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Made in us
Decrepit Dakkanaut





The Battle Barge Buffet Line

That's what I figured based on my own (ongoing) experience with Rime but figured I'd ask just in case. Thanks. Yeah, in Rime, you have a set schedule of missions/milestone equivalents that you need to level up and once you get to a certain level you no longer get any XP for remaining missions in that book chapter. You can finish up the quests and get the treasure but you won't advance in level and so have to move to the next section of the book to meaningfully progress both the plot and your character advancement.

We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
 
   
Made in de
Battlefield Tourist






Nuremberg

I really like using XP as a behavioural incentive in games. If your game is based around Monster Hunter, then XP for killing monsters makes sense. But that's probably the only time it does.

Other systems I've used:
XP for dungeon exploration in a megadungeon campaign, which was basically XP per room with a scaling factor for the level of the dungeon, along with bonuses for solving puzzles or defeating certain bad guys (and the nature of "defeat" was open ended).

XP for wilderness exploration in a hexcrawl campaign. Each location has 1-5 XP points. You gain the points for "dealing with" the location, and how you deal with it is up to you. It could be forming an alliance, stealing all the treasure, or killing everyone inside. Or a mix of those or any other meaningful goal. You need points equal to your next level to level up.

XP for gold! This works well for an old school campaign. Best if you use a dungeon designed for old school play so there's LOADS of treasure. The aim is getting the treasure out of the dungeon, and how you do that is 100% up to you. I also put in rival adventuring gangs to make it like a race and provide tension when both sides are trying to get to the same treasure. You pay the normal XP cost in gold coins. We have a treasure share system so everyone always gets equal shares and no one can steal from the group. All magic items are sold, but you can buy them, getting them for half price, if you want them (which allows you to put an assload of magic items in the dungeon and just let the players sort out what they want). It gives the players loads of agency over the pace of levelling, lets them manage risk reward, and also lets people make choices between powerful, expensive magic items and levelling up. I was surprised at how well it worked actually!

My current DM runs XP for killing bad guys, because the game is about defeating the cult or orcus and their demonic and undead minions. It's fine, but honestly out of all the XP systems you could use it's probably my least favourite because it's less open.

I used milestone for years, but rather than being strict about the milestones I just decided when the player should level up. But I find that approach gives me all the agency and the players none, and I like systems that let players make meaningful choices about advancement.

   
Made in gb
Witch Hunter in the Shadows





 Da Boss wrote:
Sounds exhausting!
On mecha RPGs, there's one called Lancer I believe that is loosely based on 4e D&D. I've heard good things.
The comp/con site (https://compcon.app/#/) tracks lancer mechs for online play, including round by round actions and the whole process of character creation and level up.

You need another site for the game itself though, something that supports a hex grid. The out of mech stuff used for in-between mission rp is fairly simplistic as the bulk of rules are for a tactical combat game - positioning and use of resources over several rolling encounters per mission.
   
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MN (Currently in WY)

10th session for Curse of Strahd down, and we are still mostly just faffing about. We are trying to resolve three adventure hooks..... at once by tying their resolutions into each other. As PCs we sure do like to complicate things, and our streak of avoiding combat continues.

This message was edited 1 time. Last update was at 2021/06/16 15:56:56


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Krazed Killa Kan





USA

It's great that you have gotten so many sessions played, but I'm sorry that not much is getting accomplished during those sessions. And I agree, players are experts at complicating things.

   
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Longtime Dakkanaut






I have had session 2 of the campaign!

Our monk player had to bow out for a while due to work commitments, so the party is down to 4.

Session started where it left off with the players aboard a rotting ghost ship they found floating in the clouds around a mountain, as you do.

A search of the ship found skeletons in the crews cabins, lying in their hammocks. When they were touched, they woke with a start and attacked the party, acting strangely sentient - stumbling, reacting with fear, that sort of thing. The artificer attempted to break down through the deck to get to them, but the floor below rolled a 2 for constitution and he fell through that one as well!

After killing the skeletons, the party found a mysterious gem in a chest. As soon as they opened the chest, the ship lurched and started to heal before their eyes, becoming whole and new again, and the remains of the skeletons become remains of people. They emerged on deck to find themselves at sea, with 4 islands visible, and were accosted by the captain.

The captain asks who they are and asks what they did with his crew, did they see the shades, and basically asks them who they are. He them explained how the crew were attacked by shades, and asks if they saw anything. The players realise at this point that they were the shades, and the skeletons the crew. They try, semi-successfully, to tell the captain that the shades killed the crew and then they killed the shades. They probably would have been successful if they weren't carrying several parts of the crew whilst they were at it!

The captain explained to them how he came to be there and how they are now stuck in this place. He also explained that his charts were taken by some unknown creatures in the mist on one island, and the party have resolved to get it back. They then distracted the captain whilst the wizard cleaned up the mess that was the crew, and now they're long resting on their way to the island of steam!

All in all it's going really well!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

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MN (Currently in WY)

 Syro_ wrote:
It's great that you have gotten so many sessions played, but I'm sorry that not much is getting accomplished during those sessions. And I agree, players are experts at complicating things.


For sure! It is totally our parties fault though, as we have been dangled so many adventure hooks, that we then just ignore for .... really bad reasons! LOL.

You know the idea of making sure your characters always have something they want to do, even if the bad guys aren't doing anything? Our characters are like that, but they also do not really care what the bad guys are up to either! Not the best for a pre-written campaign, and much better for a sand box game. When the DM told us to make characters and not murder-hobos this time, I guess we took the advice way too seriously!

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USA

@Easy E: Hopefully you guys are having fun, I agree with what you said that a sandbox would be perfect for your group, rather than pre-written. How's your DM handling the way things are going so far?

@some bloke: Sounds like an action packed two sessions. I'm surprised the captain is cool with the party tagging along, unless it's self preservation. This reminds me a little bit of Pirates of the Caribbean: Curse of the Black Pearl, although there are many obvious differences.

   
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Longtime Dakkanaut






 Syro_ wrote:


@some bloke: Sounds like an action packed two sessions. I'm surprised the captain is cool with the party tagging along, unless it's self preservation. This reminds me a little bit of Pirates of the Caribbean: Curse of the Black Pearl, although there are many obvious differences.


The captain is somewhat overwhelmed at the amount of things he's learnt from the party. He is very much in shock, and may well recover at some point enough to contemplate revenge on them for his crew... He is also realizing that, if they manage to return to the real world, he is probably already dead. How helpful he will be has every chance of changing over time, especially as one of the players has said "whatever happens, nobody kill the captain, as we'll need him to drive the ship!"

Session 3 will be interesting, methinks!


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
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MN (Currently in WY)

 Syro_ wrote:
@Easy E: Hopefully you guys are having fun, I agree with what you said that a sandbox would be perfect for your group, rather than pre-written. How's your DM handling the way things are going so far?


They have been doing a smashing job! Sure stylistically, I would do things differently but his style has been consistent so that is just the way they do things, and it is working great.

He has adjusted his approach to our party a bit, as now the enemies are doing things a bit more "actively" against us as opposed to us actively opposing them. I guess that makes us the bad guys then? LOL

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MN (Currently in WY)

Speaking of adjusting his approach, this session the DM really took the bull by the horns and laid out the path for us via a combat, and NPC interaction.

However, I can tell that the written campaign wants players to go do X, then Y, then Z. Y and Z are too hard unless they have leveled with completing X first. Being the smart players that we are, we tried to tackle Y and Z at the same time and completely skipped out on X! Such "techniques" are a common issue with pre-gen D&D campaigns/adventures and a general flaw of "leveling" based systems overall.

I think the DM has now adjusted us appropriately, and we will be on our way!

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Krazed Killa Kan





USA

I'm glad to hear the DM has been doing a good job and adjusting appropriately. I remember when my group bypassed a lot of story in a prewritten campaign, I sprinkled in some one-shot adventures and some of my own creations while they were ont heir way, to encounter and get them some XP before they got to the section that they skipped ahead to.

And some bloke, that does sound like it's shaping up to be exciting.

This message was edited 1 time. Last update was at 2021/07/01 00:15:50


   
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MN (Currently in WY)

15 sessions of 3 hour increments later, and we finally completed a milestone with a copious assist from our DM about 4 sessions back practically telling us what to do next! LOL

This message was edited 1 time. Last update was at 2021/07/15 14:41:32


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Krazed Killa Kan





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Wow, your group really likes to go at their own pace. As long as everyone is having fun, that's what matters.

   
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MN (Currently in WY)

The hilarious thing is that we are all very experienced Role-Players. Two of us have been RPGing since the mid-80's! The other 4 have been doing it for at least 20+ years of combined experience as well.

We really have no excuse for being so incompetent! LOL

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USA

Wow, that is hilarious

   
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Decrepit Dakkanaut





The Battle Barge Buffet Line

 Easy E wrote:
The hilarious thing is that we are all very experienced Role-Players. Two of us have been RPGing since the mid-80's! The other 4 have been doing it for at least 20+ years of combined experience as well.

We really have no excuse for being so incompetent! LOL


As long as you're all having fun!

I personally enjoy making characters I'll never play so with that mindset I also enjoy levelling up as well. It doesn't have to be every session or two but I'd likely go mad if I played 15 sessions without a bump!

We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
 
   
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Shadowy Grot Kommittee Memba






 warboss wrote:
 Easy E wrote:
The hilarious thing is that we are all very experienced Role-Players. Two of us have been RPGing since the mid-80's! The other 4 have been doing it for at least 20+ years of combined experience as well.

We really have no excuse for being so incompetent! LOL


As long as you're all having fun!

I personally enjoy making characters I'll never play so with that mindset I also enjoy levelling up as well. It doesn't have to be every session or two but I'd likely go mad if I played 15 sessions without a bump!


I'm the exact opposite haha. Once I get to level 6 or 7 I'm like "ok, we can stop now, the character concept I have created is pretty much complete and I don't really require the ability to make a volcano erupt or to make every combat action take 12 minutes to resolve."

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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Witch Hunter in the Shadows





 the_scotsman wrote:
I'm the exact opposite haha. Once I get to level 6 or 7 I'm like "ok, we can stop now, the character concept I have created is pretty much complete and I don't really require the ability to make a volcano erupt or to make every combat action take 12 minutes to resolve."
I think we've got the complete mix of level-up styles in my local group:
- a player who hates any kind of game with slow level ups (even though they often play ridiculous and sometimes ineffectual characters they like adding new mechanics to them)
- a player who will happily play an extended period of time at the same level but is very focussed on distribution and advancement via party wealth and reward
- a player who always wants their character to be stronger/the strongest unbalanced computer game style where the game gets easier as you advance
- a player who just wants to do some specific thing well and isn't fond of having to dig into rules deeply to keep that going as levels/monsters go up.
- and me, who tends to learn enough to break a game regardless of levels and then dials it back.

------

Also - cleric 1, wizard 1, dweomerkeeper 4. Entry with prodigy(planewalker), eldritch corruption and sanctum spell, extra slot feats. Wish yourself a ring of infinite wishes at 6th level and go nuts with the volcanos :p
D&D 3.5 was quite a thing.

This message was edited 2 times. Last update was at 2021/08/03 22:36:02


 
   
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MN (Currently in WY)

Last session of Curse of Strahd our 4th level party of 5 went up against a big horde of critters. I think the combat had 45 opponents.

We were able to castle up in a chokepoint and kill them off as they approached. However, our martial class tanked about 60+ HP of damage from the little blighters. Two of us ended up going unconscious from damage, but no one really got to a point where death saves were involved.

To be honest it was a bit of a slog and more frustrating than fun. It really highlighted to me some of the flaws in D&D's combat system as well. Since we were in a choke point, maneuver was limited and it really bogged down to simply rolling to hit/damage, removing HP and deciding what spells to do when. Not a lot of fun, meaningful choices.

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Is 'Eavy Metal Calling?





UK

For me, fights like that are always so much more suited to a skill challenge scenario, where you abstract a few more things and let the players have a bit more freedom. Rather than tracking damage for each enemy or moving minis round a grid, 'zoom out' a little and basically decide that any number of zombies or whatever still aren't really going to bring a party to death's door, but instaead pose an obstacle to further progression that has to be overcome.

Keep the initiative structure and just play through the situation asking each player what they do each 'turn' to attempt to overcome the threat. So rather than a fighter swinging twice and killing 2 zombies, they spend their turn carving through the horde and with a good roll, maybe cut down 5 or 6, opening up some space and thinning the herd. The bard might then use that respite to throw up a Major Image and make some deception or performance rolls to divert the horde, in turn drawing their attention for the rogue to push through and start coming at them from behind, or even move on towards the real objective.

Likewise, the enemies aren't rolling 45 attacks a turn, instead if a player's attempt goes poorly then they take, say, 2d6 bludgeoning damage as the horde capitalises on their failure and gets some hits in. Depending on how you DM, the players don't have to be in any real danger of death here (because dying to a zombie horde is just not fun for anyone when there's an awesome vampire fight with some actual stakes in the next room), but it lets you have moments akin to Aragorn and Gimli's leap onto the causeway at Helm's Deep, or Black Panther's gauntlet run in Endgame where the odds are mathematically overwhelming, but by the very nature of being heroic characters the heroes get to (potentially) succeed and look awesome doing it.

Battles like this have become a staple of my campaigns, they allow for 'few vs many' scenarios to really take on a cinematic quality that regular combat just doesn't work for. Players get to do their cool stuff in new and intersting ways, and the sometimes-strange maths of the game go away for a bit to let the drama and action happen more freely. Very often I'll run such battles in two halves, with a big skill challenge sequence to get the players to the pivotal point of the battlefield, and from there switch into a traditional combat encounter for the climactic showdown. It also doesn't really get stale, as the skill challenge format works for anything from a pitched battle to a chase scene to a heist to an intense social encounter. Honestly, adding these elements to the game just opens up so many more possibilities, I wholeheartedly recommend it.

This message was edited 1 time. Last update was at 2021/08/12 14:59:42


 
   
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Decrepit Dakkanaut





The Battle Barge Buffet Line

 Easy E wrote:
Last session of Curse of Strahd our 4th level party of 5 went up against a big horde of critters. I think the combat had 45 opponents.

We were able to castle up in a chokepoint and kill them off as they approached. However, our martial class tanked about 60+ HP of damage from the little blighters. Two of us ended up going unconscious from damage, but no one really got to a point where death saves were involved.

To be honest it was a bit of a slog and more frustrating than fun. It really highlighted to me some of the flaws in D&D's combat system as well. Since we were in a choke point, maneuver was limited and it really bogged down to simply rolling to hit/damage, removing HP and deciding what spells to do when. Not a lot of fun, meaningful choices.


Yeah the 5e combat mechanics aren't a good fit for mass battles. The one good thing I can unequivocally say about 4e was that the minion mechanic was helpful. There should also be a way to swarm up any monster for more abstracted mass combat like in the old FFG 40k rpg. I don't claim to be an expert in 5e so maybe they already exist as options somewhere...

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 warboss wrote:
 Easy E wrote:
Last session of Curse of Strahd our 4th level party of 5 went up against a big horde of critters. I think the combat had 45 opponents.

We were able to castle up in a chokepoint and kill them off as they approached. However, our martial class tanked about 60+ HP of damage from the little blighters. Two of us ended up going unconscious from damage, but no one really got to a point where death saves were involved.

To be honest it was a bit of a slog and more frustrating than fun. It really highlighted to me some of the flaws in D&D's combat system as well. Since we were in a choke point, maneuver was limited and it really bogged down to simply rolling to hit/damage, removing HP and deciding what spells to do when. Not a lot of fun, meaningful choices.


Yeah the 5e combat mechanics aren't a good fit for mass battles. The one good thing I can unequivocally say about 4e was that the minion mechanic was helpful. There should also be a way to swarm up any monster for more abstracted mass combat like in the old FFG 40k rpg. I don't claim to be an expert in 5e so maybe they already exist as options somewhere...


It did in 3rd. Mob rules were... somewhere, modelled after swarms (barring the horrifying range of immunities that made swarms a problem).

4e's minions were interesting, but implemented in a weird way- where you had a 10th level cyclops with 100+ hit points and another with 1, because it was a minion, and were completely indistinguishable other than flavor text, and encountered at the same time.
What would've made more sense is just to give the minion tag to lower level enemies at a certain threshold (like say party level-5 or -7 or whatever). It makes it clearly that you've passed on from fighting goblins and rats and can just sweep them aside as your normal opponents are now ogres, giants, elementals, etc.

5e struggles with both lots of bodies and with mega-bosses (and I hate that they put so much emphasis on the latter). The game works best at small bands and 'boss fights' function better as 'dark councils' of 2-3 real bad guys with 4-7 lower level minions. Enough bodies to be interesting, but with a focus on the dangerous ones. But not so small a fight that you can just play 'dog-pile on the wizard' and stun lock the enemy boss. (or resort to 'legendary saves and actions' to BS your way out of the limitations of the game mechanics).

Efficiency is the highest virtue. 
   
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MN (Currently in WY)

@Paradigm
No argument from me, but I am not the DM. I am just the player.

I would have run it very differently as well.


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The Battle Barge Buffet Line

Voss wrote:

It did in 3rd. Mob rules were... somewhere, modelled after swarms (barring the horrifying range of immunities that made swarms a problem).

4e's minions were interesting, but implemented in a weird way- where you had a 10th level cyclops with 100+ hit points and another with 1, because it was a minion, and were completely indistinguishable other than flavor text, and encountered at the same time.
What would've made more sense is just to give the minion tag to lower level enemies at a certain threshold (like say party level-5 or -7 or whatever). It makes it clearly that you've passed on from fighting goblins and rats and can just sweep them aside as your normal opponents are now ogres, giants, elementals, etc.


It was probably the mass battle book that was tied in with the D&D minis game as well. I had it but got it mainly for the previews of upcoming minis in future sets as it had art for those. As for the minions, I thought they were implemented in the way you described with lower level enemies to provide fodder/filler but maybe I'm misremembering it. My time with 4e was very limited as our entire group decided it wasn't for us and disbanded after about two months (and an official adventure encounter where we knew there was no way we wouldn't win barring crazy bad dice rolls but also no way of winning it in less than an hour without just handwaving it away).

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Is 'Eavy Metal Calling?





UK

 Easy E wrote:
@Paradigm
No argument from me, but I am not the DM. I am just the player.

I would have run it very differently as well.



Yeah, I wasn't suggesting you could have done anything different! I just seize any chance to wax lyrical about skill challenge mechanics as it's the big thing I find absent from 5e so I assume a lot of people never really think about implementing such things (I certainly didn't until Matt Colville did a video on it). If and when a 6th ed rolls around, I really hope they mention this sort of thing in the DMG a little more, not even necessarily codified as an exact system but just a heads up to new DMs that strict initiative isn't the only way to run combat encounters.



One the broader issues of 5e combat design, I agree that as-written, party vs 1 villain fights are a little naff, but I actually think the likes of Legendary Actions and Resistances are their saving grace, and actually a system that could stand to be expanded a bit. I don't see it as going beyong the game mechanics, but rather, I'm totally fine with villains being able to do things the heroes just can't for the sake of a more interesting battle. Legendary Actions are a good start. but really the issue is how few high-CR monsters actually have options beyond 'attack' or 'cast' for their turns. I pretty much homebrew any major combat encounter these days and my first port of call is giving the main antagonist stuff to do. It's rare that I drop down a major enemy without at least one bespoke Bonus Action and Reaction, because once the enemies can start doing multiple different things on their turn, they become way more interesting to both run and face.

Take a standard Young Green Dragon for instance. As per the MM, it's got the standard ClawClawBite multiattack, a Breath Weapon on a Recharge* and a fly speed. That's it, that's it's whole turn, every turn, until the fight ends. Last time I ran one, I completely overhauled the statblock, and suddenly the fight has come character. Give it Advantage on Hide checks in undergrowth and a Bonus Action that lets it become Invisible in such terrain until it attacks. Now it's not a stack of HP and melee attacks, it's The Predator via DnD, and actually lives up to the lore the statblock comes with of a cunning ambusher. Throw in some class features, like the Rogue's Assassinate ability for auto-critting surprised creatures, and there's present danger even before you're rolling Initiative, which puts the party on edge and immediately ups the stakes. And when they do get a hit in, it has a Reaction to expel its acidic blood at them, punishing the first one foolish enough to charge in carelessly. That battle went down a treat, and was leagues more fun than the standard MM dragon statblocks which are, frankly, utter boring garbage.

Legendary Actions are a necessity to deal with the fundamental imbalance of Action Economy, and Legendary Resistances are there so that you don't get every single monster Polymorphed into a slug or Banished as soon as the wizard or cleric hits level 8, because as much as some players delight in these sorts of 'shennanigans', are they actually more fun than a proper combat encounter? No, pretty much never, and if as the DM your combat encounters are so dull the players would rather just skip them, you just need to start making more interesting encounters that are actually engaging and fun to play out.

So I think the issue is not really with 5e's core systems, but with the way the monsters are written to work within them. I'm hoping at some point we get a book with some more experimental monster design than Volo's or Mordenkainen's, but for now, the solution for the one-vs-many fights is to give the one options so that as the DM, you're making choices and as a player, you're having to actively think around the suite of abilities you're facing rather than just deciding who gets to take the hits for the turn. This video is an excellent start of that kind of design philosophy for anyone that hasn't seen it yet.
Spoiler:





*As an aside, god I hate Recharge rolls. It takes all the choice out of using that creature and replaces it with a simple yes/no flowchart each turn. Stick the breath weapons on a 3/Short Rest recharge and lower their power a bit, and now you're managing useful-but-limited resources like a player rather than rolling each turn to see if you get your nuke back.,,

 
   
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MN (Currently in WY)

Good points Paradigm!

Curse of Strahd continues. I spent most of the game with a twig blight stuck to my face like a plant version of a face hugger. I could not get the darn thing off me, and everyone else was busy. I kept failing Str checks as my character is pretty weak, but it also kept failing to do damage to me.

Despite the twig blight debacle, it was a nice little encounter against some druids and the like. In combat encounters, I can see the D&D experience pay off as generally speaking we work pretty well together and act tactically.
Now, out of combat it is a different story. A couple sessions ago, we spent 2 hours of real time getting common, everyday lantern oil...... 2 hours! That was really frustrating. We had plenty of money to just out right buy it, but of course shenanigans ensued instead.

Our champion fighter has become a grappling and pinning machine. It helps that they have unarmed fighter. She broke her great weapon last session due to a bad roll of a 1, but they have been doing even better without it! Weird.


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For 1 vs party fights, our DM essential gives any monster with multi attack multiple turns in which to act.

That offsets action economy issues while allowing big monsters to take more interesting actions than "pummel one player into the ground."

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Decrepit Dakkanaut





The Battle Barge Buffet Line

Anyone ever played in an RPG campaign where you failed at the main objective at the end of the campaign? I'm just curious as I've never been in one. Nothing specific to my current predicament but rather I was just reading a general RPG thread about a campaign PC failure and realized I've never had one. Not that I've been in genius level parties but rather you just keep trying generally until you do with only temporary roadblocks/missteps/speedbumps along the way but there always ended up being a do over somewhere whether written into the official adventure or by GM fiat.

We Munch for Macragge! FOR THE EMPRUH! Cheesesticks and Humus!
 
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Not that I recall. It is more common for the campaign to end for other reasons, which leads to the campaign never getting resolution.

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