Several of the infusions apply to existing weapons or armor. Replicate Magic Item is the only one that can be selected more than once, so expect to skip some other infusion options to get Replicate Magic multiple times. You get total of just 6 infused items by 20th level, and you’ll know 12 Infusions, which means you’ll have plenty of options to consider on any single day. If you use this method, you may need to increase the difficulty slowly until you get to the level of challenge you want.The Artificer’s ability to create semi-permanent magic items gives you a ton of options. This is especially pronounced at lower levels where a single hit can be enough to put someone on the floor. Fights become much more dangerous as an encounter can quickly snowball from challenging to deadly if one or two of the PCs are dropped. There are some downsides to this approach, however. You can probably make the Adjusted Difficulty Rating of an encounter up to double or maybe even triple (for very experienced parties) the XP* rating of a Deadly encounter, and the fight will be more challenging and risky, but not impossible for a prepared party. I have started using Gritty Realism in my games and I've found that it makes designing adventures substantially easier, and stops the party attempting to rest at every opportunity. There are a couple of ways of doing this - you could have encounters happen closer together without any chance for a break between each (maybe putting the characters on a timer, or make it dangerous to rest), or use the 'Gritty Realism' rest model as described in the DMG (page 267) which makes rests take longer. How do you fix this? You have two choices. Thanks for any tips and experience you can share here. What would, for example, a 9th level fighter's CR and XP be? In terms of balance and challenges, if you have 4 6th-level party members, would 4 6th-level NPCs be a considered a hard challenge? I would appreciate anything you can share about both your read of the DMG on the and *your* personal approach. The DMG's Creating a Monster section (DMG 273) is not so helpful to me when, say, I create a an evil cleric basically using the PHB class-creation rule to build. Also, I want to make for some very challenging, climatic battles without making it almost impossible for the party to beat. I'm getting to the point where they are facing more more complex antagonists, where I can't easily look at the Monster Manual and the DMG tables and come up with the appropriate CR and XP. My players characters are now into the 2nd tier of play (most around 6th level) and I create my own adventures in my own world. I'm new to 5th edition and have not role-played for a long time until I bought 5e and started a campaign.
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