[RPG] What do I do with a party that is much stronger than their level

balancednd-5eencounter-design

We're playing D&D 5E. The party consists of 5 players, all currently level 11 (however, I've noticed this problem since they were level 8).

I've been using the Goblinist random encounter generator and the Kobold Fight Club encounter builder to build encounters. However, the party has been slicing through everything I throw at them.

For example, when they were level 9 goblinist suggested putting them up against 6 shambling mounds and that it would be a deadly encounter. One character took a little damage and a couple of the magic users used some spells (fireball was the most important one). It was clearly not challenging at all.

The most recent encounter (they're level 11 now), Kobold Fight Club suggested two guardian nagas would be deadly. Since I've observed the group is overpowered, I enhanced the nagas with legendary actions (one had movement; the other could cast any spell). Two rounds later, the nagas were dead and the party again barely scratched.

I don't think I've been overly generous with equipment. They do all have +1 weapons, but that seems reasonable since they're level 11. The two fighters still have their starting armor, although the dwarf has a brooch of shielding. The elf has some magic silver arrows, but most of the time he just uses his regular ones. The Wizard has fireball, which I've nerfed by putting them near Varenrood Loch. The Loch is magical and any fire magic within 200 miles of it has a 40% chance of fizzling out. He now polymorphs himself or animates objects and seems to still do more damage than anyone else. The cleric isn't even needed most of the time and just sits back and watches the fight.

Normally real life tears a group apart before we make it above level 6, so maybe it is just me not knowing how build an encounter for this level. Am I using the wrong tools to build the encounter? Is there anything I can do to get their power to match their level?

Best Answer

CR and Encounter Building are not an exact science

If you find that your group is too effective (or too ineffective) in dealing with enemies, you will have to improvise and adjust the difficulty.

Homogeneous groups share weaknesses

Shambling Mounds lack ranged attacks and are slow. A single character able to attack at range can defeat any amount of shambling mounds by kiting them.

Cover those weaknesses by introducing different creatures to the encounter or by making them less relevant: Shambling Mounds work well in small rooms, short passages with places to prepare for an ambush. Having long hallways and huge halls makes it easy to stay away from them.

Anything can be trivialized by preparation

If your players know what lies ahead, they can prepare. By making sure that everyone has non-fire, non-ice and non-lightning based ranged attacks, that there is a lot of space to fall back, that there are no hidden enemies behind for Shambling Mounds, that everyone is protected from poison and has relevant saving throws buffed for naga's, they can tremendously decrease difficulty of encounter (again, it is harder to prepare for heterogeneous encounters).

Listed CR expects that creature properties are relevant

Listed CR expects that creatures will be able to use the full repertoire of its attacks in the first three rounds and that its defenses are relevant. If it is unable to do so, if its strongest attacks are made irrelevant, or if it is protected against something party will never use, effective CR will decrease.

If, for example, 6 Shambling Mounds are encountered 50 feet away giving two rounds of free attacks against them and the party lacks any elemental attacks, effective CR of a single mound drops to around 2, making it an Easy encounter.

Listed CR expects that creatures are played strategically

I suspect that your players simply saw some Shambling Mounds and started combat. In that case, the previous two points came into play. But what if they were walking through a room full of garbage, and suddenly six Shambling Mounds rise from piles of refuse around them?

It's hard to maneuver around mounds without provoking an opportunity attack, close enough to not waste turns getting to characters, while their positioning prevents from catching more than two mounds in the area of spells such as fireball... In those conditions Shambling Mounds can perform at their full capacity of a CR5 creature.

The game assumes that you won't be able to use all of your daily resources in a single encounter

Normally it is 6-8 medium or hard encounters between long rests with 2 short rests in between, so you will have to divide and conserve your resources.

Less encounters per day = more resources available for a given encounter = decreased difficulty. You might want to check how 5-minute adventuring day affects class balance and game balance.

I suggest to either give an incentive to push forward and have more encounters per day (time limit, chase sequence...) or look at the Gritty Realism rest option (DMG 267). Gritty Realism makes short rests take 8 hours (like long rests do normally) and long rests a week.

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