DM Tricks to Challenge Tough PCs with Weaker Enemies

Looks like we used so far pretty similar methods, shilsen... I will first give examples HOW I used the things you listed. For those doing similar things, this might be boring, but I hope some new DMs might like it.

Here are some things that work well for me (as well):

SHILSENS POINTS:
* Using classed and advanced creatures –
The PC of Shelri in my campaign where the short story in my sig occured was as mentioned there a replacement char... the original char got killed by two ogres: One had 2 bbn levels, the other one had one or two fighter levels. For a group of 9 level 3-4 PCs who were able to start the battle on their terms, this should have been an easy ride... yet it was nearly a TPK. Another example is the often forgotten kobold warrior. You don't get that many HD for free somewhere else :D Whoop the floor with your groups bbn5 with a kobold warrior level 6, you'll love it.
* Teamwork – This is a double edged blade. Too much teamwork can easily kill your group. In this regard: I love to use military fighting formations. Example?
Phalanx:
1st row: Alternating ftr with towershield and the Shieldmate feats, then a dude with a longspear and Combat Reflexes.
2nd row: Hobgoblin archers with comp bows. (only behind the tower shield dudes, you want free spaces between them!)
3rd row: Half-orc skirmishers with heavy weapons and good movement. Bbn/rogues or bbn/scouts rock in this regard! (Behind the free spaces in the 2nd row)
Last row: A few clerics for Bless spells, Healing and Bane/Doom. Two bards as standard bearers and possibly one marshal as commanding officer (if the real commander is a noble fop). Now this army is lots too tough CR wise for PCs of low levels... (1-6). That can be changed by putting the PCs into a bigger group of other NPCs. Now you have a huge battle where fireballs are your wizards best friend. Yet, the free spaces keep that formation from being a sitting duck for many AoE spells. I love to build such armies with D&D feats, other examples are Roman legionnaires, shieldless formations, mounted combatant formations... D&D is nice!
* Weaken first, kill later – Favorite tactic used by and against druids and other summoning specialists. Harassing players will teach them a lesson not to forget their wilderness skills. In one of the bought and buffed up adventures I used, there's a permanent Unhallow effect with Desecrate on a huge part of the land. Add normal armors and weapons to skeletons and zombies, add a few ghouls and wights and attack the PCs several times a day with small groups. I nearly killed my level 9 group consisting of 8-10 PCs that way with a few encounters that shouldn't have given XPs!
* Actions matter – See above. That huge army has a lot of actions. No way you win the encounter with one well placed spell on the boss. (Ok, you might, but that's cool to pull through!)
* Use your equipment – Funny you mentioned it. Necklace of fireballs and javelin of lightning have always been two of my favorites. Expendable magic items useable by anyone. Cuts the loot of the PCs while making small encounters tougher.

Darklones evil thoughts to the topic:
* Use the PCs abilities/tactics against them. Two things here: First, attack them with a similar team with their own tactic. Second, attack them with a team specialised in a promising countertactic. Both things can be easily justified in most campaigns... especially if you have PCs like mine who like to anger kings, harass queens, think loud what they might do with the princess instead of rescuing her, visit the local mafia boss in his headquarter to show him "who's da boss"...
* Vary your tactics. D&D is such a nice game with a workable polearm fighter, an archer, a sword&boarder, different mounted combatants, TWF dudes, THF dudes, ... sooo many options for each class, these were only fighters so far! I mentioned the bard assassin already here. He got away when the PCs nearly caught him, because they thought: hey, that's a bard, he can't be that uberassassin! Use old classes in new ways. Messageboards are great places to find such ideas.


Here is another example of a small PbP game I'm DMing right now: It's a caravan fleeing from a city that's going to be attacked by different armies soon... unrest and revolt have already taken it's toll and the cities administration broke apart (or got taken care of by assassins). The game is in German, otherwise I'd give a complete link for those interested in reading the whole thing. The situation is a wagon trek on a road through the swamp, the swamp people are most humans and humanoids (monks preferred) with scarcely any armor, a penchant for poison and chasing swamp beast on enemies. A huge snakelike thing (a modified bog salamander by MC) already smashed one of the wagons (the breach in the south)... now the swamp people are attacking.
picture of the battle

Since it's a PbP game, there are 4 (now 5) players with 4 PCs each on a rather short mission, making it possible to play the whole game in one or two months (though Easter disturbed my plans).

Now, in this situation, you have:
- Many NPC opponents and allies. This is pretty easy at lower levels (like in this case, the biggest NPC is level 6).
- Classed NPCs. Actually, there was only one monster, the rest are humanoids with class levels.
- A nice fighting stage. A not too bad defensive position for the PCs.
- Teamwork: Every PC has a team built to work together... not perfect, but fine in a PbP where the communication between players is not that excessive. Funnily, no bard nor marshal or other aura class dude is there ;)
- Teamwork the other way: An important thing not mentioned: If you don't want to kill the PCs in your own game (in this hack&slash game it doesn't matter :D), varying the degree of teamwork between your NPCs allows you to change an encounter that develops too deadly in an easy way. Most PCs won't notice and you have a lever to adjust the deadliness - either higher or lower, as you wish.
 
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No floor.

PCs have to cross a cavern ceiling to reach the treasure/mcguffin. Below is a bottomless pit.

Difficult terrain with many stalagtites, spiderwebs, holes for cetipeds to crawl out of....

Monsters: various virmin, piercers, anything with a climb speed and a good grapple. If you are grappled and your buddies kill the monster.....you'll take 20 d6 when you get to the bottom, in a day or two.
 

Create encounters where the PC's main objective isn't to kill the enemies, or in other owrds, where they can still kill everyone and still lose.
 

Great thread! I was thinking of starting one like this. My players are the worst tacticians, I want to send a few low level losers with extreme strategy to teach them a lesson. I don't want to kill their characters, I just want to show them how much good tactics can affect a battle. Most combats are just 'fireball, power attack, rain of arrows' with a few charges by the tank and a few 5' steps backwards by the archer and spell caster.
 

First off, nearly all by-the-book monsters have terrible feat selection. I understand that animals might have alertness because it's thematic, but when dragons, outsiders and other such creatures could be taking ability focus or quicken spell-like ability instead, you really have to wonder what the writers were thinking.

Celebrim said:
The exception is when a few levels of a class plug a major hole in the monsters defences, for example adding a few levels of class with good fort or will saves to a monster which is weak in these areas. A good example of this is troll clerics, who gain far more from having levels in cleric than the CR would indicate, because gaining resistance to fire and acid attacks (via defensive spells) renders trolls far tougher than a few level of a PC class would indicate.

I would personally add that adding 4 sorcerer levels to giants or outsiders in general (not cleric levels) is enormously helpful. While energy resistance might help a troll live longer, wraithstrike + power attack will end a fight much faster. :p The improvement to will saves doesn't hurt, either! Furthermore, the racial HD are greater than the class HD, so 4 sorcerer levels only costs 2 CR (since the sorcerer class does not stack with anything that a giant normally has, ogre mages aside.)

Of course, you will generally need to use an elite stat block favoring cha to make this work, but it is assumed that any monster advanced by PC levels has elite stats . . .
 

kolikeos said:
Great thread! I was thinking of starting one like this. My players are the worst tacticians, I want to send a few low level losers with extreme strategy to teach them a lesson. I don't want to kill their characters, I just want to show them how much good tactics can affect a battle. Most combats are just 'fireball, power attack, rain of arrows' with a few charges by the tank and a few 5' steps backwards by the archer and spell caster.

I once took out a PC group of eight level 8-9 characters in two rounds* using an ambush consisting of two bounty hunters at their level (level 8.) Subdual substitution and merciful weapons can be quite amusing when placed in the hands of the enemy. Nobody complained because the encounter made sense in terms of RP; they had pissed off the ruling government, and they were willing to accept that bounty hunters might be very good at knocking out groups of adventurers quickly.

*Surprise round and first round. Okay, technically one person took full defense and it took a third round to wear him down in terms of hit points. But seven out of eight is pretty close!
 

One of my favorite ambushs: Halfling ftr/rogs vs a group of the same size and twice their level. Tumbling through the PCs, flanking all the time.

Works best at low levels... ftr1/rog1 halflings hit pretty nice with Weapon Focus, Weapon Finesse and Dex 16. (+7 to hit or so, MW shortswords perhaps)

Against level 4-5 characters, it's deadly.

Have the halflings disguised as playing kids. Add one ftr2/rog3 TWF with kukris :D
 


Jemal said:
"Make sure all rooms are 100% lit with no cover so rogues can't hide."
As a player, as a DM and a reader of modules, the Vast magority of rooms have little to no cover and most monsters have darkvision.

Jemal said:
That's not being challenging, though, that's just taking away a characters abilities. It's like saying "Sunder the fighter's sword at every opportunity".
A classed NPC character knows how much a magic weapon is worth. "Surrender / Leave or I break your weapon is a valid tactic. o


If you take away the mages spellcasting, then they may as well be playing a commoner...

It's ok if used RARELY, but if it becomes anything even RESEMBLING a standard MO, people will not want to play casters anymore... and if that's what you're going for anyways, just tell them straight up you don't want casters in your game.
A foe should never be allowed to rest in your own stronghold! If a caster spelldumps, and then finds out thier foes won't let them spend the night, thats thier own damn fault. The default D&D set up enables casters to buy wands and staves, perfect for occasions when rest is not an option.
 

Familiars.

BBEGs familiars with invisibility are GREAT to follow PC groups through their stronghold and watch where/when they are resting (even with Rope Trick that helps)!!!!
 

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