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Community
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*Pathfinder & Starfinder
Adjusting Encounters for 3 PCs
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<blockquote data-quote="Quickleaf" data-source="post: 5494229" data-attributes="member: 20323"><p>Did you read the "Party Building" article by Robert Schwalb in Dragon #373? Your group would be the ultimate tanking living fortress. The sorcerer must feel very protected <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Even though several of your PCs probably have striker as a secondary role judging by their ability to swiftly take down a fire giant, you probably have some fights become wars of attrition...they outlast their foe, healing as much damage as they deal.</p><p></p><p>I've seen a swordmage and sorcerer in action in my party - the swordmage is impossible to pin down and plenty of evasive powers and the sorcerer does consistently good damage against clustered enemies. I challenged the swordmage with larger spread out battlefields where they had to make decisions about positioning and who to protect. As for the sorcerer she hates being targeted by focused fire.</p><p></p><p>Their glaring weakness is the lack of a controller, and encounters which exploit that will be much harder. The more monsters and the more waves/directions the come in will tax your party more than any elite or solo.</p><p></p><p>I'd also try more situations where tight formation isnt an option and the PCs need to move to different points on the battlefield to accomplish their goals. If you have DMG2 read up on the section about encouraging movement.</p><p></p><p>A really tough encounter for your party would combine a lower level high damage elite/solo brute, scattered archers with terrain advantage, waves of minion skirmishers, and environmental hazards requiring movement. One enemy, probably an artillery, would need a powerful area effect to counter tight formations (eg chain lightning or a wildfire spell igniting PCs adjacent to target). If I felt particularly nasty I would add an offscreen leader who skirmishers could retreat to for healing - finding the leader and stopping it would be up to one PC. The terrain would be a couple open areas connected by narrow choke points, adding pillars with difficult terrain around them for artillery to use as cover... remember the swordmage's teleport requires LoS. Lastly, I'd throw in attractive terrain which PCs can use to cause extra damage or bypass blocking/hazardous terrain if they use it right. </p><p></p><p>Build that encounter and I guarantee your players will be sweating. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>Hey whats the next element the party will face in your elemental dungeon? I'd be happy to throw together a barebones mini-boss encounter for you to adapt.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5494229, member: 20323"] Did you read the "Party Building" article by Robert Schwalb in Dragon #373? Your group would be the ultimate tanking living fortress. The sorcerer must feel very protected :) Even though several of your PCs probably have striker as a secondary role judging by their ability to swiftly take down a fire giant, you probably have some fights become wars of attrition...they outlast their foe, healing as much damage as they deal. I've seen a swordmage and sorcerer in action in my party - the swordmage is impossible to pin down and plenty of evasive powers and the sorcerer does consistently good damage against clustered enemies. I challenged the swordmage with larger spread out battlefields where they had to make decisions about positioning and who to protect. As for the sorcerer she hates being targeted by focused fire. Their glaring weakness is the lack of a controller, and encounters which exploit that will be much harder. The more monsters and the more waves/directions the come in will tax your party more than any elite or solo. I'd also try more situations where tight formation isnt an option and the PCs need to move to different points on the battlefield to accomplish their goals. If you have DMG2 read up on the section about encouraging movement. A really tough encounter for your party would combine a lower level high damage elite/solo brute, scattered archers with terrain advantage, waves of minion skirmishers, and environmental hazards requiring movement. One enemy, probably an artillery, would need a powerful area effect to counter tight formations (eg chain lightning or a wildfire spell igniting PCs adjacent to target). If I felt particularly nasty I would add an offscreen leader who skirmishers could retreat to for healing - finding the leader and stopping it would be up to one PC. The terrain would be a couple open areas connected by narrow choke points, adding pillars with difficult terrain around them for artillery to use as cover... remember the swordmage's teleport requires LoS. Lastly, I'd throw in attractive terrain which PCs can use to cause extra damage or bypass blocking/hazardous terrain if they use it right. Build that encounter and I guarantee your players will be sweating. :devil: Hey whats the next element the party will face in your elemental dungeon? I'd be happy to throw together a barebones mini-boss encounter for you to adapt. [/QUOTE]
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