Encounter Advice for Lopsided Party

Lackofname

Explorer
In my new campaign, the PCs are running 4 strikers and a leader.

Rogue
Avenger (Eladrin with a Longsword)
Warlock
Ranger (TW with a hint of bow)
Cleric (Ranged)

So I figure that they're either going to kill things very fast, or die very fast.

Any suggestions on how I should build encounters so they:

1) Last longer than round 2
2) Are interesting and challenging but
3) Not too lethal for the group?

What number of monsters, mix of monster roles, and how high a level compared to the PCs?
 

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I would throw in some training encounters first.. See how they manage and adjust where neede.
You can always lower some of the defences they target.. This way they can keep fighting all kinds of monsters..
 

None of the characters you have posted are necessarily squishy. In other words, there might not be a need for a tank in your group. (Typical "weak" characters are controllers, sorcerers and rogues). I think you are going to miss a controller more than you are going to miss a defender. ;)
 

Less soldiers, more skirmishers. Artillery is good for a challenge that suits this team's strengths, but with the right terrain can be a PITA.
 

I might throw a few brutes as well. They have a pretty low hit rate, but they also have lots of hp so the strikers can pound on them a bit more. They will still likely take out at least 1 standard monster a round if they focus fire. I also might throw a few controllers at them that split up the party, force them to adapt to different situations, etc.
 

skirmishers sound like a good option. Swarm in with a bunch of them and the warlock and laser cleric are going to be dealing with monsters in their faces, which won't be a tragedy for them but will give them a harder time. Minions may be a bit of a problem as well, try tossing 4 of them into an encounter to see what they can do against numbers.

I think brutes may work reasonably well too. Maybe now and then a slightly over level soldier can be used to pin down the melee strikers so the skirmishers can get flanking on them, etc. Some monsters with an aura could be nice since the party lacks the control needed to pin those down in all cases.
 

Just kill 'em until they get a decent party composition. ;) Actually, I'm not kidding. If they die with a crappy party composition, they die. They will have some cakewalks along the way but it's about teamwork, not just damage. Focus fire on the Warlock & Rogue if need be, but you should play intelligent baddies smart.

So unless it's fun for YOU to cater to a wonky party composition I wouldn't bother. Slight tweaks are fine, but expecting a DM to adjust EVERYTHING to a wonky configuration is not reasonable either. Compromise is the key and the PLAYERS must be willing to compromise too.
 


At least you probably won't experience the grind! :P

I agree with the above advice of using minions liberally. Without any area of effect damage dealers, minions are going to be a bigger threat to your party, as one character can't take them all out in one attack.

Make sure you use them to flank/aid another so your brutes can hit!

I also think you might be able to use some soldiers a little more liberally as well.

...

I agree with throwing some "throw-away", test encounters at them. Try to make something you feel will be challenging for them, then adjust accordingly until you get a feel for how they handle encounters.
 

I don't see a problem, really. Clerics and Warlocks can both play off-controller, avengers can play off-defender (particularly with the feat that lets them mark a target they oath, and maybe a paladin multiclass) and 4 strikers and a ranged leader should be able to do a nasty focus fire setup to take out non-minion enemies fast.

I might scale up to not overwhelm the group, but I can't think of anything they can't take if their tactics are good that isn't a challenge for a more "balanced" party.
 

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