Why Your Baddies Don't Stand a Chance...
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- Опубліковано 1 жов 2023
- If your players are plowing through your encounters, here's why...
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info@fantasyforgeuniverse.com - Навчання та стиль
First time i’ve come across your chanel. i often think dnd advice is very long and unnecessarily slow but here you just said what needed to be said and that’s it. plain and simple. loved it
aw thank you for the kind words!
I definitely bawked a little when I first heard about the amount of encounters the designers meant for a day to have.
I also definitely need to get better about having non-combat resource eaters. Sometimes ya just need a reminder. Thanks for this one
Yeah I mean when you think about it, original DND was meant to be a dungeon crawl from room to room so it made sense back then
@@TheFantasyForge Original dnd didn't encourage combat though, EXP came from treasure, fights were a risk/cost to get it and best avoided.
Probably the shift to hack and slash happened because that's a big component of the game, both in the sense of it being expected and in the sense of it being one of the only ways a character can mechanically be tested.
@@nyankers oh interesting! I've never played anything before 3.5 but I always figured dungeon crawls were the thing in 1st edition
@@TheFantasyForge They were dungeon crawls yeah, but the point was the loot.
By 3.5e the game went through a lot of subtle changes in direction. Also several buffs to PCs to make them more survivable, gradualy shifting the tone from gritty survival to high fantasy.
Essentially the game went from The Hobbit to Lord of the Rings, haha.
@@nyankersthat's fascinating actually :0
One RAW advice that I've given for a long time and will continue shouting at the top of my lungs is: Gritty Realism! It makes pacing so much better. Your players won't feel like there's a monster ambush every 5 minutes in game just because you're trying to get your 3-6 encounters in. They can't heal every problem and level of exhaustion by just one night in a tent or god-forbid, in a dungeon. A night of rest will only give some respite and be a short rest and you need a full week in a safe environment in order to completely recover. It just improves the feel of the game so much
yessss I agree. I also just love survival style games so this is up my alley
The reason why the combat WILL take 5 hours, is because of all the bean (HP) counting.
1 long rest and they recover all 100HP and they're good to go, so you must add a timer to FORCE them onward taking away agency...
Minions helping the enemy, or maybe even have the final boss show up to check in on his enforcer, can turn an easy battle into run for life function.
A now favorite trap is one that takes all of a caster's spell, seals their higher level spells, or switches their strength and intelligence. 5E combat is rough in many ways though.
One problem I can see with the specific implementation of the strategy you described is that, if you gate content behind a specific spell, characters who don't have that spell prepared and pure martials won't be able to access it. However, regarding the first problem, it's obvious that you intend for us to make sure that our party has access to the spells we're using as challenges. Regarding the second challenge... lbr, pure martials wouldn't really be able to do anything even if they could surpass the challenges.
However, on a broader level, I think you're right; upping the number of resource drains before a boss fight. One idea I just thought of is making innocents who you have to help/protect more common; the party might be able to play optimally and avoid damage, but can Charlie the neighborhood baker?
Yeah obviously you're designing encounters for your specific party so you don't want to add magic if your party is only martials.
And yes! Protecting people/assets is a great idea!
Could you make a video explaining what "The Bloodlily Masquerade" is about?
Definitely!
I'm gonna guess and say you're going to have to fight in a ballroom against a coven of female vampires who are also all having their menstrual cycle 😅
@@Xeatra LMAO I'm gonna say that's a no 🤣😅
@@TheFantasyForge But imagine them having damage and defense buffs while switching emotions every turn 😂
Resource depletion and not just with fights. Yes, I wish I knew that when starting as a DM. I was too in video-game mode, where save points are offered (sometimes) just before boss fights.
Most my baddies are just generally non combatants, my current one is essentially just a super rich dude (think mr. House or whoever is the rich guys in cyberpunk) and he exerts his power by keeping the players in line and forcing them to buy things from him and making profit.
But i will consider this video because i will eventually have a combat bad guy
Oooo, that makes them feel like super villains. I dig it
@@TheFantasyForge around the start of the campaign i want to have him capture the entire party, and just tell them "a thousand men with swords and bows have tried to topple my city, and they failed miserably, I've toppled kingdoms without sending a single soldier to fight, you are not nearly powerful enough to stop me, but you can continue that delusion, run about, i truly don't care, in the end, you're making me money."
And then he sends them back into the city.
@@wooblydooblygod3857 oooo good way to show his power
0:05 i see a clip from gravity falls, im satisfied by the video
LMAO 5 seconds in? Well now you're just being too nice
@@TheFantasyForge gravity falls is my favorite show
@@EGOwaffleboy It's pretty great 😎
I get a Cuddle Toby
Reminds me of the Yu Yu Hakusho Dark Tournament ark with Kurama having to fight multiple weak opponents in a row that all do some sort of lasting damage that isn't a threat at first but after the third one it becomes extremely dangerous.
Also one thing that made RPG's video games really dangerous to me as a kid were suddenly walking into a boss fight that I didn't know was about to happen. Not knowing if the dungeon was 8 or 15 rooms filled with a few high level mobs that just don't take a lot of damage without wasting some spells meant I could be running on fumes when walking into a boss I didn't know was coming. Now a days there's normally a boss fountain or a save point right out side the boss meaning I can go in at full strength which isn't as dangerous even if the monster is twice as strong as the one at the end of a random sized gauntlet.
Omg Yu Yu Hakusho! I loved that show. That tournament was bad ass
Great video, keep it up. 😁
thank you! You da best 🥺
This is the biggest issue in dnd, when combat ends before it even gets to your second turn.
But the ridiculous number of encounters is terrible. It guarantees it will take months to go through one day and none of the encounters will be difficult enough to be interesting.
Whats important is to gauge your boss for the resources they should have left to face it.
yeah sometimes its okay to just say "yeah f*ck it you killed them all, let's move on" lmao
Good tips
Thank you! You're always there to say wonderful things, I appreciate it
good tips^^
Thank you! I appreciate the kind words
Yep, it is more difficult but is totally worth it.
Our big baddies normally put pressure or borrow/steal something form the party in a way that we can't just murder them outright, either because of the social climate or the baddy is providing something for the area. Like the big bad is keeping orcs in line so they do light dinning and nom nom every settlement over night.
So we get a few encounters to build a relationship either via proxy (minions) or in person, and then get a showdown. The last one we actually ended up having to work under the big baddy until we could force an encounter and get her in chains to deliver her to the local lord for a reward,
But then we and the baddy all ended up salves of a bigger bad she was keeping at bay with her armies, that we undermined. And we all teaming up to kill that big boss, only to have the first baddy rob us in the treasure room and get away just after poisoning our ride home.
So in the end everything was our fault, and we built up a love hate relationship with the Baddy we thought was going to make us a buck. Even though we messed up her rule she does make appearances now and then for most often to help and screw us over at the same time.
I don't know why, but that makes think of Crowley from Supernatural
Why your baddies dont stand a chance ... unless i missed it , you never said why the characters are smoking the big baddies just some useful info and ideas , ?? theres no way they should win this fight they do and your like wtf just happened . lol
Yeah! It's quickly stated in the beginning, but basically you need to throw more encounters at them throughout. Make them waste their resources more. With less resources, the bag guys start to scale up in difficulty. So if you want a difficult boss fight, make them waste their stuff before fighting the big boss