Help, players are too strong!

I don't see how this can possibly be a problem.

1) What's wrong with the players mopping stuff up? They're demigods in their own rights, and deserve to eat everything that stands before them. You trying to kill them is kind of silly. If you don't like playing the game, then let them know. But just so you know, the game isn't DM versus players. It's all of you contributing to the story. So your players are combat monsters. So what?

2) You're the DM. You control the entire world, and all of the monsters. If you decide that there are a thousand CR 53 monsters in front of the players, guess what happens?

3) If you want to "beat them", you need to stop giving them easy challenges. You dropped a single CR 32 monster in front of them and they won. This is equivalent to dropping a single CR 1 monster into a group of 5 pcs. It's not a challenge even by the retarded CR system. You need to use monsters to their strengths, not to the party's strengths. Use mind-eating monsters, ambushers that cannot be seen, etc. Use tricks and tactics to get under their guards.
 

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True, i have the wizard with less levels than the other guys. And the other guys bougth the items that way. Like someone else crafted them and they just purchased them via market price. So, i guess it still is within your rulling right? Also, they have no Epic Spells. And no slots above 9th level. The wizard just carries metamagic rods...

IF you're letting them come in with different gp and xp totals because they used the item creation feats, then it sounds like you did it correctly. However, that's NOT what I would do. Like I said, with magic items I don't care how they were obtained -- stolen from a dragon, crafted by yourself, handed down as a family heirloom, whatever... -- every single character comes in with the same market value of equipment and the same xp total. How you got there is backstory.

If it's not a problem for you, feel free to let the players come in with different xp and gold amounts dues to the feats, sure. But it sounds like it's a problem for you, so I'm just telling you, if anything the RAW says everyone starts off the same, and you're totally within your rights to tell the players that. I happen to think allowing otherwise leads to serious abuse, and it looks like your experiences have validated that.
 




Normally a lv 25 can't beat a CR 39, but at epic things change.

NPCs have to have lower money or PCs will harner too much money when beating them.

Did you have one fight/day?
Then they should be able to beat it by noving (using everything they got).
Now what was this CR 39 creature?
Was it a SRD Choices:
1) Iron Colossus: CR 33, it has DR 20/Epic and Adamantine (but that only lowers Damage by 20).
DC 58 Fort save or Con damage as a free action (depends on class/items)
2) Devastation Centipede is CR 39: Block 10 on each attack.
DC 83 poison.
3) Adult Prismatic Dragon = CR 39.
It has 20th lv casting. SR 54. AC 54 (without buffs + Cha bonus to AC).
Breath weapon: Prismatic spray effect (DC 49).
4) MultiHeaded (+1 heads) Lernean Xixecal: CR 39.
Abomination :: d20srd.org
Multiheaded template is in Savage Species.
Has Haste 16 rds/day nonconsecutive, Regen 30, DR 20/good, Epic, and Adamantine. Fast heal 30.
Summons 5/day Old White Dragons.
It permanently reduces a living opponent’s Constitution score by 4 when the creature hits with a slam, bite, or rend, or twice that amount on a rend or Critical hit.
As a free action, :: d20srd.org
at all times (but that will barely effect the PCs).
Only takes normal damage from Lawful weapons.
Any hit from them causes target to be slowed for 10rds.
Only way to slay it is to cut off all heads (but can't unless Lawful weapon).
Death spells will also work.

5) 6Phane: (CR 25 each)= CR 35 I think.
or 1 Paragon Phane.
Abomination :: d20srd.org
Once per day, a phane can summon a duplicate of one its foes stolen from a parallel alternate past. Make them fight themselves.
Phanes continually generate a 30-foot-radius spread null time field. All creatures and objects in the field, except the phane, must make a Will saving throw (DC 30) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another saving throw. While a subject is stuck in a static time stream induced by a null time field, the phane can use its static touch on the subject,
 

3) If you want to "beat them"


No no :) I want them to have a challenge. I dont want them to get bored and think: "Lets just move to the next one."

The cr39 was a devastation centipede, as it is in the SRD, i made a link in a post before.

Im, just asking you guys for help in trying to get good challenges without getting them all killed beyond oblivion.

I liked the MultiHeaded (+1 heads) Lernean Xixecal: CR 39, but so far i dont see how i can fit it in the campaign. Maybe after Nerull is pissed for them to kill his avatar and ruining his plan to take over Beastlands? :)
 

Use a lot of NPC Wealth to give the monsters powerful abilities. Heavy Fortification, +5 Innate everything, and SR 20 + HD. Just a few features and the PCs lose most of their "I win!" buttons. At that point they actually have to slug it out, which should be nice and long.

P.S. Feel free to use their tricks against them. Items that give the exact same type of stacking-bonuses to saves, AC, attacks, and effect DCs

Good luck.
 


Seriously, can you give us a rundown of your players' abilities?

I'll try to summarize.
For starters, they have have "the kit".
Basic items they enchanted giving all of them the following:
Evasion
Blinking
Sustenance
Feather Falling
Freedom of Movement
Fast Healing 1/rnd
Ressist 30 all elements
Heavy Fortification 100%
Reroll once a day (at least)
True Vision
Death Ward
BlindSight 30ft
Immune to mind-affecting spells and effects (Mind Blank) and poison (Heroes Feast every morning)
AC: Deflection +5, Insight +5, Natural +5
Saves: Resistance +5, Luck +5, Insight +5, Sacred +5
Power Dampning (Minimizes spells 3/day)
Ring with counterspell Dispell Magic and Great Dispell Magic
Boots that teleport as switf action 20ft (3/day) with Speed and Steadfast
Animated Large Darkwood Shield with GhostWard and Everbright.
Then the following cristals for weapon:
Truedeath crystal, lesser
Demolition crystal, lesser
Fiendslayer crystal, lesser

This is the "basic kit".
Preety nifty if you ask me.
All for 1.2Mil give it of take it a few thousand GPs.

After this each player:
Druid shape shifter that gets to cast spells in everyform he wishes. Usually he's a death slaad that gets 89 ac. Not very good offensive, but good support.
Wizard/Cleric that is always supreme invisible, ethereal, with primatic sphere and all the buffs known to man. Carries metamagic rods like if there's no tomorrow.
Arcane Archer on a flying carpet pleting from afar giving those +8 arrows that bypass all kinds of DR (with the crystals) AND epic.
And a Fighter that has +80 tumble with pounce (Full attack on charge), that gives crits that get up to 600 HP's with a +80 to hit bonus (minus the power attack of course) that can charge as partial action. He also gets AoO on everyone that attacks him, and gives those crits to guys that dont usually take crits.

They are nicelly done, but i guess they should be fighting guys a lot more powerfull to get some fun, but that would lead me to give them a level per session due to the XP they would get.

I guess that the SUMMARY :p
 

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