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last encounter was totally one-sided
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<blockquote data-quote="Caliburn101" data-source="post: 6950665" data-attributes="member: 6802178"><p>You are not stuck with the generic 'one size badly fits all' spells chosen for the NPCs.</p><p></p><p>You NPC group essentially came loaded for bear and got a herd of mammoths in the face...</p><p></p><p>... give the NPCs Forcecage and other lockdown and battlefield control spells and THEN see how such a fight goes!</p><p></p><p>You don't even need to change the stats - just add a few magic items appropriately compared to the number and power of those your group have.</p><p></p><p>I once took a 13th level Monk down with a group of six apprentice Wizards with Wands of Magic Missiles...</p><p></p><p>It's great for your players to have a storming win like this, but sometimes their opponents should make them feel the pain, or what is the point of adventuring?</p><p></p><p>There needs to be a challenge. Have an NPC study the groups tactics over a time period and then report back to some evil dudes who then prepare appropriately. When the group get out the tried and tested 'IWIN' button, you can lock down most of what they do and bring the pain - forcing them to improvise and make them feel vulnerable and actually IN DANGER!</p><p></p><p>It makes for a better game, especially at high levels where the CR system pretty much delivers autowins for the party unless you ignore it.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 6950665, member: 6802178"] You are not stuck with the generic 'one size badly fits all' spells chosen for the NPCs. You NPC group essentially came loaded for bear and got a herd of mammoths in the face... ... give the NPCs Forcecage and other lockdown and battlefield control spells and THEN see how such a fight goes! You don't even need to change the stats - just add a few magic items appropriately compared to the number and power of those your group have. I once took a 13th level Monk down with a group of six apprentice Wizards with Wands of Magic Missiles... It's great for your players to have a storming win like this, but sometimes their opponents should make them feel the pain, or what is the point of adventuring? There needs to be a challenge. Have an NPC study the groups tactics over a time period and then report back to some evil dudes who then prepare appropriately. When the group get out the tried and tested 'IWIN' button, you can lock down most of what they do and bring the pain - forcing them to improvise and make them feel vulnerable and actually IN DANGER! It makes for a better game, especially at high levels where the CR system pretty much delivers autowins for the party unless you ignore it. [/QUOTE]
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last encounter was totally one-sided
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