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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
(3.5) Problem player and campaign issues
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<blockquote data-quote="Magesmiley" data-source="post: 5328035" data-attributes="member: 26292"><p>One weakness of PCs in general that can be exploited is that a decent-sized group of NPCs or monsters simply has more actions to work with. A mixed group with abilities that complement one another will work the best, I think. Have some of them focus on making their allies more effective or neutralizing the effectiveness of the PCs.</p><p></p><p>One thought that comes to mind is an often underused rule - counterspelling. If you've got a group of NPCs, a very effective tactic on occasion is to have a caster or three hold their actions to be ready with counterspells. Trading a lower-level NPC's actions to squelch a player's spell is very effective.</p><p></p><p>The undead hordes... having played a necromancer type in the past as a player, there are weaknesses. Make sure that the player is strictly adhering to the rules when it comes to the actions necessary to command his undead forces. This actually can put a major crimp in the character's effectiveness. Another dirty tactic to dealing with the undead is to put an evil aligned cleric who can try to take control of the critter from the necromancer. In a pinch a good cleric with the sun domain (for the greater turning) is another good option. And one other real big liability is if the necromancer dies - suddenly there is a very large, uncontrolled undead creature in the middle of things. And of course, a heal spell is quite debilitating to most big undead.</p><p></p><p>Another idea: monsters that use magic items (preferably one-shots) to plug some of their weaknesses, such as a troll that uses potions to get acid and fire resistance. A red dragon which has a spell protecting it from cold, etc.</p><p></p><p>Along a similar line - how about using illusions or other spells to mislead the players as to what they are facing.</p><p></p><p>Areas littered with prepared defenses (i.e. traps) is another notion. A bunch of low-level traps in the middle of an encounter area that the enemies know to avoid or lure the players into can be real trouble.</p><p></p><p>Grappling? Most caster types are in a world of hurt if they end up in a grapple.</p><p></p><p>I think that with your description of the characters, some of the golems might make a good challenge, especially if they were backed up by a controller in hiding.</p><p></p><p>What about having a thieves' guild target them the next time they are in civilization?</p><p></p><p>Have they done anything that an order of NPCs would take exception about? Being evil and having undead in their midst, an order of clerics and paladins sworn to destroy them doesn't seem out of order.</p><p></p><p>And one last thought... the necropolitan is undead, right? (I can't remember and don't have my books handy,) Why not just have an evil cleric control him and have him take out the rest of the party...</p></blockquote><p></p>
[QUOTE="Magesmiley, post: 5328035, member: 26292"] One weakness of PCs in general that can be exploited is that a decent-sized group of NPCs or monsters simply has more actions to work with. A mixed group with abilities that complement one another will work the best, I think. Have some of them focus on making their allies more effective or neutralizing the effectiveness of the PCs. One thought that comes to mind is an often underused rule - counterspelling. If you've got a group of NPCs, a very effective tactic on occasion is to have a caster or three hold their actions to be ready with counterspells. Trading a lower-level NPC's actions to squelch a player's spell is very effective. The undead hordes... having played a necromancer type in the past as a player, there are weaknesses. Make sure that the player is strictly adhering to the rules when it comes to the actions necessary to command his undead forces. This actually can put a major crimp in the character's effectiveness. Another dirty tactic to dealing with the undead is to put an evil aligned cleric who can try to take control of the critter from the necromancer. In a pinch a good cleric with the sun domain (for the greater turning) is another good option. And one other real big liability is if the necromancer dies - suddenly there is a very large, uncontrolled undead creature in the middle of things. And of course, a heal spell is quite debilitating to most big undead. Another idea: monsters that use magic items (preferably one-shots) to plug some of their weaknesses, such as a troll that uses potions to get acid and fire resistance. A red dragon which has a spell protecting it from cold, etc. Along a similar line - how about using illusions or other spells to mislead the players as to what they are facing. Areas littered with prepared defenses (i.e. traps) is another notion. A bunch of low-level traps in the middle of an encounter area that the enemies know to avoid or lure the players into can be real trouble. Grappling? Most caster types are in a world of hurt if they end up in a grapple. I think that with your description of the characters, some of the golems might make a good challenge, especially if they were backed up by a controller in hiding. What about having a thieves' guild target them the next time they are in civilization? Have they done anything that an order of NPCs would take exception about? Being evil and having undead in their midst, an order of clerics and paladins sworn to destroy them doesn't seem out of order. And one last thought... the necropolitan is undead, right? (I can't remember and don't have my books handy,) Why not just have an evil cleric control him and have him take out the rest of the party... [/QUOTE]
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