Jhaelen said:
Interesting. Do you think this can work against large parties as well? I've got 8 players and I've pretty much given up trying to challenge them using a single high CR creature. The 'best' I can hope for is getting to act first and take out one or more characters in the first round. There's rarely a second round unless it's an ambush situation.
I can see why that would be the case. 8 rounds of actions to 1 would be really hard to spin into a large battle, and anything capable of surviving 2-3 rounds of that would likely be killing a PC a round, if not a hit. In theory, something with heavy DR, SR and high hit pts could survive a few rounds, but even that would be iffy.
Unfortunately, it's ALSO difficult to challenge them using lots of low CR creatures. Again, if it's an ambush situation with the enemies being able to surround the party and spread out and/or can use cover, it's slightly better, but not by much.
I'm sure you're right, but I think lots of low CR creatures would be at least somewhat doable. It depends to a significant extent on the PC class breakup in the group (lots of spellcasters make it harder), of course. One simple method I use that often works well is to give the NPCs a flat 75% on hit dice (e.g. 6 on d8s). Admittedly I also let the PCs roll hit dice and automatically get 50% if they roll less than that.
So, it looks like using balanced CRs (or a mix of CRs - IF it is difficult to initially identify the more powerful ones) might work best against large parties. What also seems to work well is using several waves of enemies - but that's no longer really a single encounter.
Does anyone else have experience in / advice on challenges for large parties?
I have a 5 person PC group, so it's not that large, but with an alienist (using UA conjuration specialization rules, so able to summon as a standard action) and two druids, there are sometimes a lot more than 5 on their side. Plus there are a fair number of fights where they have NPC allies. In general, I've found a few things that work well:
* Divide and conquer - Enemies and circumstances that split the PCs up on the battlefield. Enemies that attack from multiple directions (not just horizontally, but vertically as well, requiring 3D thinking), concealment and terrain that hinders one, etc. This not just requires PCs to think tactically and make difficult decisions ("Do I stay here and fight or back up next to an ally or go help another?"), but it also makes it more difficult for them to gang up on an enemy.
* Mixture of enemies - Having a single or couple of tough enemies with a few weaker enemies that are not really dangerous on their own but still too strong to be ignored. Again, this requires the PCs to do a lot of thinking on their feet. If the tougher enemy is strong enough to threaten to bring down a PC in two rounds of attacks (not one, mind you), then there's a significant decision the PCs are always making - can they risk focusing on the big enemy and letting his weaker allies pound the hurt PC into dust, or try to heal/protect the hurt PC, or try to eliminate the multiple weaker allies first (which allows the big guy(s) to keep pounding on them). EDIT: As ruleslawyer posted while I was typing, a mix of classes can do this, esp. with spellcasters who are focused on not damage but weakening/hindering their enemies.
* Weaken, not kill - Having enemies who have abilities that cut down PC effectiveness without killing them. Foes that scare, sicken, nauseate, slow, do ability damage, trip, disarm, sunder, grapple, etc. can keep a fight going a lot longer, and again face the PCs with multiple decisions about whether to press the attack or help allies.
Those are just a few generic ideas off the top of my head. More info about the PC levels and class breakup would make it easier to make specific suggestions, Jhaelen.