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General Tabletop Discussion
*TTRPGs General
DM Tricks to Challenge Tough PCs with Weaker Enemies
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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 3473152" data-attributes="member: 2047"><p>One tactic that always sets the PCs on edge but is usually a lot of fun is to take advantage of the natural tendency for the fighters to separate from the spellcasters. Present a group of tough melee foes in front of the party (ones that won't immediately fall to area of effect and the barbarian's charge) and wait for a round or two for the tanks to separate from the wizards, sorcerers, etc. and then hit the party from behind with something even worse. This scenario can become even deadlier by having the second wave of monsters have level draining or the ability to erect a <em>Wall of X</em>. Another variant is to hit them with <em>two</em> groups: one that attacks the spellcasters and another group of melee monsters to hit the fighters from behind, cutting them off from the spellcasters and getting all kinds of flanking.</p><p></p><p>I also agree that special attacks and teamwork can be incredibly effective. I ran an encounter once where the party was against a bunch of knolls led by a handful of flinds and two gnoll leaders. The gnolls and flinds would descend on a party fighter in sets of three or four and use aid another, their flind bars, and the bonus improved disarm feat that I granted them to attempt to disarm a party member. The best part? When the flind succeeded one of the gnolls would grab the weapon and run out of combat. I had fighters running out of combat head first to tackle gnolls and get their weapons back. This scenario can be made even deadlier by mobbing a fighter that is silly enough to run away from the combat alone.</p><p></p><p>Good stuff, and a great thread.</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 3473152, member: 2047"] One tactic that always sets the PCs on edge but is usually a lot of fun is to take advantage of the natural tendency for the fighters to separate from the spellcasters. Present a group of tough melee foes in front of the party (ones that won't immediately fall to area of effect and the barbarian's charge) and wait for a round or two for the tanks to separate from the wizards, sorcerers, etc. and then hit the party from behind with something even worse. This scenario can become even deadlier by having the second wave of monsters have level draining or the ability to erect a [i]Wall of X[/i]. Another variant is to hit them with [i]two[/i] groups: one that attacks the spellcasters and another group of melee monsters to hit the fighters from behind, cutting them off from the spellcasters and getting all kinds of flanking. I also agree that special attacks and teamwork can be incredibly effective. I ran an encounter once where the party was against a bunch of knolls led by a handful of flinds and two gnoll leaders. The gnolls and flinds would descend on a party fighter in sets of three or four and use aid another, their flind bars, and the bonus improved disarm feat that I granted them to attempt to disarm a party member. The best part? When the flind succeeded one of the gnolls would grab the weapon and run out of combat. I had fighters running out of combat head first to tackle gnolls and get their weapons back. This scenario can be made even deadlier by mobbing a fighter that is silly enough to run away from the combat alone. Good stuff, and a great thread. [/QUOTE]
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