How do you balance between running the monsters tactically and letting the player "do their thing"

I am trying to improve how I run my enemies by making them more engaging, rather than making them as just a pile of stats and this is something I think about a lot. I know the "shoot the monk" rule, but what about when it comes to specific character builds or team combos from the PCs?

For example, one of my Fighter PCs runs the PAM + Sentinel combo (2014 rules) and wants to be a tank. Mechanically, my monsters should just ignore him and go for the backline or use range attacks/spells rather than engage him in melee, but if I run them this way, I make his build feel useless.

Or what about when my party wants to do the "microwave combo" (Forcecage + Sickening Radiance) on my boss? I could give my boss Dispel Magic or a teleportation spell and have minions to contest the pcs concentration, but that feels like it invalidates their teamwork. On the other hand, if I don't, I just have to let the boss get cooked.

Am I overthinking this as a DM by having meta knowledge of the players' abilities to counter them? Where do you strike the balance?

reddit.com
u/tomyang1117 — 2 months ago
▲ 3 r/magicthecirclejerking+1 crossposts

Most toxic and annoying commander Deck

Hey I just started learning and have only played 2 full games using a friends deck.

What are some cancer ass decks that I can buy and play to annoy my friends who are way more experienced than me. I keep hearing sac decks or Stax or land destruction. No idea what any of that means. Please explain in a dumb downed way lol

reddit.com
u/Icy-Pattern3204 — 2 months ago

How do you handle a partial TPK

So long story short, my players F’d around and found out that fighting an entire Kobold lair isn't the best idea, and only two of them made it out alive. Two of them were knocked out in combat, and I ended the session right there.

I DMed them, and they said they want to keep playing the same characters, so I want to have the remaining players save them. My question is: how should I arrange my future sessions so the knocked out players won't feel left out while waiting to be rescued?

reddit.com
u/tomyang1117 — 2 months ago
🔥 Hot ▲ 8.1k r/magicthecirclejerking+1 crossposts

Is it really moral to destroy the One Ring? I only wanted to discuss the ethics. But the more I think about it... I should keep it. Just until the war is over. What if I need it? What If Sauron attacks tomorrow and we already threw away our greatest weapon? I can keep it secure. I can keep it safe.

Is destroying the One Ring actually the ethical choice if it means sacrificing countless innocent lives that I could have protected using the ring? I wouldn't even wear it unless absolutely necessary.

u/TheGingerWeebGal — 3 months ago
▲ 18 r/maimai

Locked in and got some good scores

Got my first master AP and SSS+ on two 13+ that I have been stuck on 100.4 for a while.

Slowly running out easy 13+ slide songs to boost ratings tho lol

u/tomyang1117 — 3 months ago

To the Dorito post earlier, I raise you this

4/10,Extra is not brave enough to commit so it's just half-assed coriander flavor when you first chew it for 1-2 minutes and then it becomes a normal mint chewing gum.

u/tomyang1117 — 3 months ago
▲ 7 r/Pauper

Other ways to build RWx gate?

I am looking at Naya Gate lists after the Seeker ban to build the deck, and Green is mainly a splash color for Malevolent Rumble and Writhing Chrysalis. This got me thinking: could there be another way to buiild RWx Gates that also take advantage of Snacker?

Black gives the deck better instant-speed removal and discard spells, while Blue gives us blue blasts and countermagic. Straight-up RW could also work in exchange for a smoother mana base; here is my first draft for RW Gate.

I don't have experience with Naya Gates, so I am not sure how important Rumble and Chrysalis are to the deck but I think there could be something outside of Naya.

u/tomyang1117 — 4 months ago

Looking for feedback on a homebrew caster boss for tier 4 encounter

My party just reached level 17 (Berserker Barbarian, Life Domain Cleric, Hexblade Warlock, Circle of the Land Druid, and Aberrant Mind Sorcerer), and they are about to have a big fight against the hidden boss of the campaign. I want to pull out the big guns, both to let them play with their new spells and to really challenge them to a massive fight. They are still fairly new players and, on the optimization scale, they are pretty unoptimized, so combat is still somewhat easy.

The main encounter will feature the party facing a Death Knight and the homebrew caster (The Evil Sorcerer) alongside 3 to 4 minions. There will also be a portal on the battlefield that spawns minions in waves every turn cycle, which the party can interact with to close it. I want The Evil Sorcerer to be a glass cannon boss in contrast to the tanky Death Knight. She will be sitting in the far back of the battlefield bombing the party with spells, but she will be easy to kill once the party gets close to her.

Here is the statblock for The Evil Sorcerer

She will have 3 special, fragile minions nearby that act as "spell batteries" to hold her concentration on spells. When one is killed, The Evil Sorcerer will be Incapacitated for one turn.

Her backstory is based on a "coffeelock" going mad, which is why she is a mix of Warlock and Sorcerer. I give her Quicken Spell to reflect that, and it also helps increase her action economy. Regarding spell choices, I mostly avoided "save-or-suck" spells that completely remove a player from combat (like Hold Person or Otto's Irresistible Dance). Instead, I went with spells like Web or Slow, which can still control the party while letting them play the game instead of them doing nothing and hoping they pass the save every turn.

I am also running a homebrew version of Forcecage. Because the Warlock and Sorcerer have backstory ties to this boss, this version of Forcecage will force them to fight their worst nightmare inside it, and the spell will end once that enemy is defeated.

I know the healing in her Legendary Actions feels a bit random, but I think the most evil thing a boss can do is heal mid-combat, especially right in front of the Cleric lol. Her Lair Actions are focused on creating difficult terrain to force movement.

Is this boss too much for the party? Should I tune it down a bit? I don’t really have experience with Tier 4 monster design, so this is a first time for me. I would really appreciate any ideas or feedback to make this boss/encounter more interesting!

 

u/tomyang1117 — 4 months ago
▲ 10 r/maimai

The daily struggle of a slide gamer 😞

Imagine fully memorize the slide and struggles on the easy tap part🥲

How do I get a Full Combo+ before a SSS+😭

u/tomyang1117 — 4 months ago
▲ 29 r/maimai

14k reached

I locked in when I return to Maimai since last year and finally achieved 14k with probably the most questionable B50 lol.

Now it's time to practice and improve my tap skills so I can play more songs 💪🏻

u/tomyang1117 — 5 months ago
▲ 25 r/3d6

My paladin just died in a blaze of glory trying to save his party, so I need a new character now. After playing as a melee character I wanted to play a ranged character for a switch of pace.

Here are the parameters: • No multiclass • Start at level 16 and will go to level 20 • Objects and species that let you fly is banned

So far I am thinking of a ranged martial dps that has consistent damage and some utility to buff the party or for non combat situation. My party comp is Hexblade Warlock, Life Domain Cleric, Clockwork Soul Sorcerer and Zealot Barbarian.

I am looking at either Fighter or Ranger but leaning towards Fighter more because of the 4 attack at level 20. Eldritch Knight and Battlemaster looks very fun to me, Samurai on the other looks a bit too focused on combat don't have much utility outside of it. Ranger on the other hand has better spells but the capstones aren't as exciting to me as Fighter, though Gloomstalker and Swarmkeeper looks fun too.

What's your experience with a high level archet build?

Thanks in advance!

reddit.com
u/tomyang1117 — 5 months ago