In the Lost Mine of Phandelver campaign, is it a problem to have PCs advance above level 5? ...
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In the Lost Mine of Phandelver campaign, is it a problem to have PCs advance above level 5?
The 2019 Stack Overflow Developer Survey Results Are InHow can I add encounters in the Lost Mine of Phandelver campaign without giving PCs too much XP?Small campaign to get us (1 PC and 1 GMPC) up to level 2 before starting Lost Mines of Phandelver - is this a good idea?How to handle levels when adding PCs between Lost Mine of Phandelver and Storm King's Thunder?How can I make the final boss of the LMOP a memorable and exciting fight for my group?Flawed logic in Lost Mine of Phandelver?How many side quests the PCs should be expected to finish in LMoP?Are (most) published adventure rewards consistent with Awarding Magic Item guidelines from core books?In Out of the Abyss, characters are supposed to be level 15 by the last chapter; how can I get them there via milestone levelling?How can I make my enemies feel real and make combat more engaging?Moving from one room/cave to another within the same dungeonHow can I add encounters in the Lost Mine of Phandelver campaign without giving PCs too much XP?
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$begingroup$
I'm currently planning to DM Lost Mine Of Phandelver as my first D&D game, and as explained in this question, I'd like to add more encounters than the scripted ones in the scenario.
This led me to a question:
Is it a problem to have PCs advance above level 5 in LMOP? (given that this scenario is designed for PCs from level 1 to 5)
I'd like answers supported by experiences with having higher-level PCs than they're supposed to be in a scenario, and ones based specifically on LMOP would be really great.
dnd-5e published-adventures character-advancement character-levels lost-mine-of-phandelver
$endgroup$
add a comment |
$begingroup$
I'm currently planning to DM Lost Mine Of Phandelver as my first D&D game, and as explained in this question, I'd like to add more encounters than the scripted ones in the scenario.
This led me to a question:
Is it a problem to have PCs advance above level 5 in LMOP? (given that this scenario is designed for PCs from level 1 to 5)
I'd like answers supported by experiences with having higher-level PCs than they're supposed to be in a scenario, and ones based specifically on LMOP would be really great.
dnd-5e published-adventures character-advancement character-levels lost-mine-of-phandelver
$endgroup$
$begingroup$
The question you linked has just a single answer recommending using milestone/story-based-leveling --- doesn't that solve this same issue?
$endgroup$
– kviiri
19 hours ago
1
$begingroup$
@kviiri It solves the other question, but even if I adopt milestones, I'm pretty curious about what could involve having PCs higher than level 5.
$endgroup$
– Zoma
19 hours ago
$begingroup$
Are you aware of how long it takes to go from level 5 to level 6 during play? Have you experienced that progression at the table as a player?
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
@KorvinStarmast not at all, It will be my first DnD game, and first time DM/GM. I initially added new-gm tag, but I guess it wasn't relevant enought fo the question so it got removed. Even if it can take a long time, in the linked question I explain that with more encounters PCs may get a lot of EXP from "farm", so it could realistically happen (putting aside the answers to the linked question which are supposed to solve this problem).
$endgroup$
– Zoma
17 hours ago
1
$begingroup$
OK, just checking; given the significant XP increase between 5 and 6 (6500 to 14000) I am not convinced that you have a problem here as the PC's will be near the end of adventure at 5 ... but I'll let the answers address that.
$endgroup$
– KorvinStarmast
17 hours ago
add a comment |
$begingroup$
I'm currently planning to DM Lost Mine Of Phandelver as my first D&D game, and as explained in this question, I'd like to add more encounters than the scripted ones in the scenario.
This led me to a question:
Is it a problem to have PCs advance above level 5 in LMOP? (given that this scenario is designed for PCs from level 1 to 5)
I'd like answers supported by experiences with having higher-level PCs than they're supposed to be in a scenario, and ones based specifically on LMOP would be really great.
dnd-5e published-adventures character-advancement character-levels lost-mine-of-phandelver
$endgroup$
I'm currently planning to DM Lost Mine Of Phandelver as my first D&D game, and as explained in this question, I'd like to add more encounters than the scripted ones in the scenario.
This led me to a question:
Is it a problem to have PCs advance above level 5 in LMOP? (given that this scenario is designed for PCs from level 1 to 5)
I'd like answers supported by experiences with having higher-level PCs than they're supposed to be in a scenario, and ones based specifically on LMOP would be really great.
dnd-5e published-adventures character-advancement character-levels lost-mine-of-phandelver
dnd-5e published-adventures character-advancement character-levels lost-mine-of-phandelver
edited 18 hours ago
V2Blast
26.6k591162
26.6k591162
asked 20 hours ago
ZomaZoma
565118
565118
$begingroup$
The question you linked has just a single answer recommending using milestone/story-based-leveling --- doesn't that solve this same issue?
$endgroup$
– kviiri
19 hours ago
1
$begingroup$
@kviiri It solves the other question, but even if I adopt milestones, I'm pretty curious about what could involve having PCs higher than level 5.
$endgroup$
– Zoma
19 hours ago
$begingroup$
Are you aware of how long it takes to go from level 5 to level 6 during play? Have you experienced that progression at the table as a player?
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
@KorvinStarmast not at all, It will be my first DnD game, and first time DM/GM. I initially added new-gm tag, but I guess it wasn't relevant enought fo the question so it got removed. Even if it can take a long time, in the linked question I explain that with more encounters PCs may get a lot of EXP from "farm", so it could realistically happen (putting aside the answers to the linked question which are supposed to solve this problem).
$endgroup$
– Zoma
17 hours ago
1
$begingroup$
OK, just checking; given the significant XP increase between 5 and 6 (6500 to 14000) I am not convinced that you have a problem here as the PC's will be near the end of adventure at 5 ... but I'll let the answers address that.
$endgroup$
– KorvinStarmast
17 hours ago
add a comment |
$begingroup$
The question you linked has just a single answer recommending using milestone/story-based-leveling --- doesn't that solve this same issue?
$endgroup$
– kviiri
19 hours ago
1
$begingroup$
@kviiri It solves the other question, but even if I adopt milestones, I'm pretty curious about what could involve having PCs higher than level 5.
$endgroup$
– Zoma
19 hours ago
$begingroup$
Are you aware of how long it takes to go from level 5 to level 6 during play? Have you experienced that progression at the table as a player?
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
@KorvinStarmast not at all, It will be my first DnD game, and first time DM/GM. I initially added new-gm tag, but I guess it wasn't relevant enought fo the question so it got removed. Even if it can take a long time, in the linked question I explain that with more encounters PCs may get a lot of EXP from "farm", so it could realistically happen (putting aside the answers to the linked question which are supposed to solve this problem).
$endgroup$
– Zoma
17 hours ago
1
$begingroup$
OK, just checking; given the significant XP increase between 5 and 6 (6500 to 14000) I am not convinced that you have a problem here as the PC's will be near the end of adventure at 5 ... but I'll let the answers address that.
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
The question you linked has just a single answer recommending using milestone/story-based-leveling --- doesn't that solve this same issue?
$endgroup$
– kviiri
19 hours ago
$begingroup$
The question you linked has just a single answer recommending using milestone/story-based-leveling --- doesn't that solve this same issue?
$endgroup$
– kviiri
19 hours ago
1
1
$begingroup$
@kviiri It solves the other question, but even if I adopt milestones, I'm pretty curious about what could involve having PCs higher than level 5.
$endgroup$
– Zoma
19 hours ago
$begingroup$
@kviiri It solves the other question, but even if I adopt milestones, I'm pretty curious about what could involve having PCs higher than level 5.
$endgroup$
– Zoma
19 hours ago
$begingroup$
Are you aware of how long it takes to go from level 5 to level 6 during play? Have you experienced that progression at the table as a player?
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
Are you aware of how long it takes to go from level 5 to level 6 during play? Have you experienced that progression at the table as a player?
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
@KorvinStarmast not at all, It will be my first DnD game, and first time DM/GM. I initially added new-gm tag, but I guess it wasn't relevant enought fo the question so it got removed. Even if it can take a long time, in the linked question I explain that with more encounters PCs may get a lot of EXP from "farm", so it could realistically happen (putting aside the answers to the linked question which are supposed to solve this problem).
$endgroup$
– Zoma
17 hours ago
$begingroup$
@KorvinStarmast not at all, It will be my first DnD game, and first time DM/GM. I initially added new-gm tag, but I guess it wasn't relevant enought fo the question so it got removed. Even if it can take a long time, in the linked question I explain that with more encounters PCs may get a lot of EXP from "farm", so it could realistically happen (putting aside the answers to the linked question which are supposed to solve this problem).
$endgroup$
– Zoma
17 hours ago
1
1
$begingroup$
OK, just checking; given the significant XP increase between 5 and 6 (6500 to 14000) I am not convinced that you have a problem here as the PC's will be near the end of adventure at 5 ... but I'll let the answers address that.
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
OK, just checking; given the significant XP increase between 5 and 6 (6500 to 14000) I am not convinced that you have a problem here as the PC's will be near the end of adventure at 5 ... but I'll let the answers address that.
$endgroup$
– KorvinStarmast
17 hours ago
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
Because the combat is designed around the characters finishing the campaign at level 5, you would be faced with 2 options:
- Allow the parts from level 5 onward to be easier than intended
- Tweak the encounter to make it harder
Personally I would do a bit of both. As a GM it can be easy to think that harder combat = more exciting for the players, but this is not always the case. Sometimes, having a few easy encounters will give the players a sense of accomplishment.
For example, when the players cleared cragmaw hideout, they probably found that difficult. If you throw a similar combat at them at level 4 or 5, they will just blow through it. Some players may not find that interesting but others will look back and say "wow look at how much stronger we are".
When the combats are all difficult, it can be hard for the party to see that they have made any progress.
I have done this in the past, not with the LMoP, but with other adventures. The main goal here is to compensate for the extra power you have given them. Try to analyze how hard the encounter should have been. If you are new, you could try running the combat alone (using the PC character sheets) at the intended level. Then tweak the combat, put the characters at their current level and try again.
This might seem like a lot of work, but when I was first starting as a DM I found it very useful. CR is a guideline at best. The best way to tell if an encounter is too strong to too weak (as a beginner DM) is to play it out.
In conclusion, if you do nothing with the encounters as written, the party will just find the counters easier than the designer intended. I would recommend tweaking the encounters if you plan to have party go beyond level 5.
$endgroup$
2
$begingroup$
Nice answer, plus a really valuable tip for me as beginner DM. Thanks a lot.
$endgroup$
– Zoma
17 hours ago
add a comment |
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$begingroup$
Because the combat is designed around the characters finishing the campaign at level 5, you would be faced with 2 options:
- Allow the parts from level 5 onward to be easier than intended
- Tweak the encounter to make it harder
Personally I would do a bit of both. As a GM it can be easy to think that harder combat = more exciting for the players, but this is not always the case. Sometimes, having a few easy encounters will give the players a sense of accomplishment.
For example, when the players cleared cragmaw hideout, they probably found that difficult. If you throw a similar combat at them at level 4 or 5, they will just blow through it. Some players may not find that interesting but others will look back and say "wow look at how much stronger we are".
When the combats are all difficult, it can be hard for the party to see that they have made any progress.
I have done this in the past, not with the LMoP, but with other adventures. The main goal here is to compensate for the extra power you have given them. Try to analyze how hard the encounter should have been. If you are new, you could try running the combat alone (using the PC character sheets) at the intended level. Then tweak the combat, put the characters at their current level and try again.
This might seem like a lot of work, but when I was first starting as a DM I found it very useful. CR is a guideline at best. The best way to tell if an encounter is too strong to too weak (as a beginner DM) is to play it out.
In conclusion, if you do nothing with the encounters as written, the party will just find the counters easier than the designer intended. I would recommend tweaking the encounters if you plan to have party go beyond level 5.
$endgroup$
2
$begingroup$
Nice answer, plus a really valuable tip for me as beginner DM. Thanks a lot.
$endgroup$
– Zoma
17 hours ago
add a comment |
$begingroup$
Because the combat is designed around the characters finishing the campaign at level 5, you would be faced with 2 options:
- Allow the parts from level 5 onward to be easier than intended
- Tweak the encounter to make it harder
Personally I would do a bit of both. As a GM it can be easy to think that harder combat = more exciting for the players, but this is not always the case. Sometimes, having a few easy encounters will give the players a sense of accomplishment.
For example, when the players cleared cragmaw hideout, they probably found that difficult. If you throw a similar combat at them at level 4 or 5, they will just blow through it. Some players may not find that interesting but others will look back and say "wow look at how much stronger we are".
When the combats are all difficult, it can be hard for the party to see that they have made any progress.
I have done this in the past, not with the LMoP, but with other adventures. The main goal here is to compensate for the extra power you have given them. Try to analyze how hard the encounter should have been. If you are new, you could try running the combat alone (using the PC character sheets) at the intended level. Then tweak the combat, put the characters at their current level and try again.
This might seem like a lot of work, but when I was first starting as a DM I found it very useful. CR is a guideline at best. The best way to tell if an encounter is too strong to too weak (as a beginner DM) is to play it out.
In conclusion, if you do nothing with the encounters as written, the party will just find the counters easier than the designer intended. I would recommend tweaking the encounters if you plan to have party go beyond level 5.
$endgroup$
2
$begingroup$
Nice answer, plus a really valuable tip for me as beginner DM. Thanks a lot.
$endgroup$
– Zoma
17 hours ago
add a comment |
$begingroup$
Because the combat is designed around the characters finishing the campaign at level 5, you would be faced with 2 options:
- Allow the parts from level 5 onward to be easier than intended
- Tweak the encounter to make it harder
Personally I would do a bit of both. As a GM it can be easy to think that harder combat = more exciting for the players, but this is not always the case. Sometimes, having a few easy encounters will give the players a sense of accomplishment.
For example, when the players cleared cragmaw hideout, they probably found that difficult. If you throw a similar combat at them at level 4 or 5, they will just blow through it. Some players may not find that interesting but others will look back and say "wow look at how much stronger we are".
When the combats are all difficult, it can be hard for the party to see that they have made any progress.
I have done this in the past, not with the LMoP, but with other adventures. The main goal here is to compensate for the extra power you have given them. Try to analyze how hard the encounter should have been. If you are new, you could try running the combat alone (using the PC character sheets) at the intended level. Then tweak the combat, put the characters at their current level and try again.
This might seem like a lot of work, but when I was first starting as a DM I found it very useful. CR is a guideline at best. The best way to tell if an encounter is too strong to too weak (as a beginner DM) is to play it out.
In conclusion, if you do nothing with the encounters as written, the party will just find the counters easier than the designer intended. I would recommend tweaking the encounters if you plan to have party go beyond level 5.
$endgroup$
Because the combat is designed around the characters finishing the campaign at level 5, you would be faced with 2 options:
- Allow the parts from level 5 onward to be easier than intended
- Tweak the encounter to make it harder
Personally I would do a bit of both. As a GM it can be easy to think that harder combat = more exciting for the players, but this is not always the case. Sometimes, having a few easy encounters will give the players a sense of accomplishment.
For example, when the players cleared cragmaw hideout, they probably found that difficult. If you throw a similar combat at them at level 4 or 5, they will just blow through it. Some players may not find that interesting but others will look back and say "wow look at how much stronger we are".
When the combats are all difficult, it can be hard for the party to see that they have made any progress.
I have done this in the past, not with the LMoP, but with other adventures. The main goal here is to compensate for the extra power you have given them. Try to analyze how hard the encounter should have been. If you are new, you could try running the combat alone (using the PC character sheets) at the intended level. Then tweak the combat, put the characters at their current level and try again.
This might seem like a lot of work, but when I was first starting as a DM I found it very useful. CR is a guideline at best. The best way to tell if an encounter is too strong to too weak (as a beginner DM) is to play it out.
In conclusion, if you do nothing with the encounters as written, the party will just find the counters easier than the designer intended. I would recommend tweaking the encounters if you plan to have party go beyond level 5.
edited 18 hours ago
Sdjz
14.1k468114
14.1k468114
answered 19 hours ago
SaggingRufusSaggingRufus
2,55921833
2,55921833
2
$begingroup$
Nice answer, plus a really valuable tip for me as beginner DM. Thanks a lot.
$endgroup$
– Zoma
17 hours ago
add a comment |
2
$begingroup$
Nice answer, plus a really valuable tip for me as beginner DM. Thanks a lot.
$endgroup$
– Zoma
17 hours ago
2
2
$begingroup$
Nice answer, plus a really valuable tip for me as beginner DM. Thanks a lot.
$endgroup$
– Zoma
17 hours ago
$begingroup$
Nice answer, plus a really valuable tip for me as beginner DM. Thanks a lot.
$endgroup$
– Zoma
17 hours ago
add a comment |
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$begingroup$
The question you linked has just a single answer recommending using milestone/story-based-leveling --- doesn't that solve this same issue?
$endgroup$
– kviiri
19 hours ago
1
$begingroup$
@kviiri It solves the other question, but even if I adopt milestones, I'm pretty curious about what could involve having PCs higher than level 5.
$endgroup$
– Zoma
19 hours ago
$begingroup$
Are you aware of how long it takes to go from level 5 to level 6 during play? Have you experienced that progression at the table as a player?
$endgroup$
– KorvinStarmast
17 hours ago
$begingroup$
@KorvinStarmast not at all, It will be my first DnD game, and first time DM/GM. I initially added new-gm tag, but I guess it wasn't relevant enought fo the question so it got removed. Even if it can take a long time, in the linked question I explain that with more encounters PCs may get a lot of EXP from "farm", so it could realistically happen (putting aside the answers to the linked question which are supposed to solve this problem).
$endgroup$
– Zoma
17 hours ago
1
$begingroup$
OK, just checking; given the significant XP increase between 5 and 6 (6500 to 14000) I am not convinced that you have a problem here as the PC's will be near the end of adventure at 5 ... but I'll let the answers address that.
$endgroup$
– KorvinStarmast
17 hours ago