Re: [OOC] Scout the Redfoot camp OOC
You're absolutely right! On top of that, Tidelan accomplished all this in a single shape change (he burned his first one to be a legitimately harmless cat lmao).
Doesn't help the balancing that there's two of us, double-teaming the big bad (and virtually ignoring his legions of minions haha).
Honestly, IMO, the hardest part of dungeon-mastering is balancing encounters. A simple encounter can straight up TPK if things go really wrong, and an encounter made to represent life-or-death importance can be sweeped with little effort or resource expenditure, by a tactical party that rolls well.
On top of the challenge of altering an encounter's difficulty, depending on the makeup of the party, it can be hard to create an interesting fight!
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For example, a barbarian could easily be stuck just chasing enemies around the map to get into melee with them, if everyone else has more mobility than they do.
An additional example, characters with low saves could easily spend several rounds under a simple magic effect cast by an enemy, just because they need to roll incredibly high to save against a minor effect.
On top of those examples, picture a high-level battle between a party and a terrifying and monstrous opponent, say something on the level of dragon or pit fiend.
Now, imagine the party has a monk. That monk acts early? They can pretty easily keep the dastardly foe in stun-lock for several rounds... if they don't? They're still likely to burn at least one or two of their legendary resistances, paving the way for caster's to save-or-suck them off the map or out of the battle.
Also, literally any type of undead encounter is virtually child's play against a mid-level cleric and/or paladin. Turn/destroy undead clears those pesky minions, and a paladin can probably deal 200 radiant damage to a big bad in one turn with divine smites.
Finally, this doesn't just apply to high-level parties either, the reverse can be true for low-levels, especially. Imagine this; a simple encounter. Say, a dozen goblins, slimes or similarly weak-ass enemies against four or five 2ndish level players.
Should be easy, right? Well, if the enemies use basic tactics, and the key players mess up any of their important rolls, you can easily expect one or more players to straight up die just by getting stabbed a few times (keep in mind, they can't revivify as they are low level, so this is permadeath unless the GM uses deus ex machina, which sours the stakes of the game).
I have a lot more examples, but they're not necessary. Designing encounters is hard as hell.