Dealing with Extraordinary players

I'm not sure if your problem is more "I don't have time to come up with something challenging" or "I don't have time to balance something challenging," though.

If it's the former, well, part of the nature of 3.5 is it does take a while to prep. One way to cut down on that is to use work other people have done, e.g. ripping encounters out of published adventures.

If it's the latter... put in another vote for "just throw higher level encounters at them" as the easiest potential solution!
 

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Well it seems like you have a unique situation on your hands.

*They are skilled and know the rules well so they are smart players.

*You don't have much time to do heavy prepping.

*They are few.

Go hordes. Go plague zombie hordes like you see in the movies. A necromancer on a separate continent is experimenting on creating a better undead when he accidentally unleashes plague zombies on the world. Goes unreported since towns and villages are not as close to each other then they are in the real world.

Players get asked to go to the continent for one reason or another. But when they get there and in to their "quest" they find out the real quest will be just to get away alive.

Yes it has the chance to become redundant and that is the only possible drawback. But the prep time for it would be very little.
 

Change things up - If they already know the best tactics to use against a creature, or its particular weaknesses, create something new by altering the physical descrpition of a creature. Take Bugbears and make them purple with scales so the players don't know exactly what they are fighting. This works best of course if the PCs are adventuring in unknown areas where you can get away with the idea that the PCs have never heard of such a creature.
 

Sometimes, the best way to challenge someone who is very knowledgeable about the critters is to re-skin & reflavor the critters.

Or use different books.

But unless they're having an issue of "no fun here," don't sweat it!
 

I have had the exact same problem as the OP.

I found that the problem was exacerbated by the extremely thorough knowledge of the 3.5 Rules that my gaming circle has. It became increasingly frustrating as my Age of Worms campaign continued.

I've been gaming as a DM for over 30 years. I am no neophyte. But since 2001, I play only once or twice a month - and my players play every week. So that imbalance built up over the course of 3.xx to the point where their familiarity with the system far outstripped my own.

It was not a disaster by any means -- but it did become annoying as the campaign wore on.

As the campaign progressed, I recognized the problem was simply an imbalance in the knowledge I had over my players far more thorough knowledge of the subtleties in the 3.5 rules. It's not that they knew the basic rules far better than I (they did, but not to any extent that made any real difference in play); rather, they knew the exploits and uber_ builds and spells introduced in the vast number of books in the 3.5 system far better than I. They were simply three moves ahead at nearly every turn.

And yes, I found myself having to spend far more time and effort trying to challenge the players. It did not help that the modules I was running were built to 3.5 core standards without optional books added on, while most players were using rules and options from the expanded 3.5 system. (Allowing in the Spell Compendium was, in retrospect, a HUGE mistake).

Ultimately, my campaign came to an early end and this power imbalance was one of the main contributing factors to that early end. To continue on with the Age of Worms would have meant a RADICAL redesign of the modules to compensate for my players greater knowledge of all the exploits in the 3.5 system beyond the core rules. That required time that I didn't really have to spend on my campaign at the time.

For a number of reasons, all of this came to a head around 13th-14th level; they kicked the ass of a VASTLY amped up Lich + henchman (CR21) in AoW #8 without even breaking a sweat. It was time to bring the Age of Worms to a close.

I tried to persuade my players to give a 4E campaign a try, but many of them were not warm to that idea. They still aren't, really. I don't blame them either. I wasn't enchanted with 4E by any means; what I was looking for was a quick fix to the knowledge imbalance, but overall, they were not interested in switching systems.

I stopped gaming for about 18 months as a result.

I waited for my opportunity and recharged my DM batteries. Ultimately, I persuaded my group to give Star Wars: Saga Edition a try. My proposal came at the right time for my circle of friends and they were all keen on the idea. I have dived into the SW:SE system and setting with wild abandon.

My better relative familiarity wih the setting and a more thorough relative understanding of the SW:SE rules puts me in a far better position to challenge the party without having a competing "metagame competition" in Rules exploits to deal with as well.

I would agree that it's not a bad problem to have, as Piratecat and others noted. That said, it certainly can be frustrating ... very frustrating. So I don't merely sympathize - I empathize with the OP.

What worked for me may not work for the OP; gaming group dynamics can (and usually are) very different, from group to group. I do recommend considering a BIG rules change though. It may be just the fix you need. If the players are not interested in that Rules change - the OP may need to let someone else run for a time - or simply stop playing for a time until the players are enthusiastic about giving another system that's NEW to them a try.
 
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