rule, called gestalts.
7:57 this is logical!
old man temp.. new recurring character??
I hope so!
Perhaps... 😁
i don't see i link to the combat calculator mentioned
I have 5 players, but there are 9-10 player controlled characters.
Good on you. Leave those slips of the tongue in the video.
I think you know, why we would pit 7 PCs against 7 Ancient Red Dragons, Luke. Because dragons.
So you saying the DC to seduce a Lock should be lower? :p
Yep. Locks will fall for anything with picks and a confident smile.
If the players are missing a Critical Role...
They're not continuing to play remotely like everyone else?
Holy Crap, this is probably the most calculative video I’ve ever watched
Is that a good thing?
the DM Lair don’t know, kind of shows how simple my games actually are p.s. your videos are really helpful and I enjoy watching them, hope you stay safe!
Oh man, that old man mask is creepy AF!
Lol Yep.
Other DM have to many players ? How does one have that many friends we are like 4 and one is always missing
I find players from posters at game shops and online and stuff. If I only relied on friends, I'd probably not be playing any DnD.
An extra PC? My friend is running four.
You do skits at the beginning of every video. so i will certainly NOT pardon your cringe sir, & i will in fact applaud it lol.
Cringe is the new cool? 😁
Skip to 3:00.
Yeah huke lart is hear
Nooooo you carnt kill him
Noice
First comment.
I've run a game with 3 players and all of them are charismatic casters bard, sorcerer and warlock. Overall they did pretty good no front liners and no healers, one of the manage to convince them to turn against their boss and combo with hold person+hexblade curse+bardic inspiration and kiting methods
Hexblade warlock may act as a front line. Especially with spells like Armor of
Agathys.
My current party is a bard, two sorcerers, and a rouge, we have a warlock occasionally (one of my players dms for me when I need a break)
My players current party is an artillerist gnome, gunslinger warforged, and swashbuckler rogue, it’s very hard to kill them