| Post/Author/DateTime | Post |
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| #1shijinkoFeb 13, 2011 11:51:37 | I recently started a paragon campaign and my players are raping everything i thrown at them (c'mon they kill a solo of their lvl in 2 rounds) i have already put aleast 4 "hard" encounters and those doesn't even last 6-7 rounds. So i requesting encounter templates or some tips becuase my last 7 encounters are starting to boring my players. Here is what they are: Halfling Sorc/Bard Hybrid, Voice of Thunder Human Stone Fist Monk, Unseen Hand Human Fighter Brawler, Bloodknight Razorclaw Shifter Hunter, Peerless Hunter Human Two-Blade Ranger, Blade Dancer right now they are lvl 12 and started with the normal equipment (Level 12,11,10 Magic items plus 5k gold) |
| #2Reg06Feb 14, 2011 12:16:34 | First of all, solos are generally weak. If the party has a little bit of control they can lock down a single creature and turn it into paste, if the solo isn't the meanest sonuvagun this side of Sam Jackson. However, this party is pretty controller light. Damage heavy though. So it is very good at focus fire, but I imagine hordes would be harder to deal with (although it is definitely capable of handling groups of enemies). Here's two sample encounters, based on creatures I've had success with (or gotten my butt kiced by) Feydark Slavers - 1 Spriggan Witherer Stormeye ; Have this guy dance around the middle of the enemy ranks, drawing just a bit of fire. You want him to get bloodied quickly so he can use Blood for the Earth. - 2 Spriggan Giantsoul Crushers; These are great because they are sneaky defenders, and they get an extra turn after death. They have a poor to-hit for this level, so if the PCs have really good AC swap these out or level them up. - 1 Spriggan Thorn; Level them up to 12, and update the damage for the new levels. - 1 Fomorian Slavedriver; This guy wants to wade into the middle of combat, and lay about with his flail at 2 PCs at a time. The immediate action power will be beautiful with the fighter. Use the Evil Eye on the Witherer, since it will be the most accurate ally. Total XP; 4300. If you want more of a challenge (and you probably do), add in another Spriggan (I recommend a second Thorn). This fight will have good damage, some light control (mostly through extra damage), and will have surprisingly tough critters (they hand out temps, don't die right away, and/or are brutes). Dragon Wranglers - 2 Orc Beastmasters; Level them up to 12, and increase the damage from CA to 2d6. Consider giving them a theme that adds some sort of control feature, or something that reduces the PCs' ability to control them. - 2 Lion Drakes; the Beastmasters are mounted on these. Mediocre damage, but mobile and they have a sweet control feature. - 2 Cockroach Swarms; Reflavor as tiny drake swarms. Have them come in from seperate parts of the battlefield, so the controllers can't focus fire. Total XP; 4800. If you want more, add some leveled up wolves or hounds for the prone when flanking ability. Most importantly when writing an encounter, make sure the damage values are at least up to date with the new values. |
| #3shijinkoFeb 18, 2011 1:03:44 |
Unfortunally my PCs managed to get a surprise round and kill them all before they could even act in round 1. Are my PCs really that OP or they are just having luck, anyway they are lvl 14 right now (almost 15) if you got more encounter samples i'll appreciate it. |
| #4Reg06Feb 18, 2011 4:06:49 | Since you should only get 1 action during a surprise round, it is pretty impressive that they managed to a) all sneak up on the monsters, b) all go before the monsters, and c) alpha strike the monsters. I find it especially impressive because several of those monsters have the ability to stay up for a round after they die. The encounters I supplied were roughly at level, so if the PCs are all optimized, and work well together, at level challenges will be too easy. Consider ramping it up to a minimum of level +2. I've done as a standard rule, and had multiple DMs do it, and it works out just fine (in one campaign, where we are now 3rd level, the encounters have been a minimum of 3rd level fights since 1st level). |
| #5shijinkoFeb 18, 2011 9:41:53 | Since you should only get 1 action during a surprise round, it is pretty impressive that they managed to a) all sneak up on the monsters, b) all go before the monsters, and c) alpha strike the monsters. Ya i was thinking in doing that (i was already using encounter for 6 PCs instead of 5 PCs) and see how they react. All of my PCs are Dex-Based (or aleast Dex as secondary ability score) but in fact they are kinda OP becuase i let them use the point-buy system with 32 points(instead of the normal 22 points). |
| #6Reg06Feb 18, 2011 10:38:29 | 32 point buy? You should have led with that. That's huge. So build encounters 3 levels higher than the PCs, as a standard rule. And give every one of them a theme, if only for the extra power. |
| #7therion666Feb 19, 2011 5:55:41 | If your groups builds are so effective then I'd look to make your Monsters, enemy NPC's much more robust or have a recovery option ( They recover 50 to 100 Hp's when they make a immediate reaction Shout or Howl for example, they could also get a defences boost with this reaction for one round). Also give yourself the option of spicing up a solo encounter with some minions. These could either be a spell or creatures resident in the location ( holes in the floor are spawning points). This is especially important when theres a controller in the group for Area Attacs. Give your solo's Action Points on occasion and possible options to shrug off effects like Daze, Stun( I wouldn't overuse the last option though or it can be annoying for players and diminish certain powers. Just a few suggestions. Hope they help. |
| #8calmFeb 21, 2011 13:03:03 | Try an occasional encounter where some terrain hazard does auto damage to them at the end of the round. The monsters aren't harmed (flying, immune, etc.). So while fighting, the party has to try to find a way out of the terrain. Use brute for extra hp or soldiers for high ac. Have the terrain do 20% of their hp in damage each round. |
| #9shijinkoFeb 24, 2011 22:59:47 | About the suggestions i don't wanna do that kind of stuff since our last DM was ass (70% of his creatures were almost inmune to dazed or stun). About terrain hazards i already tried that but encounters doesn't last long enough to do enough damage. I started Assault on Nightwyrm Fortress campaign (who is supposed to be a lvl 17-20 campaign) at lvl 14, they are almost halfway of the campaign without too much problems (3 PCs managed to win a lvl 21 encounter for 5 PCs at lvl 15). Right now they are lvl 17-18 and from what i see the last encounter is not gonna be a problem for them, so any suggestions on how i can make (aleast) the last encounter really hard? Here's the last encounter Encounter Level 22 (21,200 XP) Urishtar, shadow dragon (Level 20 Solo Lurker) 3 draconic wraith souleaters (Level 19 Skirmisher) |
| #10calmMar 01, 2011 19:26:11 | Pick a couple of opponents that will be specifically effective (deadly or resistant to) one or two of the characters. The group's reputation has preceded them. Focus those opponents, or even the entire group, on taking down one PC (the main healer is a good choice). Use a few elites to get that action point. Have them hit the PC/healer hard, then hit him/her again with that action point. If you can drop the healer to negative in round 1, or even close to negative, you'll put some fear into them. Losing a party member really throws off combos and tactics. People use actions trying to save party members. Also, allow your enemies to use good tactics and be smart and evil. Find attacks that render an opponent helpless. Have other enemies that delay or ready for that, and then drop a coup de grace on the helpless character. Put fights on superior terrain for the enemies. If you really want to up the ante, stick the fight on high terrain with enemies that can push and slide. Have them knock the characters off the high place. They won't save every time. Add an extra 8d10 falling damage to an attack and suddenly things get dicey. And most importantly, don't separate your encounters out so the group always gets to use their full set of powers in the fight. Hit them with a moderate fight to suck a few surges. After a short rest, hit them with a hard fight to get some dailies. Then hit them with your knockout fight. If they try to take an extended rest, have the hard fight come to them while they are resting. Smart enemies won't allow them to recover. Don't do this every time, but maybe when they face a particularly intelligent group or leader of the enemies. But all this needs to have the caveat. You're out to challenge them, not slaughter them. It's ok if some encounters are easy. Unless of course they are all having fun with the current encounters and aren't bored with the ease of them. And if all this fails. Teach them fear. Drop a level 24 solo with 2-3 level 21 servants and about 16 level 20 minion brutes on them. Bring the minions in waves of 3-4. Have the solo go last and focus on the PC closest to 0 hp. Make sure it's a new solo that either goes multiple times in a round, or that can shrug off stuns and dazes. ![]() |