D&D (2024) Wrapping up first 2-20 2024 campaign this week, some of my thoughts

For everyone saying "that's too many magic items", consider the 2024 magic items by level guidelines. By 18th level, the party can be expected – according to those guidelines from 2024 DMG – to have accumulated (not created) the following between them all during the campaign...
  • 19 Common items
  • 29 Uncommon items
  • 23 Rare items
  • 19 Very Rare items
  • 11 Legendary items
If split evenly between 4 PCs, Edit: 5 PCs (sorry, misread OP) it works out to something like this per PC...
  • 3-4 Common items
  • 5-6 Uncommon items
  • 4-5 Rare items
  • 4 Very Rare items
  • 2 Legendary items
@ECMO3 's you said your PC had the following:
  • unknown rarity (1): Foresight Shortsword
  • Uncommon Items (1): Cloak of Protection
  • Rare items (2): Rod of the Pactkeeper +2, Vicious Dagger
  • Very Rare items (2): Efreeti Bottle, Shield +3
  • Legendary Items (1): Rod of Lordly Might
  • ?? Potions & Scrolls
So you'd need something like Edit: 11-13 potions & scrolls to be hitting those 2024 DMG guidelines for "the number of magic items a D&D party typically gains during a campaign."

Based on what I know, that seems like you were maybe about par for the course with 2024 guidelines?

Yes, that's already been hashed out (although you are certainly excused for not having read all 40 pages!)

I would point you also to the sidebar (which has been posted in this thread a few times now) on the same page (DMG p218) as this "recommendation":

Are Magic Items Necessary?

The D&D game assumes that magic items appear sporadically and that they are a boon unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item makes a character more powerful or versatile than a generic character of the same level. As DM, you never have to worry about awarding magic items just so the characters can keep up with the campaign's threats. Magic items are truly prizes—desirable but not necessary.


So... yeah... conflicting advice in the DMG and the biggest space is given to the 100 magic items guidance so naturally many think that must be the default... when 0 is apparently the true baseline when designing challenges.
 

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If a lot of those items aren't consumables, than those are some crazy numbers, lol. Almost 3 legendaries per character by 20th level?
I guess its a question of what does it mean to be 20th level? are you just some guy in a large justice league scenario where there are dozens or hundreds of people of that power on your world.....or are you one of the few elite members who dwarf the powers of those around you?

If its the former, I agree seems a bit much. If its the latter....I mean if that guy can't get some legendary items than who can?
 

Yes, that's already been hashed out (although you are certainly excused for not having read all 40 pages!)

I would point you also to the sidebar (which has been posted in this thread a few times now) on the same page (DMG p218) as this "recommendation":

Are Magic Items Necessary?

The D&D game assumes that magic items appear sporadically and that they are a boon unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item makes a character more powerful or versatile than a generic character of the same level. As DM, you never have to worry about awarding magic items just so the characters can keep up with the campaign's threats. Magic items are truly prizes—desirable but not necessary.


So... yeah... conflicting advice in the DMG and the biggest space is given to the 100 magic items guidance so naturally many think that must be the default... when 0 is apparently the true baseline when designing challenges.
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Even with a vicious weapon and all attacks hitting 100 hp of damage seems high for a valor bard. 1d8+2d6+5 per attack. Then 1d8+3d6+2d6+5 per true strike. That totals to 70.5 for 2 true strikes and an attack. Rolling extremely high could hit 100 damage but is extremely unlikely. Is there something else other than the vicious weapon really boosting the bards damage? I mean even the combat inspiration ability is at most adding 3d12 = +19.5. What am I missing?

I took a guess. It is a Longsword wielded in 2 hands - 2 attacks, plus Truestrike. So it is like 3d10 sword + 6d6 vicious + 3d6 truestrike + 15. Probably.

Fighter is only doing an average of 19 per attack with a vicious maul.

Fighter has Greeat Weapon Master, and is attuned to both a Hammer of Thunderbolts and a Belt of Giant Strength, giving him an extemely high strength, I am guessing its around 28.

He also usually rolls with advantage due to topple, which enemies usually fail and crits on an 18.

If you add in his crit range with advantage, a +6 for GWM strength it is over 30 per hit. On average he usually doing about 200 damage if he action surges. This I do know. The last fight had a lot going on and it is possible some of those guys took damage from AOEs. The other 3 fights I am pretty confident about.

THL is great now. But it didn't have much of a huge effect on this encounter. Enemies died too fast, and seemingly faster than they should have.

It is action economy.

In the first fight Tasha's Hideous Laughter made it so 3 enemies, all who got a turn, had a total of 1 action ... and it would have been 0 actions if the third enemy was visible when I cast the spell.

In the boss fight, the boss got 2 turns and 2 actions. The other 3 non-minions got around 10 turns between them in 4 rounds but they only got to take 3 actions in those 10 turns. So lets say Tasha's hideeous laghter took away around 6 turns from the enemy, and whatever the Bard cast took away 1 turn.

This is in addition to making them prone so the Fighter (and the rest of us) attacked with advantage.

THL is also much better at high level when your DC is near impossible for someone without proficiency and even more so when they are rolling with disadvantage.

Given the performance of THL in this adventure, I would argue if upcast at 5th level, it is substantially better than Hold Monster.

That's not how fear works. If they have no where further to run they don't lose their action even if they can see the caster.

They take the Dash action every turn, so they can not take other actions. This is how it was in 3E as well. It is not like turn undead where they can take another action if they can't move any further.

Sorry if I was not clear on that.
 
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@ECMO3 thanks for sharing the details of the last session's combats

Did 2024 change the rules on Invisibility to not only grant advantage on attacks while a PC is invisible but also to grant disadvantage on any saving throws against spells cast by an invisible PC? (Answered by @Oofta below)

Also, hoping you could answer my questions about rests
To be more concise with those questions:
How often did your party get a long rest?
Was a long rest granted at the end of most/all sessions?
Was a long rest granted when you leveled up?

In the begining of the campaign it varied. At the end of the campaign we only long rested between Dungeons/Strongholds which happened during downtime.

We only leveled up between dungeons, and not every one. This is a milestone game so the level up happened after completing a certain dungeon.
 

Good points, one comment...

I would also note that "If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature."

That is why I used the misty step, so that it would be impossible to lose line of sight to me.

Which is why I was asking if the ones that were frightened didn't have a chance to come back. Either they're not going to be able to move or they're going to be out of line of sight.

They are not able to move once they ran to the other end of the room.
 

Trickster rogue level 9 ability "Magical Ambush". It hasn't changed from 2014.

It changed from being hidden to being invisible, which is a significant change because even if you were unseen or invisible to be "hidden" in 5E you generally had to take the hide action to not be heard.
 


It changed from being hidden to being invisible, which is a significant change because even if you were unseen or invisible to be "hidden" in 5E you generally had to take the hide action to not be heard.

I've never seen taking an action to not be heard in real life or online so I'm not sure where that's coming from. Depending on environment and whether the DM believes there is a chance to hide a rogue can hide every round as a bonus action.
 

That fighter's numbers don't seem out of line. We did a one-shot with our characters at level 20, and my monk, with +3 wraps and eldritch claw tattoo activated was averaging over 100 damage per round, every round: 5 attacks, +17 to hit, damage/hit: +7(dex) +3 (wraps) +1(tattoo) + 1d6(tattoo)+1d12(unarmed strike). And that's not exceptionally well geared or buffed - when our cleric put a holy weapon spell on the monk her damage was gross.
 

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