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Random encounters are there to deplete resources, not to be exceedingly difficult for high level characters. I don't intend for them to be so challenging that I become unhappy when they players easily defeat them. In fact, I expect the players to easily defeat random encounters.
I also don't have powerful creatures attack randomly wandering characters. Powerful dragons and other powerful creatures do not show up on my random encounter lists because I don't see why a highly intelligent monster would put itself at risk by attacking a group of well-armed and armored adventurers. If they show up at all, I will take the time to plan what they will do and how they will react should their plan be foiled. It is how I like to play.
I become unhappy only if the players easily defeat a well-prepared encounter with a single spell. I can't say as I enjoy that, one of the reasons I was so against the Harm spell.
I didn't mean to insult them. I'm abrasive sometimes. I just feel like they are making the mistake of doing alot of straight up fighting. Enter the room, everyone rolls initiative and the fighting begins without thinking about what is going on. I am hoping that the game designers do not support this kind of play.
When I plan an encounter, I sit down and think it out. I learn my players capabilities and think about how I can counter them without being cheesy.
There are some principles that I follow:
1. Hit them so hard that the cleric has to heal the fighter or he is going down quick. Don't let the cleric cast his death spells and give him just enough time to ward his people against them.
2. If the wizard shows his head early, make him target number one. No one likes a wizard, destroy them early. Teach your wizards to keep their power veiled. Overuse of their power will let the big bad know what he is dealing with and how high a priority it is to kill him.
3. What is good for the goose is good for the gander. I learn from my players. If they use a good tactic that my villains can employ, it becomes part of my repertoire.
4. Don't have the big bad show his face. The big bad should be testing the players. If the big bad is a dragon, he should be doing fly by attacks and running if the character pull the old scry and teleport in. Don't even have him spend one round attacking. he knows better than to fight against people capable of teleporting in on him. He should port out at first opportunity. Other big bads should be sending minions and spies to watch the party to see what they can dish out and who is dangerous.
5. For high level games, scrying counters are not a luxury, they are a must. Even giant kings should be paying wizards to fortify certain chambers of their dwellings with counters to porting and scrying. Epic level games, the giant king should be receiving a daily mind blank. I liken it to the cold war when Russia and the U.S. were always trying to outdo the others technology. If a big bad has something to lose, he will make sure to protect it accordingly. In D&D, that means counters to scrying. It is the nature of the high level game.
6. Time is the DM's friend. Keep a sense of urgency so the players are not able to spend alot of time recovering spells and making or purchasing items.
7. In 3rd edition, terrain is important. You can give an enemy or the PC's can an advantage by choosing the type of terrain for the encounter. High places when the party doesn't have a means of flying the whole group. Narrow places to limit the number of people who can attack it or move to flank it.
I follow these principles, and probably more that I cannot recall off the type of my head. I haven't been outmatched by my players. I understand their are alot of younger DM's who don't quite have a grasp on running heroic combat. I made plenty of mistakes when I was younger in the learning process.
As a longtime DM, I just don't like some of they changes they are making to waterdown the game. I have adapted, and all these younger, less experienced DM's will eventually adapt as well. They will find that is not as hard as they think to design challenging encounters.
I guess every single "random encounter" must be meticulously planned, then? In order to make sure every creature has all these wonderful immunities, the DM has to heavily metagame and suspend disbelief. "Really, that barely intelligent creature got it's paws on a ring of freedom of movement?"
Random encounters are there to deplete resources, not to be exceedingly difficult for high level characters. I don't intend for them to be so challenging that I become unhappy when they players easily defeat them. In fact, I expect the players to easily defeat random encounters.
I also don't have powerful creatures attack randomly wandering characters. Powerful dragons and other powerful creatures do not show up on my random encounter lists because I don't see why a highly intelligent monster would put itself at risk by attacking a group of well-armed and armored adventurers. If they show up at all, I will take the time to plan what they will do and how they will react should their plan be foiled. It is how I like to play.
I become unhappy only if the players easily defeat a well-prepared encounter with a single spell. I can't say as I enjoy that, one of the reasons I was so against the Harm spell.
Lots and lots of DMs have had trouble challenging their high-level players, even when they advance creatures and boost their stats and give them class levels so they have more gear (and more hp, better saves, more potent attacks, etc) and still have trouble. It sound slike you just wanted to insult the vast majority of "lesser" DMs.
It didn't help that high level got a lot less playtesting than low-level, which explains why wusses like the marilith got into the original Monster Manual.
I didn't mean to insult them. I'm abrasive sometimes. I just feel like they are making the mistake of doing alot of straight up fighting. Enter the room, everyone rolls initiative and the fighting begins without thinking about what is going on. I am hoping that the game designers do not support this kind of play.
When I plan an encounter, I sit down and think it out. I learn my players capabilities and think about how I can counter them without being cheesy.
There are some principles that I follow:
1. Hit them so hard that the cleric has to heal the fighter or he is going down quick. Don't let the cleric cast his death spells and give him just enough time to ward his people against them.
2. If the wizard shows his head early, make him target number one. No one likes a wizard, destroy them early. Teach your wizards to keep their power veiled. Overuse of their power will let the big bad know what he is dealing with and how high a priority it is to kill him.
3. What is good for the goose is good for the gander. I learn from my players. If they use a good tactic that my villains can employ, it becomes part of my repertoire.
4. Don't have the big bad show his face. The big bad should be testing the players. If the big bad is a dragon, he should be doing fly by attacks and running if the character pull the old scry and teleport in. Don't even have him spend one round attacking. he knows better than to fight against people capable of teleporting in on him. He should port out at first opportunity. Other big bads should be sending minions and spies to watch the party to see what they can dish out and who is dangerous.
5. For high level games, scrying counters are not a luxury, they are a must. Even giant kings should be paying wizards to fortify certain chambers of their dwellings with counters to porting and scrying. Epic level games, the giant king should be receiving a daily mind blank. I liken it to the cold war when Russia and the U.S. were always trying to outdo the others technology. If a big bad has something to lose, he will make sure to protect it accordingly. In D&D, that means counters to scrying. It is the nature of the high level game.
6. Time is the DM's friend. Keep a sense of urgency so the players are not able to spend alot of time recovering spells and making or purchasing items.
7. In 3rd edition, terrain is important. You can give an enemy or the PC's can an advantage by choosing the type of terrain for the encounter. High places when the party doesn't have a means of flying the whole group. Narrow places to limit the number of people who can attack it or move to flank it.
I follow these principles, and probably more that I cannot recall off the type of my head. I haven't been outmatched by my players. I understand their are alot of younger DM's who don't quite have a grasp on running heroic combat. I made plenty of mistakes when I was younger in the learning process.
As a longtime DM, I just don't like some of they changes they are making to waterdown the game. I have adapted, and all these younger, less experienced DM's will eventually adapt as well. They will find that is not as hard as they think to design challenging encounters.
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