I am new to the forum but would really appreciate some opinions on a problem that I am facing. So in a homebrew campaign of mine, my players decided to go with a party composition of only clerics and paladins. 3 Clerics and 3 Paladins in total.
The combined healing from the clerics, heavy damage and tanking from the paladins and the cumulative auras of protection (+11 to all saves when in formation) can make it hard to make interesting and challenging encounters for the party.
Therefore, I am interested, and would appreciate some advice on how to make the game interesting and fun for this full divine party that seems to pretty much be able to face anything I throw at them.
I tried focusing more on non-combat encounters but there is so much of the same I can have they go through.
In addition to the above suggestions, I'd say don't go too overboard with using things they aren't good at. For example, throw plenty of fiends and undead at them to make good use of their abilities, but use exploration (traps, environment hazards, puzzles) as a means to challenge them. Tomb of Annihilation is a perfect example. There are lots of undead, but the sweltering tropical heat and humidity makes heavy armor uncomfortable for long periods of time. And the traps, puzzles, and chances of getting lost make for a good challenge for such a party.
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How's that saying go, "Avoid talking about politics and religion..."
Well, you get the jist, all of those divine casters are likely to follow different gods who will have agendas that will conflict with different oaths. Emphasize some of those aspects throughout the game to introduce some roll playing tension. Have some social skill checks done with advantage or disadvantage based on where those loyalties lie. The skill checks don't need to be critical for overall success or progression but could affect the degree of success that a party has with a certain encounter or increase or decrease rewards. Healing and high AC will be rough, but saves can be targetted and Chill Touch is a thing. Bane and Bless can help your NPCs, particularly Bane against the Paladins. Ways to grant advantage, to impose vulnerability, and such will be great helps. Further, shear numbers will be useful. You can use swarms and the rules for large scale encounters (might have been an old UA, I don't remember where I saw that specifically) as guides to help keep the pacing in battle up with larger numbers.
Finally, not all traps have to be of the take damage route. Create some encounters where the goal is to trap the players in an area where they take small amounts of persistent damage while they try to figure out a solution. Perhaps an encounter with undead in overwhelming amounts. When someone inevitably does turn undead, a BBEG locks down the room and fills it with gas. The undead block the access to the switch that will let the party escape as they attempt to flee.
Hey everyone, thanks for the suggestions, the moral dilemas and traps can help, but even the dex and int checks still get a +11 bonus to saves, so it makes it really hard for them to fail any save at all.
I searched around and aparently, according to Jeremy Crawford tweet, the auras do stack, it also seems to be a general consensus from what I searched, that they do stack.
Indeed, the heat metal spell might provide an interesting, though I am pretty confident that it will be quickly dispeled by one of the 3 clerics haha.
You could also set up a situation, depending on how your gods work in your world, in which the clerics and paladins are forced to work together with some divine folks who are from the opposing deity. For example, a Paladin of Thor might have to work with a Cleric of Loki to get something accomplished. How's he going to handle that? Could make for some interesting RP.
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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.
Hey everyone, thanks for the suggestions, the moral dilemas and traps can help, but even the dex and int checks still get a +11 bonus to saves, so it makes it really hard for them to fail any save at all.
I searched around and aparently, according to Jeremy Crawford tweet, the auras do stack, it also seems to be a general consensus from what I searched, that they do stack.
Those tweets were from 5 years ago. Since then they put out an errata for the DMG which included the following:
Chapter 8 Combining Game Effects (p. 252). This is a new subsection at the end of the “Combat” section: Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental's Fire Form trait, the ongoing fire damage doesn't increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the “Combining Magical Effects” section of chapter 10 in the Player's Handbook.
I‘m pretty sure that would have to apply to Aura of Protection as well.
The auras have limited range. Put them into a situation in which they cannot all stand together next to each other to benefit from an aura.
Simple example: To advance in the dungeon you need to pull down 6 levers simultaneously. Each lever is 50' from the other levers. Good luck stacking auras in that configuration.
If you have three paladins granting an aura of protection - let's assume the +11 you said is made up of +3, +4, and +4, the most potent one (one of the +4 auras) will be the one that takes effect.
Other things you could do - just lean harder into what they're good at - their characters are the heroes and they may not have fun with traps and int checks.
So .... if they're good at fighting against undead and fiends, give them exactly that, but large amounts of them, just keep them coming. Maybe make it an objective-based fight, where they have to fight their way to portals and close them to stop more being summoned, all the while there are continual reinforcements arriving. Would undoubtedly feel pretty epic and don't forget that sheer weight of numbers can be pretty brutal with minor creatures giving the larger ones advantage etc.
edit: I knew I had seen this somewhere - Xanathar's Guide to Everything specifically states that aura of protection doesn't stack.
Different game effects can affect a target at the same time. For example, two different benefits can give you a bonus to your Armor Class. But when two or more effects have the same proper name, only one of them (the most powerful one if their benefits aren’t identical) applies while the durations of the effects overlap. For example, if bless is cast on you when you’re still under the effect of an earlier bless, you gain the benefit of only one casting. Similarly, if you’re in the radius of more than one Aura of Protection, you benefit only from the one that grants the highest bonus.
Oohh yeah! I ran an encounter before pandemic with a Minotaur Skeleton backed by three waves of skeletons, and then a custom, legendary Mummy and a Bone Golem (my homebrew) came towards end and the mummy started recreating the skeletons....
The party got super lucky and managed to bring up a Magic Circle from a scroll just in the nick of time and were able to bargain their way out of the temple.....
Hello everyone,
I am new to the forum but would really appreciate some opinions on a problem that I am facing. So in a homebrew campaign of mine, my players decided to go with a party composition of only clerics and paladins. 3 Clerics and 3 Paladins in total.
The combined healing from the clerics, heavy damage and tanking from the paladins and the cumulative auras of protection (+11 to all saves when in formation) can make it hard to make interesting and challenging encounters for the party.
Therefore, I am interested, and would appreciate some advice on how to make the game interesting and fun for this full divine party that seems to pretty much be able to face anything I throw at them.
I tried focusing more on non-combat encounters but there is so much of the same I can have they go through.
Thanks,
Plus, with all of those Paladins, social encounters are fairly well addressed as well because of the high Cha.
Maybe try setting up some missions where a priority is on getting in and out without combat. Think Hitman.
Try spells and powers that push Int or Dex saves.
Give them a moral dilemma where “the right thing to do” isn’t obviously smash.
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Hey there,
I'm pretty sure that the aura of protection, like all other features, is not cumulative with itself (feature with the same name).
That should make a pretty big difference!
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In addition to the above suggestions, I'd say don't go too overboard with using things they aren't good at. For example, throw plenty of fiends and undead at them to make good use of their abilities, but use exploration (traps, environment hazards, puzzles) as a means to challenge them. Tomb of Annihilation is a perfect example. There are lots of undead, but the sweltering tropical heat and humidity makes heavy armor uncomfortable for long periods of time. And the traps, puzzles, and chances of getting lost make for a good challenge for such a party.
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How's that saying go, "Avoid talking about politics and religion..."
Well, you get the jist, all of those divine casters are likely to follow different gods who will have agendas that will conflict with different oaths. Emphasize some of those aspects throughout the game to introduce some roll playing tension. Have some social skill checks done with advantage or disadvantage based on where those loyalties lie. The skill checks don't need to be critical for overall success or progression but could affect the degree of success that a party has with a certain encounter or increase or decrease rewards. Healing and high AC will be rough, but saves can be targetted and Chill Touch is a thing. Bane and Bless can help your NPCs, particularly Bane against the Paladins. Ways to grant advantage, to impose vulnerability, and such will be great helps. Further, shear numbers will be useful. You can use swarms and the rules for large scale encounters (might have been an old UA, I don't remember where I saw that specifically) as guides to help keep the pacing in battle up with larger numbers.
Finally, not all traps have to be of the take damage route. Create some encounters where the goal is to trap the players in an area where they take small amounts of persistent damage while they try to figure out a solution. Perhaps an encounter with undead in overwhelming amounts. When someone inevitably does turn undead, a BBEG locks down the room and fills it with gas. The undead block the access to the switch that will let the party escape as they attempt to flee.
Hey everyone, thanks for the suggestions, the moral dilemas and traps can help, but even the dex and int checks still get a +11 bonus to saves, so it makes it really hard for them to fail any save at all.
I searched around and aparently, according to Jeremy Crawford tweet, the auras do stack, it also seems to be a general consensus from what I searched, that they do stack.
Indeed, the heat metal spell might provide an interesting, though I am pretty confident that it will be quickly dispeled by one of the 3 clerics haha.
Thanks, I think the persistant damage is a good option indeed, perhaps focus more on the enviroment and less on the creatures themselves.
Try throwing them in morally grey scenarios that challenge their characters' ideals, where there's not necessarily a right or wrong answer.
You could also set up a situation, depending on how your gods work in your world, in which the clerics and paladins are forced to work together with some divine folks who are from the opposing deity. For example, a Paladin of Thor might have to work with a Cleric of Loki to get something accomplished. How's he going to handle that? Could make for some interesting RP.
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.
Those tweets were from 5 years ago. Since then they put out an errata for the DMG which included the following:
I‘m pretty sure that would have to apply to Aura of Protection as well.
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The auras have limited range. Put them into a situation in which they cannot all stand together next to each other to benefit from an aura.
Simple example: To advance in the dungeon you need to pull down 6 levers simultaneously. Each lever is 50' from the other levers. Good luck stacking auras in that configuration.
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.
Yup, this was my understanding too on the auras.
If you have three paladins granting an aura of protection - let's assume the +11 you said is made up of +3, +4, and +4, the most potent one (one of the +4 auras) will be the one that takes effect.
Other things you could do - just lean harder into what they're good at - their characters are the heroes and they may not have fun with traps and int checks.
So .... if they're good at fighting against undead and fiends, give them exactly that, but large amounts of them, just keep them coming. Maybe make it an objective-based fight, where they have to fight their way to portals and close them to stop more being summoned, all the while there are continual reinforcements arriving. Would undoubtedly feel pretty epic and don't forget that sheer weight of numbers can be pretty brutal with minor creatures giving the larger ones advantage etc.
edit: I knew I had seen this somewhere - Xanathar's Guide to Everything specifically states that aura of protection doesn't stack.
https://www.dndbeyond.com/sources/xgte/introduction#CombiningDifferentEffects
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Oohh yeah! I ran an encounter before pandemic with a Minotaur Skeleton backed by three waves of skeletons, and then a custom, legendary Mummy and a Bone Golem (my homebrew) came towards end and the mummy started recreating the skeletons....
The party got super lucky and managed to bring up a Magic Circle from a scroll just in the nick of time and were able to bargain their way out of the temple.....
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting