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A Night at the Four Seasons (DM: renau1g, Judge:Ozymandias79)
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<blockquote data-quote="Iron Sky" data-source="post: 5475698" data-attributes="member: 60965"><p>[sblock=OOC]That Stalker0 "Anti-Grind" thread I linked in the General Discussion thread was my bible for a while - it makes a huge difference, though MM3 has helped somewhat. In the adventures I run, it's mostly at the party's level or lower enemies, 70% skirmishers and brutes with a few lurkers, artillery, and controllers thrown in. Almost no soldiers. If monsters are higher level, I don't usually go more than 1 level over the party. </p><p></p><p>If I use solos, also add minions at the very least and try to have an interesting environment and highly mobile monsters to keep the fight from devolving into "ground and pound".</p><p></p><p>I mostly use custom monsters, and I leave their defenses at or near the default values. If I do tinker with them, if I raise one, I lower another. My policy is: my job as DM is to provide a challenge and fun. Hitting is generally more fun than missing, so I'll leave monster's defenses low. Carefully designed monsters that do plenty of damage and each have at least one "trick" makes them interesting and challenging in spite of their low defenses. </p><p></p><p>I also try to add other objectives aside from "kill them all" whenever I can come up with them. In my first Rerisen Tower adventure, I think there was only one encounter without some additional objective or interesting environment or both to keep it interesting. It takes more work to come up with it and you can't do it every time, but I think it makes combat far more interesting.</p><p></p><p>My 2cp.[/sblock]</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5475698, member: 60965"] [sblock=OOC]That Stalker0 "Anti-Grind" thread I linked in the General Discussion thread was my bible for a while - it makes a huge difference, though MM3 has helped somewhat. In the adventures I run, it's mostly at the party's level or lower enemies, 70% skirmishers and brutes with a few lurkers, artillery, and controllers thrown in. Almost no soldiers. If monsters are higher level, I don't usually go more than 1 level over the party. If I use solos, also add minions at the very least and try to have an interesting environment and highly mobile monsters to keep the fight from devolving into "ground and pound". I mostly use custom monsters, and I leave their defenses at or near the default values. If I do tinker with them, if I raise one, I lower another. My policy is: my job as DM is to provide a challenge and fun. Hitting is generally more fun than missing, so I'll leave monster's defenses low. Carefully designed monsters that do plenty of damage and each have at least one "trick" makes them interesting and challenging in spite of their low defenses. I also try to add other objectives aside from "kill them all" whenever I can come up with them. In my first Rerisen Tower adventure, I think there was only one encounter without some additional objective or interesting environment or both to keep it interesting. It takes more work to come up with it and you can't do it every time, but I think it makes combat far more interesting. My 2cp.[/sblock] [/QUOTE]
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