Jalapenotrellis wrote:Not sure where I should post this.
I've been considering increasing the difficulty of some of the boss monsters because they only have three hit points. We just played quest 5 of return of the witch Lord, and the gargoyle died in one attack because he didn't roll any black shields on six dice. I've been considering doubling their hit points, providing them with potions, allowing them to defend on black or white shields, allowing them to defend all hits on one black shield, or providing LifeLink with bosses that can summon minions. It can be fairly frustrating when a named monster with a stat block in the quest notes dies from one attack and feels anti-climatic for the players as well.
There's multiple schools of thought on this. I've been watching a YouTube channel called DungeonCraft, run by Dan DeFazio, "Professor DungeonMaster", and
one of the first things he pointed out is that D&D, when done properly, never gets easier, nor does it get harder. You have to scale the difficulty to keep up with player advancement.
HeroQuest takes a slightly different tack: There is no "advancement" per se, only new equipment and the very real possibility that a player's character is going to die with just a few lousy dice rolls in a row. In reality, HeroQuest's board is so cramped and narrow that you always have meat shields in front, support behind, and you always make sure to have some healing on hand… This is kind of the problem D&D 5E has: You need to keep buffing the bad guys bigger and bigger because the heroes have too much stuff.
Professor Dan's games are "grimdark". He caps HP at 20. Regardless of level, you'll never have more than that. He scales enemies' HP and and all the things that do damage accordingly. If the dice are in your favor, in his game you totally CAN have the epic roll (against his epic failure) where you leap into battle and get a lucky strike where you simply decapitate your foe in a single hit! But um, that goes both ways at his table. And unlike typical D&D, he doesn't allow death saving throws. (He does play with negative HP, equal to your level. But go below that and you're just permanently dead… If you don't have another character ready, spend the next few minutes rolling one up and you'll meet up with people when it's convenient.)
It's up to you to decide if the players have gotten too powerful. If they have, either you need to contrive to take that power away somehow, or yeah, buff your monsters. Have some defend with white shields like players do. That alone will make the fights tougher. It's still possible your players will fairly often just
obliterate something before them, but that goes both ways.
When we rescued Sir Ragnar, which wasn't our second quest because reasons, Kurgan had the alarm go off and every round TWO orcs poured in from the stairs. The problem for our heroes was that Ragnar's cell was in a completely different part of the map from standard (alt map) and we had absolutely excrement move rolls. There was an ARMY waiting for us by the time we got there, and they'd just keep coming until we got the fecking trai—erm, trained knight who healed to only THREE BP and still wouldn't attack out of there.
I was really annoyed for a minute there because, as I said, I didn't care if the challenge was hard, it just needed to be realistically
possible and I didn't know how to make that happen yet.
We got him as close as we could and then stacked speed and vanishing dust on him to give him just enough of a roll to GTFO. A gamble, but because we had both items and spells (and sadly turn order made it most convenient to use the items), we had two shots at it. But we got him out! The reward was ours, if anyone survived to collect it… The orcs stopped pouring in, but … there was 12 orcs between us and the exit.
We charged into battle, strategically using the dwarf's crossbow to help give the Barbarian a chance to move up and leave space for the others to advance five feet at a time. Noe one of these orcs was even remotely a threat, but there were a dozen of them between us and the door. We butchered them one after another and painted the walls with green orc blood.
Hard? Yeah, until we came up with a way for the elf and the wizard to get the prisoner out. But after that? It was just a brutal march through the gauntlet. An orc even killed the elf! But US rules say a mere healing potion or spell saves him automatically and we counted on that rule. Other than that, very cinematic and we LOVED how it played out!
Oh, and then when the Emperor sent us after Ulag … well, I sure hope he doesn't have any surviving relatives, because after we butchered what must be nearly the entire tribe of Ulag's kith and kin, we did not just slay him in a dungeon somewhere. No, we dragged him back with us in chains to the emperor for a humiliating trial where his guilt was presumed from the start, and then he was executed in a "send a messagey" sort of noodle incident kind of way best not spoken of here. We would NOT be that greenskin's favorite people right now!
Kurgan's got some buffs for players that could kinda make them a little OP. But he's also got a threat system where he draws a card any time his turn passes without a monster on the board. I mean, you open the door and … aww, there's a goblin… and then Morcar hands him a crossbow. (And so the wizard burninates the crap out of him because he's got a freakin' crossbow! But now he doesn't have that fire spell when we get to something bigger than a goblin…)
Basically, I suggest trying different stuff. The game is kinda set up so even in NA, the players are pretty well the favorite to win. If it's routinely
too easy, tweak a few things to give them a challenge. Some quests are not real difficult, while others kinda are. If you're playing it anywhere near vanilla, a couple of the expansion quests are downright unfair without a LOT of preparation. But you're supposed to be able to play any quest with four fresh heroes… It's a bit of a balancing act.
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.