DM needs some assistance with encounter building

Sounds like Mindflayers and thier minions might be on order. Maybe an Aboleth and Beholder (with supports) too

Look to see what NADs the part DOES NOT HAVE and set 1-2 creatures per encounter that target those. Also you might want to have terrain/maps that split thme up or block LoS to make them move around and let you ambush them
 

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A lot of good ideas here, but another thought you might consider is to create encounters where the primary goal is not just to beat the snot out of the opponents.

Alternative goals are a great way to spice up encounters and create variety, even when the monsters are the same.

Some ideas:

- Protect Innocents. Give the party a flood of 30 minions they have to escort across the battlefield. The innocents are terrified and only move when ordered to by a PC (minor action, Diplomacy/Intimidate check; DC easy gives one minion a move action, medium gives three a move action, hard gives 5 a move action; all affected minions must be within burst 5 of the PC at the start of the movement)
- Plant Devices. Give the party 7 magic gizmos that have to be planted in key locations in a specific, ritualistic way (arcana check to successfully plant each).
- Break Through. The party must cross a battlefield clotted with far too many enemies to take on in a stand-up fight.
- Open the Door. The party must fight their way to a barred door and open it (facing overwhelming odds? Is the door locked, or magically sealed?)

and so on. Let the game situation suggest some good ideas for encounters

Also, just as a rule of thumb, I'd recommend that if you want to beef up the opposition in an encounter that you do so with more bad guys, and not tougher ones. It matters a whole lot less if the brawler has a unbreakable hold on one guy if there are four others around.

-rg
 

Timebender is from Psionic Power. In our group we allow all PHBs and the 'Power Books'.

What does it do?

Avernian Knight is from MP 2 as well, nets you an ecounter teleport of 5 squares and at level 16 enemies ignoring your mark take 5+Con-modifier fire damage.

A super-mark then.

Well, he has two entire turns where he isn`t dazed and most attacks vs Wil either daze or impose minor penalties to attack rolls or dfenses. But yes, targeting his mind is a good idea.

I'm not sure why he's resistant to daze, but I think you could adapt several PC powers to bypass that. For instance, the wizard spell Icy Rays (PH1, encounter 3; targets two enemies and immobilizes 1 turn on a hit). I don't think he's going to be too hot (*pun*) if he's frozen in place. I changed it for an NPC in my campaign to do psychic damage and be against Will. Of course, you're running a paragon campaign, so there's no reason to limit such anti-Will attacks to something resembling a 3rd-level power. Toss in a short slide as well. Even a slide of 1 would be pretty devastating. (IME, NPC soldiers don't work well IMC because PCs push them out of the way and then gank their charge. It works the other way too.)

You could also use Come and Get It to move the PCs around rather than let them move the NPCs around. (Now you have a "shifting" duel.) If you've grabbed someone and are then slid...

Battering Shield and Sweeping Flail, IIRC. And these attack roll penalties come from his mark (-2) and Reaping Strike (-2), so he can at-will lower attack rolls by -4 (assuming he hits).

Where is Reaping Strike from? There's a power like that in the PH1 and Essentials 1, but it doesn't inflict attack penalties.

Return the favor too. I use "Glowering Threat" a lot on NPC fighters. It's a close burst 2. "Until the end of your next turn, each target takes a -5 penalty to attack rolls against any creature other than you."

Instead of targeting the solo, the PCs can find themselves targeting a distracting enemy.

With nasty elites and solos, the brwaler grabs them and the Swoard ands Board Fighter marks and then shifts away...Has not been to effective, since they are currently fighting a bunch of Yuan-Ti, so most enemies have reach.

You might want to consider soldiers who guard the solo mark the brawler. (At paragon level, solo is a misnomer.) Grabbing is an attack roll, so mark penalties still apply, and even if the brawler grabs the solo, they'll have a harder time hitting them. Furthermore, one of the big things about the fighter is you mark a target and then you get a free hit. By shifting away, the sword and board fighter is half wasting their mark.

What information do you need?

Their levels, ACs, defenses, and attack bonuses.
 
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The extra attack penalty on Reaping Strike is likely coming from the character having the Ironstar Student feat.

"When you are attacking with a flail or a mace and you have proficiency with that weapon, you also gain the following benefit.
When you use a power associated with this feat and hit an enemy granting combat advantage to you, that enemy takes a –2 penalty to attack rolls until the end of your next turn."
 

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