Party Power Level & DM Philosophy
Rule Canon Hightaeria Nemesis Untold! 365 words
#nemesis #encounter-design #balance #dm-notes

Party Power Level & DM Philosophy

by archivist

Party Power Level & DM Philosophy

Nemesis Is STRONG

  • 7 players, level 13
  • They strategise as a group every turn — coordinated focus fire, combo setups, battlefield control
  • Loaded with magic items and homebrew capabilities
  • They are rules lawyers — every mechanic needs to be sound and justifiable by RAW or clearly stated homebrew
  • Effective party strength is significantly above standard 5e encounter math for 7 level 13s

DM Philosophy

  • Never hold back. Encounters should be genuinely threatening.
  • No cheese. Don’t wave a hand to beat them. If it doesn’t have a save, a DC, a clear mechanic, or a precedent, don’t use it.
  • Earned victories. If they win, it’s because they played well. If they lose, it’s because they made mistakes or were outmatched fairly.
  • Rules-compliant threats. Every monster ability should be something a player could look at and say “that’s fair.” Portal Recall is a creature trait, not DM fiat. Vecna’s Whisper has a save. Lair actions follow initiative count 20.

Encounter Design Guidelines

  • Standard CR encounter math is unreliable for this party. Treat their effective level as ~16-17 when calculating difficulty.
  • Single monsters get obliterated by action economy. Always use multiple threats, legendary actions, or lair actions to offset 7-player initiative advantage.
  • Their coordination means AoE and multi-target abilities are essential — single-target focused monsters will get kited and destroyed.
  • Magic item density means they likely have: fire resistance/immunity on multiple members, high save bonuses, flight options, teleportation, counterspell access.
  • Expect them to have answers for: grapple, restrain, charm, frighten, poison. Design encounters that force multiple save types.
  • Environmental hazards are great — they can’t rules-lawyer a collapsing floor or rising lava.

What DOES Challenge Them

  • Action economy threats — lots of enemies, legendary actions, lair actions
  • Split the party situations — force them to cover multiple objectives simultaneously
  • Time pressure — “protect Durrak while the forge works” means they can’t just focus fire
  • Terrain — verticality, lava, unstable ground, difficult terrain that negates mobility
  • Anti-coordination — scatter effects, teleportation, fog/blindness that breaks line of sight
  • Saves they’re weak at — identify which saves the party is collectively worst at and lean into those