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I suggested Player Made Battle Generator to them but they didnt wanna take it. By now they could have tons of good battles in the game. They could use those battles for future games too.
What ends up happening is that the best builds are the one's that delete enemies before they get a turn. It was already kinda that way anyway, but the stat bloat just pushes you in that direction even harder.
This is something i really like about BG2: Enhanced Edition.
On the game insanity level (hardest) enemies do double damage, spawn in more quantity and with better ranks (a giant spider can become a phase spider), a 3 hobgoblin fights can include a ogre, and so on.
But there’s an option to remove mechanical changes from the difficulty level (in this case double damage), preserving the storywise difficult increase (numbers and power of enemies).
And so on. Replace the spectator with a real beholder (ok, that might actually be going too far)...throw in a real, young adult dragon somewhere (I'm still pissed there's no proper dragon encounter in a Dungeons & DRAGONS game...)
Give the new monsters their proper abilities (undead with life drain are a real pain in the ass) and let them slaughter the players.
After that, dial back the power creep. Take away all the stupid, broken mechanics that aren't 5e D&D RAW. Remove most of the consumables, junk magic items, and food.
Make the player fight for every scrap.
That's how you increase difficulty, not by breaking the rules.
I second that.
I just usually default to the harder mode, not usually the hardest mode, because I'll run a good comp and try to play it well and want a consistent challenge, but I'm not willing to go as far to run only the most meta comps and/or cheese encounters through various means. I just think the bonus rolls for enemies is too much for tactician mode on top of every thing else. The worst part is you can't even remove just this part if you play a custom difficulty.