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Previous Edition:
>Official /5eg/ Mega Trove v3:
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Previous Edition:
DMs, how do you deal with having players who also DM, or players who read the monster manual?
Also, what is the best way to buff a gelatinous cube to be a worthy opponent for a party of four level 7 adventurers?
You can always just change some statistics of monsters, give them new abilities, change their old ones or give them different weapons to switch things up.
> "I'm going to light my arrows on fire to keep the troll from regenerating!"
> "How does your character know that's how to kill them? Make an Arcana check to see if you know how fire interacts with their regeneration."
And gelatinous cubes aren't a worthy opponent. By that level you have to add levels of complexity to the encounter in order to make it interesting -- give the monsters special actions or reactions, or ways to buff themselves in a way that keeps the adventurers from just steamrolling them. You can give the cube extra hit dice and attacks, but it just lengthens encounters -- it doesn't make them any more fun.
I gave a CR 14 unique solo villain the ability to leap as actions and reactions, and get special bonuses on attacks if she moved between attacks. She also had stacked single-target invisibility and special immunities, so you had to hit her with specific attacks in order to see her.
My players had an awesome time fighting that one, and had to think fast to avoid getting TPK'd.
Buff creatures, and give them things that they don't have in the monster manual. As someone who has read through the monster manual it's actually nerve wracking when I have no idea how powerful the thing in front of me really is. It takes some time but it's greatly appreciated and I would consider you a better DM.
Also make it gargantuan give it a ton of health and have it attacking a city. Give it multi attack and make it sentient. Cause it's the Prime Cube.
Since I do most monster stats on the fly (by either pulling up an appropriate CR creature, and adjusting them for the encounter), could I essentially take any old adventure module and run it as is, but make adjustments to monsters / treasure as I see fit for my game?
Is there any more depth to "conversions" than just the numbers of monsters, money, and magic items?
The adventure in question I'm wanting to run is either Isle of Dread, Great Modron March, or Red Hand of Doom.
redkatart.com
This is both a treasure generator and a spellbook generator. Pretty handy.
If you usually DM on the fly, you can DM an old published adventure like that as well, I don't see why you couldn't do that.
Well, one can always alter the stats some, change the equipment the monsters use, add different effects, etc. But honestly I'm fine with my players reading the MM as long as it's closed at the table.
As for the gelatinous cube, make it part of a trap. PC's fail to stop the trap, they fall into a room. They can climb out but there are several cubes trying to eat them too. Go from there.
Quick! Post your characters for Storm King's Thunder and whether your DM is starting you off at level 1 or 5!
NG Human (Mulhorandi) Far Traveler Champion Fighter who got time warped from the era of 2E Forgotten Realms and is now ready to take up the fight again since the Giants are resurgent once more!