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How do I balance a campaign consisting of four kobold PCs?
How to balance a very-low magic campaignHow to balance a dragonborn breath for a mountain dwarf?How can I balance encounters with a party consisting of a sorcerer, monk, rogue, and fighter?Is a mount considered an “ally” for the purpose of Pack Tactics?If my kobold uses a familiar to deliver Shocking Grasp, do I roll with advantage thanks to Pack Tactics?Does Sunlight Sensitivity impose disadvantage from Holy Nimbus?How to balance a campaign without a magical restorationDoes the kobold player race feature, Pack Tactics, give ranged attacks advantage?If the DM rolls initiative once for a group of monsters, how do end-of-turn effects work?Is this Kuo-toa homebrew race balanced?
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I am currently planning a campaign consisting of four kobold PCs, using Volo's Guide to Monsters (p. 119) as my starting point for the race.
However, I am worried about Pack Tactics and Sunlight Sensitivity.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Kobolds as pictured in Volo's Guide seem very strong, gaining advantage on practically every attack roll. The inclusion of Sunlight Sensitivity does not, to me, seem like it's doing very much to make them weaker - in a typical combat scenario the worst it'll do is cancel out the advantage given by Pack Tactics, rather than ever realistically give disadvantage. Kobolds obviously favour fighting in the dark, so simply railroading every fight to be in the sunlight does not seem like it would be fun for me nor the players.
How would I bring down the power level of these kobolds to something more resembling that of PHB player races, while hopefully still keeping some kobold flavour?
dnd-5e gm-techniques balance races
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add a comment |
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I am currently planning a campaign consisting of four kobold PCs, using Volo's Guide to Monsters (p. 119) as my starting point for the race.
However, I am worried about Pack Tactics and Sunlight Sensitivity.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Kobolds as pictured in Volo's Guide seem very strong, gaining advantage on practically every attack roll. The inclusion of Sunlight Sensitivity does not, to me, seem like it's doing very much to make them weaker - in a typical combat scenario the worst it'll do is cancel out the advantage given by Pack Tactics, rather than ever realistically give disadvantage. Kobolds obviously favour fighting in the dark, so simply railroading every fight to be in the sunlight does not seem like it would be fun for me nor the players.
How would I bring down the power level of these kobolds to something more resembling that of PHB player races, while hopefully still keeping some kobold flavour?
dnd-5e gm-techniques balance races
New contributor
aggums is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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1
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Welcome! You can take the tour as an introduction to the site and check the help center for further guidance.
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– Sdjz
May 16 at 14:28
1
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@Overthinks Please see this meta for why your comment was removed. You're welcome to ask us in chat for the content of that comment if you want to use it to post a proper answer.
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– doppelgreener♦
May 16 at 14:30
add a comment |
$begingroup$
I am currently planning a campaign consisting of four kobold PCs, using Volo's Guide to Monsters (p. 119) as my starting point for the race.
However, I am worried about Pack Tactics and Sunlight Sensitivity.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Kobolds as pictured in Volo's Guide seem very strong, gaining advantage on practically every attack roll. The inclusion of Sunlight Sensitivity does not, to me, seem like it's doing very much to make them weaker - in a typical combat scenario the worst it'll do is cancel out the advantage given by Pack Tactics, rather than ever realistically give disadvantage. Kobolds obviously favour fighting in the dark, so simply railroading every fight to be in the sunlight does not seem like it would be fun for me nor the players.
How would I bring down the power level of these kobolds to something more resembling that of PHB player races, while hopefully still keeping some kobold flavour?
dnd-5e gm-techniques balance races
New contributor
aggums is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
I am currently planning a campaign consisting of four kobold PCs, using Volo's Guide to Monsters (p. 119) as my starting point for the race.
However, I am worried about Pack Tactics and Sunlight Sensitivity.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Kobolds as pictured in Volo's Guide seem very strong, gaining advantage on practically every attack roll. The inclusion of Sunlight Sensitivity does not, to me, seem like it's doing very much to make them weaker - in a typical combat scenario the worst it'll do is cancel out the advantage given by Pack Tactics, rather than ever realistically give disadvantage. Kobolds obviously favour fighting in the dark, so simply railroading every fight to be in the sunlight does not seem like it would be fun for me nor the players.
How would I bring down the power level of these kobolds to something more resembling that of PHB player races, while hopefully still keeping some kobold flavour?
dnd-5e gm-techniques balance races
dnd-5e gm-techniques balance races
New contributor
aggums is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
aggums is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked May 16 at 14:22
aggumsaggums
667
667
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1
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Welcome! You can take the tour as an introduction to the site and check the help center for further guidance.
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– Sdjz
May 16 at 14:28
1
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@Overthinks Please see this meta for why your comment was removed. You're welcome to ask us in chat for the content of that comment if you want to use it to post a proper answer.
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– doppelgreener♦
May 16 at 14:30
add a comment |
1
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Welcome! You can take the tour as an introduction to the site and check the help center for further guidance.
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– Sdjz
May 16 at 14:28
1
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@Overthinks Please see this meta for why your comment was removed. You're welcome to ask us in chat for the content of that comment if you want to use it to post a proper answer.
$endgroup$
– doppelgreener♦
May 16 at 14:30
1
1
$begingroup$
Welcome! You can take the tour as an introduction to the site and check the help center for further guidance.
$endgroup$
– Sdjz
May 16 at 14:28
$begingroup$
Welcome! You can take the tour as an introduction to the site and check the help center for further guidance.
$endgroup$
– Sdjz
May 16 at 14:28
1
1
$begingroup$
@Overthinks Please see this meta for why your comment was removed. You're welcome to ask us in chat for the content of that comment if you want to use it to post a proper answer.
$endgroup$
– doppelgreener♦
May 16 at 14:30
$begingroup$
@Overthinks Please see this meta for why your comment was removed. You're welcome to ask us in chat for the content of that comment if you want to use it to post a proper answer.
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– doppelgreener♦
May 16 at 14:30
add a comment |
2 Answers
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$begingroup$
Don't nerf the players, buff the challenges
If the entire party consists of kobolds, there is no reason to decrease their power level. Simply adjust the encounters to be a suitable challenge for the group. You can find guidance for adjusting the power level of encounters in many places, but in my experience, every group will need tinkering individually to find the perfect blend of difficulty and fun.
I've done similar things for parties that started with a feat at 1st level. It can be a delicate balancing effort, but after a few combats you'll get an idea as to where they should be. I find that my players enjoy being able to utilize the strengths they've planned for while still having suitable challenges.
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add a comment |
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David's answer is spot on.
I would say try to have some usual enemies the players can steamroll, and feel like they made the right choice choosing Kobolds.
Then introduce some challenging enemies with high AC so its challenging and also makes them feel like they are lucky to have Pack Tactics :)
Also some sunlit stuff where they have to use their brains would also be good now and then.
New contributor
Robert Fletcher is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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1
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you used such methods in your own games? How have they worked in your experience?
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– V2Blast
May 17 at 11:11
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2 Answers
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2 Answers
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$begingroup$
Don't nerf the players, buff the challenges
If the entire party consists of kobolds, there is no reason to decrease their power level. Simply adjust the encounters to be a suitable challenge for the group. You can find guidance for adjusting the power level of encounters in many places, but in my experience, every group will need tinkering individually to find the perfect blend of difficulty and fun.
I've done similar things for parties that started with a feat at 1st level. It can be a delicate balancing effort, but after a few combats you'll get an idea as to where they should be. I find that my players enjoy being able to utilize the strengths they've planned for while still having suitable challenges.
$endgroup$
add a comment |
$begingroup$
Don't nerf the players, buff the challenges
If the entire party consists of kobolds, there is no reason to decrease their power level. Simply adjust the encounters to be a suitable challenge for the group. You can find guidance for adjusting the power level of encounters in many places, but in my experience, every group will need tinkering individually to find the perfect blend of difficulty and fun.
I've done similar things for parties that started with a feat at 1st level. It can be a delicate balancing effort, but after a few combats you'll get an idea as to where they should be. I find that my players enjoy being able to utilize the strengths they've planned for while still having suitable challenges.
$endgroup$
add a comment |
$begingroup$
Don't nerf the players, buff the challenges
If the entire party consists of kobolds, there is no reason to decrease their power level. Simply adjust the encounters to be a suitable challenge for the group. You can find guidance for adjusting the power level of encounters in many places, but in my experience, every group will need tinkering individually to find the perfect blend of difficulty and fun.
I've done similar things for parties that started with a feat at 1st level. It can be a delicate balancing effort, but after a few combats you'll get an idea as to where they should be. I find that my players enjoy being able to utilize the strengths they've planned for while still having suitable challenges.
$endgroup$
Don't nerf the players, buff the challenges
If the entire party consists of kobolds, there is no reason to decrease their power level. Simply adjust the encounters to be a suitable challenge for the group. You can find guidance for adjusting the power level of encounters in many places, but in my experience, every group will need tinkering individually to find the perfect blend of difficulty and fun.
I've done similar things for parties that started with a feat at 1st level. It can be a delicate balancing effort, but after a few combats you'll get an idea as to where they should be. I find that my players enjoy being able to utilize the strengths they've planned for while still having suitable challenges.
answered May 16 at 14:38
David CoffronDavid Coffron
42.9k5149305
42.9k5149305
add a comment |
add a comment |
$begingroup$
David's answer is spot on.
I would say try to have some usual enemies the players can steamroll, and feel like they made the right choice choosing Kobolds.
Then introduce some challenging enemies with high AC so its challenging and also makes them feel like they are lucky to have Pack Tactics :)
Also some sunlit stuff where they have to use their brains would also be good now and then.
New contributor
Robert Fletcher is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you used such methods in your own games? How have they worked in your experience?
$endgroup$
– V2Blast
May 17 at 11:11
add a comment |
$begingroup$
David's answer is spot on.
I would say try to have some usual enemies the players can steamroll, and feel like they made the right choice choosing Kobolds.
Then introduce some challenging enemies with high AC so its challenging and also makes them feel like they are lucky to have Pack Tactics :)
Also some sunlit stuff where they have to use their brains would also be good now and then.
New contributor
Robert Fletcher is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you used such methods in your own games? How have they worked in your experience?
$endgroup$
– V2Blast
May 17 at 11:11
add a comment |
$begingroup$
David's answer is spot on.
I would say try to have some usual enemies the players can steamroll, and feel like they made the right choice choosing Kobolds.
Then introduce some challenging enemies with high AC so its challenging and also makes them feel like they are lucky to have Pack Tactics :)
Also some sunlit stuff where they have to use their brains would also be good now and then.
New contributor
Robert Fletcher is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
David's answer is spot on.
I would say try to have some usual enemies the players can steamroll, and feel like they made the right choice choosing Kobolds.
Then introduce some challenging enemies with high AC so its challenging and also makes them feel like they are lucky to have Pack Tactics :)
Also some sunlit stuff where they have to use their brains would also be good now and then.
New contributor
Robert Fletcher is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
edited May 17 at 11:11
V2Blast
29.2k5105177
29.2k5105177
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answered May 17 at 10:52
Robert FletcherRobert Fletcher
312
312
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Robert Fletcher is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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Robert Fletcher is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you used such methods in your own games? How have they worked in your experience?
$endgroup$
– V2Blast
May 17 at 11:11
add a comment |
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you used such methods in your own games? How have they worked in your experience?
$endgroup$
– V2Blast
May 17 at 11:11
1
1
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you used such methods in your own games? How have they worked in your experience?
$endgroup$
– V2Blast
May 17 at 11:11
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance. Have you used such methods in your own games? How have they worked in your experience?
$endgroup$
– V2Blast
May 17 at 11:11
add a comment |
aggums is a new contributor. Be nice, and check out our Code of Conduct.
aggums is a new contributor. Be nice, and check out our Code of Conduct.
aggums is a new contributor. Be nice, and check out our Code of Conduct.
aggums is a new contributor. Be nice, and check out our Code of Conduct.
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– Sdjz
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@Overthinks Please see this meta for why your comment was removed. You're welcome to ask us in chat for the content of that comment if you want to use it to post a proper answer.
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– doppelgreener♦
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