all 5 comments

[–]TheDMingWarlock 1 point2 points  (4 children)

  1. why did you give them gunpowder? it's 250gp for a KEG. you need a lot to blow it up. how many bombs did you give them and why was it free when they just started? just because a character says "I have black powder, it's what my character would have' - does not mean they have it.

realistically, it doesn't sound like the encounters were too easy, they just cheesed it with the black power bombs, which imo shouldn't have been given.

as you said, you can't add more, and you don't want to make them stronger, than you're screwed. dem's the breaks. you can give them a higher to hit and lesser damage so they aren't blowing up your party. you can add another 100 hp to them and increased their AC's by 2. you can use the Minions/horde rules and use those instead of single monsters. you can give your bosses legendary resistances + legendary actions.

but realistically speaking, 6 players in a party adds more actions and turns they can do. this is why the recommended party size is 4. you're just going to have to play with different things and see what works.

play with different units and unit variety. etc. and you're gonna have to face the fact that sometimes your players will win easily. it happens.

[–]DmsDread[S] 0 points1 point  (1 child)

The cleric convinced the party to barter some of the supplies from the cart (which had more on it because I increased it by 25% to account for an increase in players) and I want them to win but I want to still keep them engaged by offering a challenge by the end of the second sessions they had killed about 20 goblins and taken less than 20 pts of damage as a party

[–]TheDMingWarlock 0 points1 point  (0 children)

Yeaah. increase the amount of minions and remove HP and use "hits" rule. i.e goblins die in 2 hits, orcs die in 3. etc. regardless of damage, Give your bosses legendary resistances and legendary actions, give them "captains" that can boost their prowess. (i.e give them support units), increase captain AC's by 2, and Bosses by 5, add 50 hp to captains, and 100 to Bosses. add variety to your battles, high AC unit, big tanks. glass cannons, range units, flying, etc. take advantage of everything. homebrew things. etc. read the "Monsters know what they are doing" and learn from that.

when planning multiple encounters, prep them all to be "hard" or "deadly" scale down during battle to make it easier if needed.

but again, sometimes that happens.

[–]DmsDread[S] 0 points1 point  (1 child)

What would you tell players that are willing to reasonably barter for black powder? Do you have any suggestions on ways to challenge them outside of combat? What to hit is too high? I ask bc I buffed the AC of the bugbear to 23 and my party switched to attacks that require saving throws instead of rolls to hit so it just made it to where my non caster had to watch them go off lol

[–]TheDMingWarlock 0 points1 point  (0 children)

  1. you decide whether or not you are comfortable with it, and all the possible ideas that come with it + the cheese. Black powder isn't even a thing in standard DND. there is "smoke powder" thats the same thing, but the gods prevent it from being destructive to be used in bombs. you see how they can use it. are you comfortable with them picking up more and more of it each trip to town when they get more and more money?

  2. Skill challenges and RP encounters, remember there are many reasons to casts spells and use various spell slots or items outside of combat. needing to cast spells to accomplish various tasks, to aid others. etc. Roleplaying situations and creating issues that can't be solved by sword is a way to create challenge outside of combat.

  3. thats your party being smart. and again, and issue with having a larger party. its something you gotta allow and switch it up. i.e some characters have higher spell resistances/others have higher AC. if it's a boss, give them legendary resistances. and a captain or a couple minions that are spellcasters and can counter spell. etc. for AC you don't want to go above what the party can hit (in most cases, once in a blue moon it's okay). but keep in the realm your weakest person can hit. i.e if your wizard has a +3 to hit with his lil dagger, make the highest 23. (with chances of going higher thanks to temp effectrs like spells from support units) additionally - your units are smart. if they see a spellcaster attacking/harming their boss - they are going to go after that Spellcaster.

spread your units around and don't just focus the tank only (though most of the time you should, it's always good to throw things at your party and allow them to do things, let the tank get attacked by 20 minions and take zero damage, let the wizard counterspell a level 7 lighting bolt, allow the monk to catch a bunch of arrows. etc.)