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Adjusting Encounters for 3 PCs
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<blockquote data-quote="kaomera" data-source="post: 5495395" data-attributes="member: 38357"><p>I didn't read that article. The sorceress is usually in the thick of things, but she has several abilities that let her avoid or mitigate a hit and/or teleport or go invisible. It's the Shaman who's usually hiding out in the backfield, although this last session he decided to off-tank which is how he got bloodied both fights.</p><p></p><p>The giants where de-leveled to 13, and they don't have any more hit points than any other monster and low Reflex and Will, which the PCs where very much able to exploit. I see most fights become wars of attrition, the group was much more aggressive this session with 3 PCs and last with 4 than they usually are. Still I think they avoided about a third of the overall damage that would otherwise been dealt to them, between resist, thps, and the aegis.</p><p></p><p></p><p>Our sorcerer is the evasive one, the swordmage isn't bad, but is much more of a controller. With the whole group available the swordmage usually runs ahead to lock down ranged enemies, while the rest of the group stays clumped around the Spirit of Athas. The shaman either hangs way back or hides between the fighter, ardent, and spirit.</p><p></p><p></p><p>I haven't noticed this. Fewer enemies might make the swordmage shine more, but more enemies the better resist 5 all is, not to mention that lower-level enemies have a hard time hitting anyone but the shaman (who has ridiculously low defenses but also has a double-surge heal as an immediate reaction). I think part of the problem with both the giants and the salamanders was double attacks, area attacks, and ongoing damage all end up enhancing the effectiveness of the spirit.</p><p></p><p></p><p>I'll have to re-read that. One thing I've noticed is that while no-one is really standing still, the main melee tends to end up with everyone just shifting about.</p><p></p><p></p><p>I'm generally trying to keep things relatively simple. I've tried big fancy encounters and so far they have been a lot more work to design and run with little or no real improvement in the game as a result. I'll admit that my terrain has been a bit basic and I really haven't used much in the way of hazards... I need to figure out some better kind of organization for that sort of stuff so that we can use it effectively and consistently without slowing the game to a crawl or spending hours writing up a bunch of flash-cards that will only get used in a single encounter...</p></blockquote><p></p>
[QUOTE="kaomera, post: 5495395, member: 38357"] I didn't read that article. The sorceress is usually in the thick of things, but she has several abilities that let her avoid or mitigate a hit and/or teleport or go invisible. It's the Shaman who's usually hiding out in the backfield, although this last session he decided to off-tank which is how he got bloodied both fights. The giants where de-leveled to 13, and they don't have any more hit points than any other monster and low Reflex and Will, which the PCs where very much able to exploit. I see most fights become wars of attrition, the group was much more aggressive this session with 3 PCs and last with 4 than they usually are. Still I think they avoided about a third of the overall damage that would otherwise been dealt to them, between resist, thps, and the aegis. Our sorcerer is the evasive one, the swordmage isn't bad, but is much more of a controller. With the whole group available the swordmage usually runs ahead to lock down ranged enemies, while the rest of the group stays clumped around the Spirit of Athas. The shaman either hangs way back or hides between the fighter, ardent, and spirit. I haven't noticed this. Fewer enemies might make the swordmage shine more, but more enemies the better resist 5 all is, not to mention that lower-level enemies have a hard time hitting anyone but the shaman (who has ridiculously low defenses but also has a double-surge heal as an immediate reaction). I think part of the problem with both the giants and the salamanders was double attacks, area attacks, and ongoing damage all end up enhancing the effectiveness of the spirit. I'll have to re-read that. One thing I've noticed is that while no-one is really standing still, the main melee tends to end up with everyone just shifting about. I'm generally trying to keep things relatively simple. I've tried big fancy encounters and so far they have been a lot more work to design and run with little or no real improvement in the game as a result. I'll admit that my terrain has been a bit basic and I really haven't used much in the way of hazards... I need to figure out some better kind of organization for that sort of stuff so that we can use it effectively and consistently without slowing the game to a crawl or spending hours writing up a bunch of flash-cards that will only get used in a single encounter... [/QUOTE]
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