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*TTRPGs General
Balancing the final fight
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<blockquote data-quote="James McMurray" data-source="post: 1296307" data-attributes="member: 743"><p>I would definitely suggest giving him some henchmen. Against a single foe an EL of 2 higher than the party is not always as challenging as it might first appear. Coordinating their efforts on a single target lets a party dish out quite a bit of hurt really fast.</p><p></p><p>I'd give the guy either </p><p></p><p>a) a devoted defender bodygaurd two levels less than the Acolyte (9 in this case) or</p><p></p><p>b) several mooks (perhaps 4 level 5 fighters) whose primary purpose is to ensure that the party can't just walk up to the bad guy and start whacking on him. Giving them Improved Disarm or Sunder can make them reals pains in the tush. or</p><p></p><p>c) several traps in the final area. He'd know where they were and could avoid those areas. You could also make them activatable by pulling levers or pshing buttons near the bad guy (as a move equivilent action). The traps should be fairly low CR and could focus more on seperating the party then on actually killing them. Walls that drop down or spring up, cages that fall from the cieling or spring from the floor, and a ring of fire that sprouts up around the Acolyte could make for an interesting battle.</p><p></p><p>You could even combine the aboe by lowring the single henchman's level, the number of mooks, or the danger level of the traps involved.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 1296307, member: 743"] I would definitely suggest giving him some henchmen. Against a single foe an EL of 2 higher than the party is not always as challenging as it might first appear. Coordinating their efforts on a single target lets a party dish out quite a bit of hurt really fast. I'd give the guy either a) a devoted defender bodygaurd two levels less than the Acolyte (9 in this case) or b) several mooks (perhaps 4 level 5 fighters) whose primary purpose is to ensure that the party can't just walk up to the bad guy and start whacking on him. Giving them Improved Disarm or Sunder can make them reals pains in the tush. or c) several traps in the final area. He'd know where they were and could avoid those areas. You could also make them activatable by pulling levers or pshing buttons near the bad guy (as a move equivilent action). The traps should be fairly low CR and could focus more on seperating the party then on actually killing them. Walls that drop down or spring up, cages that fall from the cieling or spring from the floor, and a ring of fire that sprouts up around the Acolyte could make for an interesting battle. You could even combine the aboe by lowring the single henchman's level, the number of mooks, or the danger level of the traps involved. [/QUOTE]
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