I know Upper_Krust says to add 1 to the party's level every five - and that the second daily at 5th makes a vast amount of difference.
ah - so, you were also supposed to add dailies to the bad guys after level 5?
I know Upper_Krust says to add 1 to the party's level every five - and that the second daily at 5th makes a vast amount of difference.
Was this based on old math or more on "feel"? Just going by feel of the increased options and synchronized PC abilities, I'd say an L+2 encounter at 11th level is a good baseline fight whereas an L encounter might feel easy.Not sure who did it on enworld, but they had encounter levels scaling up as the party went up in level. So, a Level+0 encounter at level 5 was like (for example) a Level+1 encounter at level 10, level+2 at level 15 and Level+3 at level 20. So, if you wanted the same challenge to level+0 at level 5, you'd have to throw a level+3 encounter at the party at level 20. It might have been even more dramatic than that. I think if I had that chart going into the campaign, it would have helped.
Yeah, because I threw them against an L+4 red dragon (which are usually soldiers) I changed it to a brute to keep its defenses a bit lower. While the dragon was hitting quite a bit, so were the PCs. It worked quite nicely.However, then you're either putting more monsters on the board and making the combat longer, or else putting higher level monsters out there that hit almost every time and/or are also hard to hit because of their high level compared to the PCs.
ah - so, you were also supposed to add dailies to the bad guys after level 5?
I think the only way to get a "quick and deadly" fight in 4e - which seems to be what you are alluding to wanting - would be to use a small number of lurkers with some situational advantage. Basically an assassin hit squad type of encounter.
One way to do that is to have all trolls regenerate at the end of the round, instead of on their turn. So at Init 0, all trolls get x HP unless they took fire/acid. Make PCs responsible for remembering which trolls took fire.Next fight we will have a lot of trolls on the board it seems. I'm OK with that but tracking HP of over a dozen monsters can get a bit burdensome, especially when they regenerate. We'll see how it goes.
I highly recommend this suggestion (lurkers being my favorite monster). Another option would be to create a new kind of monster - a Two-Hit minion. The Two-Hit minions however hit hard.I think the only way to get a "quick and deadly" fight in 4e - which seems to be what you are alluding to wanting - would be to use a small number of lurkers with some situational advantage. Basically an assassin hit squad type of encounter.
Yeah I was thinking the same thing, to handle regen at end of each round but still it is extra bookkeeping, especially with the party facing a pack of ~20 trolls.One way to do that is to have all trolls regenerate at the end of the round, instead of on their turn. So at Init 0, all trolls get x HP unless they took fire/acid. Make PCs responsible for remembering which trolls took fire.
I wasn't necessarily looking for quick and deadly. I was looking for more options than tossing my at-will power at the PCs round after round after round 2 or 3 of the combat and hoping to get my recharge power recharged every third round or so. Maybe I should have added an extra daily and/or encounter per tier to Solos and made the recharges easier, and then maybe added an extra encounter and made the recharges easier for elites?
However, I also didn't need 100+ options like my lich archmage that I had mentioned above in 3.5E (50-60 spells, plus feats, lich abilities, prestige class abilities, magic item bonuses, skill bonuses, synergies, etc)
Some sort of happy medium, I guess.
As for the players tracking fire-damaged trolls, I'm guessing we'll use little red stone tokens (I think originally used for Magic) as markers. Wish there was a less intensive way to track it, but that should do the trick.
I wasn't necessarily looking for quick and deadly. I was looking for more options than tossing my at-will power at the PCs round after round after round 2 or 3 of the combat and hoping to get my recharge power recharged every third round or so. Maybe I should have added an extra daily and/or encounter per tier to Solos and made the recharges easier, and then maybe added an extra encounter and made the recharges easier for elites?