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Group Dynamics: Min/Max vs RPers
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<blockquote data-quote="Empirate" data-source="post: 5527851" data-attributes="member: 78958"><p>To me it seems like you do not vary your encounters enough. Things to consider:</p><p></p><p>1. Terrain. If the terrain is really bumpy, or there are lots of obstacles, movement gets restricted a lot. That allows ranged opponents to do their stuff better, and it stops the rogue from getting into flanking positions easily. The same applies if the opponents are on top of a slope or wall, or there is a ditch between the groups. Terrain that offers concealment (fog has been mentioned, I'll add underwater environments, dense undergrowth, magical darkness, smoky fires in the vicinity) stops precision damage cold.</p><p></p><p>2. Magic. Just about any opponent a 14th level group faces should have a few magical tricks up their sleeve. This includes defensive spells/items (to grant concealment, mirror images, invulnerability to crits etc.). It also includes offensive powers that target, for example, will saves. Your 'problem' PCs seem to have very, very weak will saves. Even a simple Slow or Glitterdust spell will take the fight out of them - not to mention Dominate Person or Confusion or Fear. Battlefield Control spells/powers are another way to go and spoil their party.</p><p></p><p>3. Opponents. Others have gone into this already: crit-immunes are a safe bet. Also consider turning the tables by using stealthy, hard-to-hit ambushers. Enemy spellcasters are always a good bet, and are sure to dominate any encounter at the level you're playing at. Many mooks capable of ranged attacks will simply take lots of attacks to take down - single, powerful blows won't do much here. Swarms are really nasty, and basically unkillable except with area effects. Teleporting, flying, invisible, high DR, regenerating creatures (read: Outsiders) are nasty for hit-and-run battles. Grappling monsters (HD-advanced Tendriculous, Behir, Purple Worm etc.) stop mobile warriors cold. Dragons... can do all of the above.</p><p></p><p>4. Tactics: Why do you let your opponents be flanked in the first place? Why do they even get into melee range in every battle? Try and fit your opponents' tactics to the terrain and their own powers. Ten archers all clumped up on a flat plain will get a few shots of, then be mown down. Ten archers on the other side of an obstacle, but with a clear line of fire, are considerably more difficult to deal with. A well-mixed opposing force including a battlefield control caster of some kind, a buffer/healer of some kind, and a tank or two, will be able to deal with one trick pony PCs like yours just fine, if you lay out their battleplan beforehand.</p><p></p><p>5. Puzzle Encounters: this sort of combat is more and less difficult than a normal one. More difficult, because you have to figure out how to solve them. Less difficult, if you can come up with the 'solution' quickly. Examples are: Disarm the otherwise nigh-invincible opponent of his extremely powerful weapon, and turn it on him. Use the pit traps you encountered earlier to lure the mighty-but-dumb opponent into them. Quench the fire the Iron Golem is standing in to deprive him of constant healing. Kill the enemy commander as quickly as possible, then his minions will surrender. Destroy the summoning portal before you are overwhelmed by otherworldly horrors. Ready an attack to grapple or trip the Greater Flyby Attacking, 200' movement opponent. Fight a Greater Blinking foe on the material and ethereal plane at the same time. Simply survive the supercharged magical construct's attacks for five rounds, then it'll blow up on its own. Etc.</p><p></p><p></p><p>Bottom line: variety is good for all concerned. Even if your 'problem' players aren't going to shine in every combat, they'll probably be enjoying themselves more if you put in lots of variety.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5527851, member: 78958"] To me it seems like you do not vary your encounters enough. Things to consider: 1. Terrain. If the terrain is really bumpy, or there are lots of obstacles, movement gets restricted a lot. That allows ranged opponents to do their stuff better, and it stops the rogue from getting into flanking positions easily. The same applies if the opponents are on top of a slope or wall, or there is a ditch between the groups. Terrain that offers concealment (fog has been mentioned, I'll add underwater environments, dense undergrowth, magical darkness, smoky fires in the vicinity) stops precision damage cold. 2. Magic. Just about any opponent a 14th level group faces should have a few magical tricks up their sleeve. This includes defensive spells/items (to grant concealment, mirror images, invulnerability to crits etc.). It also includes offensive powers that target, for example, will saves. Your 'problem' PCs seem to have very, very weak will saves. Even a simple Slow or Glitterdust spell will take the fight out of them - not to mention Dominate Person or Confusion or Fear. Battlefield Control spells/powers are another way to go and spoil their party. 3. Opponents. Others have gone into this already: crit-immunes are a safe bet. Also consider turning the tables by using stealthy, hard-to-hit ambushers. Enemy spellcasters are always a good bet, and are sure to dominate any encounter at the level you're playing at. Many mooks capable of ranged attacks will simply take lots of attacks to take down - single, powerful blows won't do much here. Swarms are really nasty, and basically unkillable except with area effects. Teleporting, flying, invisible, high DR, regenerating creatures (read: Outsiders) are nasty for hit-and-run battles. Grappling monsters (HD-advanced Tendriculous, Behir, Purple Worm etc.) stop mobile warriors cold. Dragons... can do all of the above. 4. Tactics: Why do you let your opponents be flanked in the first place? Why do they even get into melee range in every battle? Try and fit your opponents' tactics to the terrain and their own powers. Ten archers all clumped up on a flat plain will get a few shots of, then be mown down. Ten archers on the other side of an obstacle, but with a clear line of fire, are considerably more difficult to deal with. A well-mixed opposing force including a battlefield control caster of some kind, a buffer/healer of some kind, and a tank or two, will be able to deal with one trick pony PCs like yours just fine, if you lay out their battleplan beforehand. 5. Puzzle Encounters: this sort of combat is more and less difficult than a normal one. More difficult, because you have to figure out how to solve them. Less difficult, if you can come up with the 'solution' quickly. Examples are: Disarm the otherwise nigh-invincible opponent of his extremely powerful weapon, and turn it on him. Use the pit traps you encountered earlier to lure the mighty-but-dumb opponent into them. Quench the fire the Iron Golem is standing in to deprive him of constant healing. Kill the enemy commander as quickly as possible, then his minions will surrender. Destroy the summoning portal before you are overwhelmed by otherworldly horrors. Ready an attack to grapple or trip the Greater Flyby Attacking, 200' movement opponent. Fight a Greater Blinking foe on the material and ethereal plane at the same time. Simply survive the supercharged magical construct's attacks for five rounds, then it'll blow up on its own. Etc. Bottom line: variety is good for all concerned. Even if your 'problem' players aren't going to shine in every combat, they'll probably be enjoying themselves more if you put in lots of variety. [/QUOTE]
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