| Post/Author/DateTime | Post |
|---|---|
| durwain02-09-07, 04:39 PM | Ok guys here is a tough one for u guys. We have been playin together for many years and we always seem to have made fairly balenced campains. but for the first time i am havin problems we have one npc cleric (they wanted to try other classes but party is big enough to require a cleric) one knight one fighter one warlock one sorceror and one warmage. im sure now u guys see my problem i dont want to force ppl to change thier charicters but it is very hard to plan a chalenging encounter with out makin it to much with only two ftr types but if i put to few the casters will kill them without breakin a sweat between just the 12 fireballs they will have a day will take n e helpfull advice. |
| Xandria02-09-07, 04:47 PM | ...Have some high level mages and what not. Perhaps a school of warmages, and a group of wizards. Counter fire with fire. |
| Mnky02-09-07, 04:50 PM | Something with moderate spell resistance, so only about half of spells work? |
| Cyanide30002-09-07, 04:51 PM | Well, if most of your offensive power is comming from casters, the way to challenge them would be to use monsters that have spell resistance. Also, consider using a few stronger monsters rather than lots of lower CRs. A fireball isn't as good against just 1 monster as it is against several of them clumpped together, especially if that one monster suddenly leaps out and charges right up to your fighers. On top of that, a few stronger monsters can't completely surround your 2 fighters and make it impossible for them to escape if things get too tough. |
| Xandria02-09-07, 04:53 PM | You could also use some of the anti-magic traps detailed in the trap thread. Some of them would be challenging for the casters. |
| durwain02-09-07, 04:54 PM | thr only problem with spell resistance is that many of the warmage spells dont have spell resistance |
| durwain02-09-07, 04:55 PM | thank you xandria i did not think of that one |
| Xandria02-09-07, 04:59 PM | :D Yeah, I played a wu-jen and an anti-magic field messed me up in my first campaign. Even if a warmage cast a fire spell wouldn't the fire resistance cover that. |
| taradusis02-09-07, 05:37 PM | A few trapped chests or things that need disarming could encourage the pcs to take a rogue? |
| Guyver02702-09-07, 05:37 PM | don't you think it's time we....ooops! I ment your party meets some thing like some beholders or something? Plan out an ecounter with some abberations... you need to look into Lords of Madness.... even a kython encounter.... If you have a creature that can move in a spell caster fast enough to threaten him you can tie him up a few rounds maybe force him into defensive state... No time for Orb of acid when something with a ten foot reach is standing infront of you... or flying... or burrowing.... you get it... |
| Cyanide30002-09-07, 05:45 PM | You could also have them stumble into a dead magic zone, or a wild magic zone. Also, there are certain creatures that are particularlly nasty against casters, like Arcane Oozes from MM3 and the Balhannoth from MM4. |
| Mogofeiden02-09-07, 05:58 PM | You can do all of the above and, heck, also add a couple of evasion types... However, it's more interesting if you add a couple of archers (ranged types) ready vs spellcasting, I recommend ninjas with improved initiative. What happens then is that for the blasters to get a spell in, the fighters must get to those archers first and so everyone in the party gets a chance to contribute to the encounter. Warmages don't do defense but, oh boy, can they do ofense. I know, I DM for one. |
| Arrowhen02-09-07, 09:14 PM | Get them to waste some of those 12 fireballs with hit-and-run tactics, illusion spells, etc. Raid their camp in the middle of the night to interrupt their rest. Try to avoid the standard four encounters per day; give them one tough encounter one day and six easy ones the next, so the casters never know whether to blow all their spells on this fight or save some for later. |
| RK)1302-10-07, 02:24 AM | use a Golem |