Advice for Paragon design

jimmifett

Banned
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What things should I keep in mind when designing an adventure for mid paragon (13-16)? Not looking for plot, I have a general story in mind, but looking for things i should keep in the back of my head, what to expect from a party in terms of power and abilities (flight, underwater, etc).
 

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The big thing to remember is that the party now has access to all sorts of resources. Be they rituals, magic items, etc. Solos in particular will be vulnerable to status effects and will need a means with which to combat them be it extra saves, actions while dazed/stunned, etc.

As for flight/underwater etc., keep in mind that obstacles such as walls or even bodies of water can be easily bypassed with rituals and the cost will be relatively cheap at that level. Doesn't mean that you can't put these obstacles in their path (in fact, I would throw these obstacles at the party now and then just to let them flex their abilities).

Finally, just remember that from time to time, the party really can take a beating with all the extra healing they likely have by this point (depends on party makeup of course). So be sure to occasionally make a fight nice and tough in order to really push the party.
 

Honestly, with the recent updates to the monster math, Paragon plays a lot like Heroic. This is coming from the perspective of a player, not a DM, but currently playing through Scales of War with my group, and combats seem really similar to Heroic-tier combats. The monsters put out enough damage to make us sweat, but we usually manage to pull through, unless denied short rests or a long stretch without an extended rest... at which point we really start to sweat. Or party is rather leader-heavy, though, with a Warlord who loaded up on the Fight On feat to get four uses of her Inspiring Word each combat, and my character, who is a Defender/Leader Hybrid, who can dish out a little (but not much) healing and defensive buffs. Parties without Leaders, or with only a single not-so-effective Leader, likely could not have made it through some of the stuff we have.

General thoughts on Paragon, though:
-PPs usually give players extra stuff for using an AP. They can combine this with feats to really 'optimize' AP usage. Action points become a much more interesting and important resource. Be careful how you dole them out.

-Monster math fixes made monsters threatening again. My level 18 Swordmage/Artificer fought a combat recently where the monsters were routinely doing 50+ damage to him. He barely managed to stay on his feet, and lost half his surges that fight. Point is, whatever issues there may have been with Paragon play in the past (and I'm sure there were plenty), they seem more or less fixed. Monsters are dangerous, but can be bested. Just make sure to update those old MM1 and MM2 paper tigers.

-PCs have easier access to significant status conditions, like Stun or Dominate. Others can hand out Dazed like candy. If you're going to have them fight a Solo, try to give them some way of compensating for status conditions like this, or else risk having them utterly trivialized.

-This might just be from playing in a party with both a pretty good lazylord and a character that's half artificer, but I've noticed that my party can throw out insane buffs. My guy can give an ally +3 to attacks and +5 to damage for an entire encounter. The Warlod hands out +14 damage with an AP. Double-check your player's powers to make sure they aren't stacking bonuses illegally (ie., two different sources of "item" bonuses or "power" bonuses).
 

PPs can take characters in a lot of different directions, but, the thing's I've noticed:

Lots more serious 'save ends' conditions from both the monsters and PCs. For leaders, granting saves becomes more important.

PCs may have a lot more Immediate or triggered actions, so a round, even a Monster's turn, can become pretty complicated as you determine what may have been triggered and whether the character wants to use it.

Action Points are enhanced by PPs. If you already had Action-surging humans or a warlord in your group, you're used to APs being used tactically, if not, it's going to to come as a bit of a shock.

In theory, there are a lot more rituals readily available. I've yet to see anyone else really get into rituals, though.

If you do want to make an underwater adventure or have more 3d fights, you can't just assume that everyone will be able to keep up, though. That stuff starts appearing at paragon, but it's not ubiquitous or unlimmited by a long shot.
 

As others have said, status effects and Action Points are HUGE, especially with Warlords around. With Tactical Warlords, those Action Points mean dailies are hitting a lot more often, with Resourceful, it doesn't mater which attack they use, it's going to hurt if they hit, etc. And that's just a bit of gravy on top of the PP Action Point goodness PCs already get.

With Superior Will now an option, Daze and Stun isn't such a drag on combat for the PCs, but you may want to give baddies access to it too. Before Superior Will, it was tempting to limit teh PCs a bit and having battles turn in to dragging daze/stun fests. Weaken sucks too. Avoid the temptation of using too many status effects and I've found adjusting HP rather than doling out "weaken" or insubstantial makes the players less annoyed.

My 16th level Swordmage has a 15 Wisdom just for Will and now Superior Will because daze sucks so hard for a defender (or leader).
 

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