shilsen
Adventurer
In this thread I’d started polling ENWorld members to see how the PCs in my Eberron campaign (see sig) compared power-wise with those being played in theirs, Doug McCrae asked for examples of the tactics I’ve used as a DM to challenge them. I thought it would be worthwhile to start a thread for other DMs to post their particular tactics.
I’m especially interested in methods whereby much lower CR/EL enemies can challenge stronger PCs. After all, it takes no real effort to challenge PCs with equally tough or stronger enemies, and personally, as a DM, I find those encounters less interesting, since it takes no skill on my part. But trying to challenge PCs with enemies whom they should theoretically roll over with no real effort is what gets my creative juices flowing. Giving four 8th level PCs the heebie-jeebies with an EL 11 encounter is easy. But having them taking on an EL 8 encounter, made up of enemies with lower than recommended equipment, who fight the PCs to a standstill, takes some doing.
Here are some things that work well for me:
* Using classed and advanced creatures – Many creatures in the MM benefit hugely from a couple of class levels, since they provide a combination of special abilities, elite stat array, and better equipment. Often, a CR 3 monster with two class levels will be a lot scarier than a standard CR 5 monster (a well-designed Ogre Bbn2, for example). The same tends to be true for creatures advanced by hit dice. This especially applies for monsters with offensive special abilities, which can often shoot through the roof with a few hit dice. And the above is even though I never use the non-associated class levels rule, which tends to produce creatures that are way tougher than their purported CR. An invaluable feat for improving the effectiveness of many creatures, but especially advanced (and sometimes classed) ones is Ability Focus, often being enough to move the DC of a particular ability from negligible to risky for the PCs to face.
* Teamwork – Many, if not most, PC groups have a habit of fighting as individuals, albeit powerful ones. The PCs in my game definitely do so, and have often run into trouble in fights where they were individually much more powerful than the enemies, simply because the NPCs fought as a team. Something as basic as flanking and aiding another gives an ally a +4 to hit. Focusing fire on a single PC, readying actions to disrupt PC actions, weakening PCs for their allies (see below), etc. are all things that NPCs can do. Picking feats and abilities that aid in teamwork, like Awesome Blow (MM), Vexing Flanker (PHB2), Swarmfighting (CW), Song of the Heart (ECS), etc. can make a big difference. I personally prefer to have plausible reasons for why NPCs use (or don't) teamwork, so I’ll often give NPCs a leader who’s smarter than the rank and file and will make them function as a team. Efficient teamwork also usually needs some variation. Six barbarians who can do a lot of damage with Power Attack can be a threat. Four barbarians with two fighters focused on tripping and disarming enemies to set them up for the barbarians is better. Two barbarians, two tripper/disarmers, one bard to inspire them, and a wizard to weaken enemies and strengthen his allies, is much better.
* Weaken first, kill later – Something that I have always maintained about combat in 3/3.5e is that going at an enemy through his hit pts is usually the least effective way to go about things. The big advantage that spellcasters have over warrior-types is that spellcasters have far more options for ignoring the hit pts of their enemies, but even warrior-types have some such options, what with sundering, disarming, tripping, grappling, etc. This issue is even truer for weaker NPCs going up against PCs. A 3rd lvl fighter might have a low chance of hitting and/or effectively damaging a buffed 8th level PC, but his chances of disarming (esp. with the right feats) or grappling the higher level enemy are much better. Similarly, while a low-level spellcaster might be unlikely to bring down a much higher level enemy with damage-dealing spells, ones that weaken the enemy, such as Ray of Enfeeblement, can still be very handy. You don’t even have to go as far as magic and special abilities to achieve this. A low level PC hurling a tanglefoot bag can be just as deadly, as long as he has allies to take advantage of the situation.
* Actions matter – One of the reasons that single powerful BBEGs don’t work that well against PC groups is because the BBEG is only taking one round of actions (however powerful they may be) to one for each PC. Reversing the situation is one way to significantly test the PCs. Multiple weaker enemies can often be much more difficult than a lesser number of stronger ones. Of course, for any given EL, there’s a particular point where the NPCs actually get weaker rather than stronger if you increase the number and decrease their level. For example, twelve CR 3 creatures and six CR 5 creatures are both theoretically EL 10 encounters, but while the CR 5 creatures may survive a 10d6 fireball, the CR 3 ones almost certainly will not.
* Use your equipment – Most enemies that are significantly lower level than the PCs can’t afford powerful permanent items. But useful single-use items are another matter. Consider the recommended wealth for a 3rd lvl NPC. 2700 gp can buy few permanent magic items. But it can get an NPC barbarian a chain shirt, a masterwork weapon, maybe a Cloak of Resistance +1, and a bunch of potions. With a Bull’s Strength, Bear’s Endurance and Enlarge Person potion, the NPC is much stronger than with a single permanent item. Slightly higher level NPCs can afford useful single-use items like a few magical arrows (a single +1 Bane or +1 Flame arrow is only 167 gp), a Javelin of Lightning, a Bead of Force, etc. Such items and their use can make a big difference to a weaker group of NPCs against stronger and better-equipped PCs.
A few other things come to mind and I'm forgetting some things, I'm sure, but I need to turn in now.
So, what are your methods for giving PCs a hard time with weaker NPCs and encounters that they should easily win? And even if you're not a DM, please feel free to post anything that you can think of from the tactics your DM uses.
I’m especially interested in methods whereby much lower CR/EL enemies can challenge stronger PCs. After all, it takes no real effort to challenge PCs with equally tough or stronger enemies, and personally, as a DM, I find those encounters less interesting, since it takes no skill on my part. But trying to challenge PCs with enemies whom they should theoretically roll over with no real effort is what gets my creative juices flowing. Giving four 8th level PCs the heebie-jeebies with an EL 11 encounter is easy. But having them taking on an EL 8 encounter, made up of enemies with lower than recommended equipment, who fight the PCs to a standstill, takes some doing.
Here are some things that work well for me:
* Using classed and advanced creatures – Many creatures in the MM benefit hugely from a couple of class levels, since they provide a combination of special abilities, elite stat array, and better equipment. Often, a CR 3 monster with two class levels will be a lot scarier than a standard CR 5 monster (a well-designed Ogre Bbn2, for example). The same tends to be true for creatures advanced by hit dice. This especially applies for monsters with offensive special abilities, which can often shoot through the roof with a few hit dice. And the above is even though I never use the non-associated class levels rule, which tends to produce creatures that are way tougher than their purported CR. An invaluable feat for improving the effectiveness of many creatures, but especially advanced (and sometimes classed) ones is Ability Focus, often being enough to move the DC of a particular ability from negligible to risky for the PCs to face.
* Teamwork – Many, if not most, PC groups have a habit of fighting as individuals, albeit powerful ones. The PCs in my game definitely do so, and have often run into trouble in fights where they were individually much more powerful than the enemies, simply because the NPCs fought as a team. Something as basic as flanking and aiding another gives an ally a +4 to hit. Focusing fire on a single PC, readying actions to disrupt PC actions, weakening PCs for their allies (see below), etc. are all things that NPCs can do. Picking feats and abilities that aid in teamwork, like Awesome Blow (MM), Vexing Flanker (PHB2), Swarmfighting (CW), Song of the Heart (ECS), etc. can make a big difference. I personally prefer to have plausible reasons for why NPCs use (or don't) teamwork, so I’ll often give NPCs a leader who’s smarter than the rank and file and will make them function as a team. Efficient teamwork also usually needs some variation. Six barbarians who can do a lot of damage with Power Attack can be a threat. Four barbarians with two fighters focused on tripping and disarming enemies to set them up for the barbarians is better. Two barbarians, two tripper/disarmers, one bard to inspire them, and a wizard to weaken enemies and strengthen his allies, is much better.
* Weaken first, kill later – Something that I have always maintained about combat in 3/3.5e is that going at an enemy through his hit pts is usually the least effective way to go about things. The big advantage that spellcasters have over warrior-types is that spellcasters have far more options for ignoring the hit pts of their enemies, but even warrior-types have some such options, what with sundering, disarming, tripping, grappling, etc. This issue is even truer for weaker NPCs going up against PCs. A 3rd lvl fighter might have a low chance of hitting and/or effectively damaging a buffed 8th level PC, but his chances of disarming (esp. with the right feats) or grappling the higher level enemy are much better. Similarly, while a low-level spellcaster might be unlikely to bring down a much higher level enemy with damage-dealing spells, ones that weaken the enemy, such as Ray of Enfeeblement, can still be very handy. You don’t even have to go as far as magic and special abilities to achieve this. A low level PC hurling a tanglefoot bag can be just as deadly, as long as he has allies to take advantage of the situation.
* Actions matter – One of the reasons that single powerful BBEGs don’t work that well against PC groups is because the BBEG is only taking one round of actions (however powerful they may be) to one for each PC. Reversing the situation is one way to significantly test the PCs. Multiple weaker enemies can often be much more difficult than a lesser number of stronger ones. Of course, for any given EL, there’s a particular point where the NPCs actually get weaker rather than stronger if you increase the number and decrease their level. For example, twelve CR 3 creatures and six CR 5 creatures are both theoretically EL 10 encounters, but while the CR 5 creatures may survive a 10d6 fireball, the CR 3 ones almost certainly will not.
* Use your equipment – Most enemies that are significantly lower level than the PCs can’t afford powerful permanent items. But useful single-use items are another matter. Consider the recommended wealth for a 3rd lvl NPC. 2700 gp can buy few permanent magic items. But it can get an NPC barbarian a chain shirt, a masterwork weapon, maybe a Cloak of Resistance +1, and a bunch of potions. With a Bull’s Strength, Bear’s Endurance and Enlarge Person potion, the NPC is much stronger than with a single permanent item. Slightly higher level NPCs can afford useful single-use items like a few magical arrows (a single +1 Bane or +1 Flame arrow is only 167 gp), a Javelin of Lightning, a Bead of Force, etc. Such items and their use can make a big difference to a weaker group of NPCs against stronger and better-equipped PCs.
A few other things come to mind and I'm forgetting some things, I'm sure, but I need to turn in now.
So, what are your methods for giving PCs a hard time with weaker NPCs and encounters that they should easily win? And even if you're not a DM, please feel free to post anything that you can think of from the tactics your DM uses.