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Challenging High-Level 5e Characters
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<blockquote data-quote="Oofta" data-source="post: 9290243" data-attributes="member: 6801845"><p>I guess it just depends on what the issues are. Maybe the groups I've played with don't have much tactical acumen or I'm just not concerned with turning the difficulty up to 11 but I have no problem challenging groups. I guess I'd have to know what <em>doesn't</em> work to better answer the question.</p><p></p><p>A few things I do at different times.</p><ul> <li data-xf-list-type="ul">We don't use counterspell. It's not technically banned, I just let people know that if every combat with a caster devolves into multiple counterspell battles that I can always throw a relatively low level NPC with improved invisibility that does nothing but counterspells. Which is ... boring. So basically talk to your players about how to improve combats.</li> <li data-xf-list-type="ul">I rarely use solos as true solos. Even then, I give the solos things to do other than fight mano-e-mano. A dragon will be flying around for example and are smart enough to avoid a lot of counters. The trick here is to give the PCs something they <em>can</em> do.</li> <li data-xf-list-type="ul">I increase the number of legendary saves to the number of PCs -1. I also don't always tell people when I'm using legendary saves, if I do it will be something obvious like the bad guy has a necklace with glowing crystals that go dark when they use it. I also increase the number of legendary actions to number of PCs -1.</li> <li data-xf-list-type="ul">Prevent teleportation, either one of the spells from the book or just some unique feature of the book.</li> <li data-xf-list-type="ul">Goals other than kill all the bad guys as other people have mentioned.</li> <li data-xf-list-type="ul">I target the squishies. Multiple waves help with this, it's not always safe to be the archer/warlock/wizard hiding in the back. In fact, it can be quite dangerous.</li> <li data-xf-list-type="ul">Modify spell lists for NPC casters and do things like make them evokers so they can ignore allies with their AOE spells. I have a couple of variations of liches for example, but I almost always replace their spell list with something appropriate to the NPC.</li> <li data-xf-list-type="ul">Give powerful magic items to the NPCs, frequently with some reason they can't be used by the PCs. They're cursed, they're powered by the souls of the innocent, etc..</li> <li data-xf-list-type="ul">Modify lower level monsters by increasing their attack bonus and damage but leave defenses and HP the same for cannon fodder.</li> <li data-xf-list-type="ul">Target the party's weak spots. Make the wizard make strength saves and the fighter wisdom or intelligence saves.</li> <li data-xf-list-type="ul">Set up the environment to favor the enemy.</li> </ul><p>I guess maybe part of it is just that I'm not afraid to throw tough enough monsters. For example when the party was 18th level I threw 3 frost worms (upgraded purple worms from Explorer's Guide to Wildermount that have a trill that can stun). The worms stunned a couple of PCs, ate them, and then started burrowing away. In a higher level game I started with a Lord of Blades that I upgraded to make him the BBEG. I had an archmage (with a different spell list) cast foresight on him ahead of time. The archmage then ran around with improved invisibility doing fun shenanigans. I also threw in some slightly modified stone guardians (increased their attack mod). After a few tough encounters without a long rest, it was a tough fight and I almost killed off the paladin who goaded the BBEG into a one-on-one fight.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9290243, member: 6801845"] I guess it just depends on what the issues are. Maybe the groups I've played with don't have much tactical acumen or I'm just not concerned with turning the difficulty up to 11 but I have no problem challenging groups. I guess I'd have to know what [I]doesn't[/I] work to better answer the question. A few things I do at different times. [LIST] [*]We don't use counterspell. It's not technically banned, I just let people know that if every combat with a caster devolves into multiple counterspell battles that I can always throw a relatively low level NPC with improved invisibility that does nothing but counterspells. Which is ... boring. So basically talk to your players about how to improve combats. [*]I rarely use solos as true solos. Even then, I give the solos things to do other than fight mano-e-mano. A dragon will be flying around for example and are smart enough to avoid a lot of counters. The trick here is to give the PCs something they [I]can[/I] do. [*]I increase the number of legendary saves to the number of PCs -1. I also don't always tell people when I'm using legendary saves, if I do it will be something obvious like the bad guy has a necklace with glowing crystals that go dark when they use it. I also increase the number of legendary actions to number of PCs -1. [*]Prevent teleportation, either one of the spells from the book or just some unique feature of the book. [*]Goals other than kill all the bad guys as other people have mentioned. [*]I target the squishies. Multiple waves help with this, it's not always safe to be the archer/warlock/wizard hiding in the back. In fact, it can be quite dangerous. [*]Modify spell lists for NPC casters and do things like make them evokers so they can ignore allies with their AOE spells. I have a couple of variations of liches for example, but I almost always replace their spell list with something appropriate to the NPC. [*]Give powerful magic items to the NPCs, frequently with some reason they can't be used by the PCs. They're cursed, they're powered by the souls of the innocent, etc.. [*]Modify lower level monsters by increasing their attack bonus and damage but leave defenses and HP the same for cannon fodder. [*]Target the party's weak spots. Make the wizard make strength saves and the fighter wisdom or intelligence saves. [*]Set up the environment to favor the enemy. [/LIST] I guess maybe part of it is just that I'm not afraid to throw tough enough monsters. For example when the party was 18th level I threw 3 frost worms (upgraded purple worms from Explorer's Guide to Wildermount that have a trill that can stun). The worms stunned a couple of PCs, ate them, and then started burrowing away. In a higher level game I started with a Lord of Blades that I upgraded to make him the BBEG. I had an archmage (with a different spell list) cast foresight on him ahead of time. The archmage then ran around with improved invisibility doing fun shenanigans. I also threw in some slightly modified stone guardians (increased their attack mod). After a few tough encounters without a long rest, it was a tough fight and I almost killed off the paladin who goaded the BBEG into a one-on-one fight. [/QUOTE]
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