Unless your players enjoy living on the edge of death all the time, it seems to me, as a DM, if you find that you are putting them on the ground too often for comfort, the obvious solution is to ease up on them a little bit.
I probably should be a bit easier on them. I have this thing where I see the daily XP budget and think "this is how many monster they have to fight per rest" not "this is how many monsters they can fight and (probably, though personal experience says otherwise) survive." XD
the wizard has been complaining because she has to save one of her valuable 3rd level slots that she should be using for Fireball for Revivify (which I let her take because we're clericless).
Maybe they could find something like a Ring of Revivify? You could put whatever limits on its use you wanted, but it would free up the wizard to focus on wizardly things.
I don't think I've ever really read or consulted the Building Combat Encounters section for anything other than a vague overview of balancing factors.
Instead, I consider how subjectively difficult I want a given encounter to be and then focus on ways of scaling the threat level mid-combat to achieve that believably.
e.g.,
(1) Initial monster encounter to set the minimum difficulty. (Reasonably survivable.) (2) Supplementary monsters that can be introduced to up the difficulty in waves. (Steps up the difficulty in discrete, but predictable ways.) (3) Environmental hazards that can make the field more dynamic. (Instantaneous effects that can nudge the encounter, if someone is getting too cocky.)
[2 enhanced kobolds + 4 normal kobolds // Additional kobold can appear from various tunnels to flank the party // Pit traps, tunnel collapsing, flooding, etc...]
Then I figure out the XP earned after the fact. Though, I also use a mixed XP/Milestone system where I award XP according to achieving story points. So, for example, in the last session my party defeated a small nest of kobolds and rescued an NPC. Each player was awarded ~200xp from the shared combat experience and another ~200xp for saving the NPC.
the wizard has been complaining because she has to save one of her valuable 3rd level slots that she should be using for Fireball for Revivify (which I let her take because we're clericless).
Maybe they could find something like a Ring of Revivify? You could put whatever limits on its use you wanted, but it would free up the wizard to focus on wizardly things.
I don't think I've ever really read or consulted the Building Combat Encounters section for anything other than a vague overview of balancing factors.
Instead, I consider how subjectively difficult I want a given encounter to be and then focus on ways of scaling the threat level mid-combat to achieve that believably.
e.g.,
(1) Initial monster encounter to set the minimum difficulty. (Reasonably survivable.) (2) Supplementary monsters that can be introduced to up the difficulty in waves. (Steps up the difficulty in discrete, but predictable ways.) (3) Environmental hazards that can make the field more dynamic. (Instantaneous effects that can nudge the encounter, if someone is getting too cocky.)
[2 enhanced kobolds + 4 normal kobolds // Additional kobold can appear from various tunnels to flank the party // Pit traps, tunnel collapsing, flooding, etc...]
Then I figure out the XP earned after the fact. Though, I also use a mixed XP/Milestone system where I award XP according to achieving story points. So, for example, in the last session my party defeated a small nest of kobolds and rescued an NPC. Each player was awarded ~200xp from the shared combat experience and another ~200xp for saving the NPC.
I use Milestone leveling too, I just use XP for encounter building (actually, I don't even use the actual XP, I normally use the DDB Encounter Builder). Also, I never thought of using a supplementary second wave of monsters to up each encounter difficulty by a step, but I'm definitely going to start doing it, thanks for the idea!
I agree with pang. Why is the fighter dying all the time? And do you mean actual dying, and having to be revivified? Or going to 0 hp and having to make death saves? Or just low on hp?
Also, you mentioned that he wants to up his STR not his CON. It seems like the player has no problem with his character's performance regarding hp, but you do. Maybe e's perfectly happy with his character's performance?
Also, your comment that "the party has no tank." This is not an MMORPG. A D&D party does not need a tank.
The player feels that he must up his STR not CON because his character is the Chosen of Clangeddin, dwarven god of war, and the reason Clangeddin's symbol is two axes is because he does not use a shield so that he can do more damage. Clangeddin is all about offense, he pretty much says to hell with defense, so the player feels he should be doing the same. He's sick of being reduced to 0 hp multiple times a session, and failing his death saves every other session, so I'm trying to help him out a bit.
Ah, then you should give him a corresponding magic item.
Something like Bloodfire Handaxe, You have +1 to attack and damage rolls with this magic weapon. When you cause damage to a creature with this weapon in combat, your wounds are cauterized by the flame living in the axe, healing you for 1d6 hp.
I agree with pang. Why is the fighter dying all the time? And do you mean actual dying, and having to be revivified? Or going to 0 hp and having to make death saves? Or just low on hp?
Also, you mentioned that he wants to up his STR not his CON. It seems like the player has no problem with his character's performance regarding hp, but you do. Maybe e's perfectly happy with his character's performance?
Also, your comment that "the party has no tank." This is not an MMORPG. A D&D party does not need a tank.
The player feels that he must up his STR not CON because his character is the Chosen of Clangeddin, dwarven god of war, and the reason Clangeddin's symbol is two axes is because he does not use a shield so that he can do more damage. Clangeddin is all about offense, he pretty much says to hell with defense, so the player feels he should be doing the same. He's sick of being reduced to 0 hp multiple times a session, and failing his death saves every other session, so I'm trying to help him out a bit.
Ah, then you should give him a corresponding magic item.
Something like Bloodfire Handaxe, You have +1 to attack and damage rolls with this magic weapon. When you cause damage to a creature with this weapon in combat, your wounds are cauterized by the flame living in the axe, healing you for 1d6 hp.
Augment another PC with a Phial of Star's Tears
Phial of Star's Tears
1d6 hp per hit seems a lot, maybe something similar to the zombie's Undead Fortitude trait; when you hit 0 hp, make a DC 15 CON save, on a success regain 1d6 hp. Also, what's a phial of star's tears?
I probably should be a bit easier on them. I have this thing where I see the daily XP budget and think "this is how many monster they have to fight per rest" not "this is how many monsters they can fight and (probably, though personal experience says otherwise) survive."
The XP budget is a guideline. Many DMs find it to lead to adventures being too easy for the party, but this all depends on party size and makeup as well as player experience and skill, class makeup, and so on. As a DM, it's OK to use the encounter builder and XP budgets as a starting point, but one also needs to assess the outcome of each session. If you keep putting your PCs on the floor and the players are becoming frustrated, then as a DM, it is your job to reassess and not to blindly keep following what the encounter builder says.
Now, giving out magic items is one way to deal with it. Another way would be to just use a little less XP budget per day.
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WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I probably should be a bit easier on them. I have this thing where I see the daily XP budget and think "this is how many monster they have to fight per rest" not "this is how many monsters they can fight and (probably, though personal experience says otherwise) survive."
The XP budget is a guideline. Many DMs find it to lead to adventures being too easy for the party, but this all depends on party size and makeup as well as player experience and skill, class makeup, and so on. As a DM, it's OK to use the encounter builder and XP budgets as a starting point, but one also needs to assess the outcome of each session. If you keep putting your PCs on the floor and the players are becoming frustrated, then as a DM, it is your job to reassess and not to blindly keep following what the encounter builder says.
Now, giving out magic items is one way to deal with it. Another way would be to just use a little less XP budget per day.
Unless your players enjoy living on the edge of death all the time, it seems to me, as a DM, if you find that you are putting them on the ground too often for comfort, the obvious solution is to ease up on them a little bit.
I probably should be a bit easier on them. I have this thing where I see the daily XP budget and think "this is how many monster they have to fight per rest" not "this is how many monsters they can fight and (probably, though personal experience says otherwise) survive." XD
It's never a bad idea to make some changes to your planned encounters partway through the session if circumstances warrant that. If the first two encounters of the adventuring day went hilariously badly, it's probably better to go a little easier on the PCs than planned with encounter three when you prepped the session. Conversely, if they sailed through those first encounters without using up anything meaningful in terms of resources (rechargeable or otherwise), it's ok to push them a little harder so they don't necessarily get to the big bad boss as if they just had a long rest.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
I agree with pang. Why is the fighter dying all the time? And do you mean actual dying, and having to be revivified? Or going to 0 hp and having to make death saves? Or just low on hp?
Also, you mentioned that he wants to up his STR not his CON. It seems like the player has no problem with his character's performance regarding hp, but you do. Maybe e's perfectly happy with his character's performance?
Also, your comment that "the party has no tank." This is not an MMORPG. A D&D party does not need a tank.
The player feels that he must up his STR not CON because his character is the Chosen of Clangeddin, dwarven god of war, and the reason Clangeddin's symbol is two axes is because he does not use a shield so that he can do more damage. Clangeddin is all about offense, he pretty much says to hell with defense, so the player feels he should be doing the same. He's sick of being reduced to 0 hp multiple times a session, and failing his death saves every other session, so I'm trying to help him out a bit.
Ah, then you should give him a corresponding magic item.
Something like Bloodfire Handaxe, You have +1 to attack and damage rolls with this magic weapon. When you cause damage to a creature with this weapon in combat, your wounds are cauterized by the flame living in the axe, healing you for 1d6 hp.
Augment another PC with a Phial of Star's Tears
Phial of Star's Tears
1d6 hp per hit seems a lot, maybe something similar to the zombie's Undead Fortitude trait; when you hit 0 hp, make a DC 15 CON save, on a success regain 1d6 hp. Also, what's a phial of star's tears?
I was basically pimping my own custom item =)
Wondrous Item, rare (requires attunement by a holding it aloft under a star lit sky.)
This clear crystal vial is beautifully made and contains a liquid that gives off dim light out to 10 feet. This illumination will provide light in Darkness but not dispel it.
The Phial of Star's Tears has 5 charges and regains them at dusk:
I agree with pang. Why is the fighter dying all the time? And do you mean actual dying, and having to be revivified? Or going to 0 hp and having to make death saves? Or just low on hp?
Also, you mentioned that he wants to up his STR not his CON. It seems like the player has no problem with his character's performance regarding hp, but you do. Maybe e's perfectly happy with his character's performance?
Also, your comment that "the party has no tank." This is not an MMORPG. A D&D party does not need a tank.
The player feels that he must up his STR not CON because his character is the Chosen of Clangeddin, dwarven god of war, and the reason Clangeddin's symbol is two axes is because he does not use a shield so that he can do more damage. Clangeddin is all about offense, he pretty much says to hell with defense, so the player feels he should be doing the same. He's sick of being reduced to 0 hp multiple times a session, and failing his death saves every other session, so I'm trying to help him out a bit.
Ah, then you should give him a corresponding magic item.
Something like Bloodfire Handaxe, You have +1 to attack and damage rolls with this magic weapon. When you cause damage to a creature with this weapon in combat, your wounds are cauterized by the flame living in the axe, healing you for 1d6 hp.
Augment another PC with a Phial of Star's Tears
Phial of Star's Tears
1d6 hp per hit seems a lot, maybe something similar to the zombie's Undead Fortitude trait; when you hit 0 hp, make a DC 15 CON save, on a success regain 1d6 hp. Also, what's a phial of star's tears?
I was basically pimping my own custom item =)
Wondrous Item, rare (requires attunement by a holding it aloft under a star lit sky.)
This clear crystal vial is beautifully made and contains a liquid that gives off dim light out to 10 feet. This illumination will provide light in Darkness but not dispel it.
The Phial of Star's Tears has 5 charges and regains them at dusk:
6: Bracers of Fortitude (major Uncommon magic item. [CON increases to 19]). My problem with this is that the fighter plans to increase his STR to 20 at lvl 6. His CON is currently 17. I'm giving this to him because the party has no Tank, and he is trying to play both Offense and Tank roles at once, and not doing very well because of his lower (in relative terms) CON, so I'm giving the Bracers to help him out a bit. I'm just worried that a fighter with his two primary abilities at +5 and +4 may be a bit powerful. He also plan to sell his mithral splint and buy some plate instead. Will a level 6 fighter with AC 18, +9 to hit and +6 to damage and 70 hit points be to powerful?
I kind of doubt Con 17 being the culprit here. Maybe he's trying to do too much, maybe he's getting targeted too much, maybe he's just been unlucky, but +3 Con is not a problematic modifier (and going to +4 isn't going to make for a world of difference anyway).
As Memnosyne already indicated, the amount of magical items isn't truly consequential. If they have a lot, you'll throw more and stronger opponents at them. If they have fewer, you'll tone the opposition down a little bit. Moreover, extra shiny weapons don't help with intrigue or mystery and don't make exploration any easier - tools don't make anyone better in situations where they're irrelevant. Also, it's a party of three - if you're running published modules, those are written with 4-6 PCs in mind. Balance is complex, and nobody's better placed to judge if they achieve a fair challenge level than the actual DM running the campaign: you have your finger on the pulse. It's ok that you ask, if anything it shows you care, but us random internet strangers know next to nothing about what happens at your table.
My current campaign has 3 PCs in it (Blood Hunter, Wizard (Transmuter) and Rogue Assassin. I do tone down some of the opposition and they don't have a lot of magic items at 6th level yet and they seem to enjoy it. Of course, if you are in a world where the magic items are more common, then the opposition should have them as well. if less, than less.
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I probably should be a bit easier on them. I have this thing where I see the daily XP budget and think "this is how many monster they have to fight per rest" not "this is how many monsters they can fight and (probably, though personal experience says otherwise) survive." XD
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
Maybe they could find something like a Ring of Revivify? You could put whatever limits on its use you wanted, but it would free up the wizard to focus on wizardly things.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I don't think I've ever really read or consulted the Building Combat Encounters section for anything other than a vague overview of balancing factors.
Instead, I consider how subjectively difficult I want a given encounter to be and then focus on ways of scaling the threat level mid-combat to achieve that believably.
e.g.,
(1) Initial monster encounter to set the minimum difficulty. (Reasonably survivable.)
(2) Supplementary monsters that can be introduced to up the difficulty in waves. (Steps up the difficulty in discrete, but predictable ways.)
(3) Environmental hazards that can make the field more dynamic. (Instantaneous effects that can nudge the encounter, if someone is getting too cocky.)
[2 enhanced kobolds + 4 normal kobolds // Additional kobold can appear from various tunnels to flank the party // Pit traps, tunnel collapsing, flooding, etc...]
Then I figure out the XP earned after the fact. Though, I also use a mixed XP/Milestone system where I award XP according to achieving story points. So, for example, in the last session my party defeated a small nest of kobolds and rescued an NPC. Each player was awarded ~200xp from the shared combat experience and another ~200xp for saving the NPC.
That is perfect! Thanks for the idea!
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
I use Milestone leveling too, I just use XP for encounter building (actually, I don't even use the actual XP, I normally use the DDB Encounter Builder). Also, I never thought of using a supplementary second wave of monsters to up each encounter difficulty by a step, but I'm definitely going to start doing it, thanks for the idea!
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
Ah, then you should give him a corresponding magic item.
Something like Bloodfire Handaxe, You have +1 to attack and damage rolls with this magic weapon. When you cause damage to a creature with this weapon in combat, your wounds are cauterized by the flame living in the axe, healing you for 1d6 hp.
Augment another PC with a Phial of Star's Tears
Phial of Star's Tears
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
1d6 hp per hit seems a lot, maybe something similar to the zombie's Undead Fortitude trait; when you hit 0 hp, make a DC 15 CON save, on a success regain 1d6 hp. Also, what's a phial of star's tears?
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
The XP budget is a guideline. Many DMs find it to lead to adventures being too easy for the party, but this all depends on party size and makeup as well as player experience and skill, class makeup, and so on. As a DM, it's OK to use the encounter builder and XP budgets as a starting point, but one also needs to assess the outcome of each session. If you keep putting your PCs on the floor and the players are becoming frustrated, then as a DM, it is your job to reassess and not to blindly keep following what the encounter builder says.
Now, giving out magic items is one way to deal with it. Another way would be to just use a little less XP budget per day.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Precisely what I’m going to do!
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
It's never a bad idea to make some changes to your planned encounters partway through the session if circumstances warrant that. If the first two encounters of the adventuring day went hilariously badly, it's probably better to go a little easier on the PCs than planned with encounter three when you prepped the session. Conversely, if they sailed through those first encounters without using up anything meaningful in terms of resources (rechargeable or otherwise), it's ok to push them a little harder so they don't necessarily get to the big bad boss as if they just had a long rest.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I was basically pimping my own custom item =)
This clear crystal vial is beautifully made and contains a liquid that gives off dim light out to 10 feet. This illumination will provide light in Darkness but not dispel it.
The Phial of Star's Tears has 5 charges and regains them at dusk:
Dancing Lights - 1 charge
Moonbeam - 2 charges, DC 16
Beacon of Hope - 3 charges
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Nice!
I'm the Valar (leader and creator) of The Lord of the Rings/The Hobbit/Anything Tolkien Cult!
Member of the Cult of Cats, High Elf of the Elven Guild, and Sauce Priest & Sauce Smith of the Supreme Court of Sauce.
If you want some casual roleplay/adventures in Middle Earth, check out The Wild's Edge Tavern, a LotR/Middle Earth tavern!
JOIN TIAMAT'S CONGA LINE!
Extended Sig
My current campaign has 3 PCs in it (Blood Hunter, Wizard (Transmuter) and Rogue Assassin. I do tone down some of the opposition and they don't have a lot of magic items at 6th level yet and they seem to enjoy it. Of course, if you are in a world where the magic items are more common, then the opposition should have them as well. if less, than less.