Sunday, November 3, 2019

How to make 5E more challenging

[Written as a response to a post asking for ways to keep the challenge level high in a D&D 5E game. -M.]

Aside from the obvious things like beefing up encounter difficulty (more monsters, higher CR) and adding more complex battlefields (more vertical movement like platforms, cliffs, pits, dangling ropes, and vertical tunnels), try adding more uncertainty to the game.

Risk = don't know the outcome but do know the approximate odds
Uncertainty = hidden information, don't even know how much risk there is

It's the difference between opening a door and seeing a Death Knight and three Wraiths, and not knowing if you'll win initiative as you Rage and charge into combat, vs. opening the door and seeing three Githyanki and not being completely sure whether, if you charge into combat, it might actually turn out to be three Wraiths who've been disguised under a Seeming spell by the lich who runs this section of the dungeon, or whether that lich or a Death Knight might be somewhere within earshot waiting to hit the party squishies from behind as soon as the party tanks have charged the wraiths and the party has committed their concentration to other spells.

Even if 60-80% of the time things turn out to be exactly what they look like (yup, they're Githyanki! and there's only three of them), the knowledge that it's possible that things are not as they seem can add fun dramatic tension, especially if there are clues that can let you correctly guess what is real and what isn't.

Also, make good use of secret doors, maps, riddles, magic items, and other affordances that can let players make things easier on themselves if they take advantage of them.

You may set up a dungeon level with a Star Spawn Larval Mage, a Star Spawn Seer, three Star Spawn Hulks, five Star Spawn Manglers, and a whole ton of gibbering Star Spawn Grues (60 or so)... tough fight for an 11th level party if they tackle it head-on, right? But then you scatter the Star Spawns around (weird cultic rituals for the Seer in the main hall, Manglers on patrol looking for intruders, Mage torturing prisoners, Hulks bodyguarding the Mage and Seer, and Grues everywhere, everywhere!) so that it takes at least a couple rounds for reinforcements to arrive once they see the PCs, and you make everyone but the Grues patient and smart enough to break contact and wait for reinforcements (especially Manglers, who are good at hiding) and/or to try to surround PCs, and all those extra restrictions on the Star Spawn make surviving a fight with them tough but maybe doable, like the space Marines in Aliens attacking the Alien hive and barely surviving thanks to Ripley and the APC.

Then you also add six or eight 4'-wide (Small-sized) tunnel shafts connecting this dungeon level to the Duergar dungeon level above and the aquatic shark- and Black Pudding-infested waters below, add a Clay Golem or Shield Guardian trapped in stone in a cavern reachable through one of those tunnels, place a riddle containing a command word for the Clay Golem/Shield Guardian somewhere nearby, and put a map for the tunnels in the Duergar's treasure vault where the PCs can purchase it from the Duergar or loot it after killing all the Duergar, and suddenly it starts looking not only doable but gameable and fun.

 --

I could not love thee dear, so much,
Loved I not honor more.

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