[RPG] How to deal with moderately armoured and shielded casters

dnd-5etactics

Background

I am DMing Princes of the Apocalypse for 5e. My past campaigns (mostly 3.5 and 4e) were always quite challenging and tough, my players got quite paranoid, and understandably so.

At level 4, all casters (a warlock and a bard) chose moderately armoured as their feat, and now carry a shield and medium armour for an AC of 19, +4 AC for a single feat. But this means that they are tanks, and the supposed front line melee characters all have a lower or the same AC as the 'squishy casters'. Lowest AC in the group is 17.

Which is fine by me, but the encounters from the adventure are too easy for them now, as the casters are never really in danger because of their high AC. Unfortunately, most encounters from the book have a majority of physical attackers. The higher miss chance for monsters made fights too safe, and take too long, as the players were understandably hesitant to use limited resources (higher level spells, per-long-rest abilities) when not really in danger.

When we discussed the issue of too easy fights during a break and I suggested that I would ad-hoc beef up the encounters for this session, the player were fine with it. And I did, but now the session is over, I am planning the next one and I would like to know:

How to best deal with moderately armoured casters 5e?

Bad options that I see that I do not want to use:

  • Modify the encounters (more casters, traps vs abilities, etc)

    • Problem: Takes time, especially in a location-based, non-railroad adventure.
  • Simply give +attack to Team Monster

    • Problem: Unfair – they should not be punished for clever choices.
  • Disallow Moderately Armoured

    • Problem: I don't want to force them to rebuild their characters.

How can I best keep the fights interesting while respecting their character creation choices?

Best Answer

You Can't Nerf and Respect at the Same Time

How can I best keep the fights interesting while respecting their character creation choices?

Essentially, you cannot. You're asking for, in essence, "What is my next step in the arms race?"

If you have a party of the expected level and number of players, you don't need any rebalancing to accomplish interesting.

Attempting to ratchet the difficulty up is inherently not respecting their build choice

Increasing the Attack Bonus

This is the most obvious disrespect of the choices they've made. It's an outright negation of their choice.

Modify the Encounters

This is more of the same - tho less egregious. But it's the same problem - you want to take away the advantage they paid for in feats.

Disallow Moderately Armored

This also is disrespecting their choice. You seem to have already figured this out.

Interesting ≠ More Difficult

An interesting fight isn't of need more difficult. It's often non-combat stuff that makes it memorable.

So What To Do?

Use what's there better. Assuming you're running a party of the correct levels (IIRC, it starts at 3rd for the non-encounters version), and have only 4 players, the encounters are balanced. So it's time to use what you've got.

And what you've got are a bunch of nutjob cultists. Have them making brash assertions of skill. Have them use group tactics and the 3rd dimension well. Make use of the terrain. Use the multitude of "save or suck it" spells (like the create bonfire cantrip).

And above all, describe, describe, describe. Don't say, "Cultist 1 attacks Player 2." Do say, "The tall cultist is attempting to impale Fredo upon his spear." Things will get a lot more interesting and memorable just by describing better.

Mechanical Stuff to use

There are a number of mechanical options that can increase the risks to PC's without disrespect...

Give monsters their death saves. This really does make for some tense moments.

Remember to use cover and consider using flanking(DMG optional rule, p. 251). If the ranged attacker (spellcaster especially) doesn't have line of sight to all 4 corners of the target's square, the target has +2 AC (partial cover). If only one corner can be seen, it's +5 AC (3/4 cover).

Use the Lingering Injuries option(DMG, p. 272). Makes crits much nastier.