Party Dynamic and WoBS 7 and up
I am currently running Module #9 and plan on waiting to see how crazy higher levels get before mapping out the final modules... not to mention at our rate of play... monthly 4 hour sessions tend to draw this game out
But I can give you some input from where I sit.
First: Party makeup
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23rd level:
- Devon: Invigorating Fighter build, carries the Torch
- Pepper: Melee Ranger
- Darious: Sorcerer
- Shaorin: Warlord
- Galen: Bard, Chosen of the Gods/Cleric multi-class
Occasion joins:
- Zippity: Cleric, healing focus. Drops in every couple of months
Rare Joins:
- Paladin and Warlord... hasn't shown for over 6 months
My PC when someone subs for me:
- Three Weeping Ravens, done as a Seeker weilding a Long Bow.
End result: 1 melee defender that can soak over 700 hit points with help from the three leaders and two strikers that can dish out a ton of damage.
Missing: Ranged and full on controller roles.
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Second, encounter philosophies
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I use the DMG encounter templates, and Asmor's additional templates.
Standard monsters usually at the same level or up to +2
Elites level -2 to same level
Solos level -4 to -2 and always have support
Soldiers are down two levels.
Generally 1 monster per PC, and then add two for entertainment factor
Note: I don't use XP budgets.
Adventure day:
An average 'day' has 6 encounters. The amount of healing my group puts out makes it hard to challenge them with less. In Module 8 I ended up running a 13 encounter 'day'. The group still had dailies and healing surges by the time they hit the final encounter.
Thank gods that no-one has taken that 'heroic endurance' that grants +1 bonus per milestone...
Skill challenges:
I use Stalker0's Obsideon with a 'lethal' modification {post in HR forum} that drains resources.
Encounter goals:
Bloody at least half of the PCs, endanger at least one going under 0 hit points, and make it fun!
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Third, monster scaling:
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I scale pretty much everything... and it has worked out pretty good for me so far.
You start with a Solo monster at level X.
Scale up 4 levels and turn it into an Elite
Scale up another 4 and turn it into a Standard
Scale up another 4 to turn it into a 'demi-minion' or two hit minion
Scale up another 4 levels to turn it into a minon or an elite platoon of 4 to 12 creatures
Scale up another 4 levels to turn it into an platoon of 8 to 24 creatures
Then finally another 8 levels to become a minon platoon.
In this way you can take a 1st level Dreadnaught Solo NPC and fight the same character type all the way through 30th.
In Module 9, the PCs are facing platoons of Master Ragesian Archers.. a 21st level Artillery mob. In the final module these same platoons will be minions that the epic PCs wade through like its nobodies business.
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Finally, an example combination {my players stay out!!!}
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There are two encounters in the module that are basically back to back. A group of skeleton scouts come over and the PCs easily handle them. Then a pair of mercenaries launch a sneak attack.
For my group, I am consolidating these two encounters into one and will have two Elites {Troll and Harpy} along with 3 or 4 Ragesian Skeleton demi-minions for each PC that makes the session. This makes the encounter very easy to scale if more players make it.
Both elites I have scaled up from the monster builder from high Paragon level Troll and Harpies. The Harpy is going to remain invisible and behind the skeletons, using her Song to captivate them while the Troll will launch an assualt from the other side on any controllery types that stay back from the melee.
I expect it to be really messy as the group really doesn't protect thier rear flank
I can post the three monster files if you want.. they are not on this computer..
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Also, check out recent threads by me that give the run-down of the final battle in Module #8