#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