holomachamp said:
In my campaign of 8 players, challenging them in a battle has gotten difficult. either i underestimate and they blow through it or i over estimate and they get decimated. the CR concept does not work (probably because we have several powergamers in the group) anyways here is the group of eight
1 14th lvl red wizard enchanter ( who can also effect undead with enchantment)
2.) 14th lvl barbarian/tempest totally munchinized
3.)13th lvl fighter/shadow dancer/ninja with shurikens powergamed
4.) 11 lvl drow arcane archer
5.) 13th lvl psion
6.) 13th lvl cleric
7.)12th lvl druid (doesn't use spells always wildshapes
8.)13 lvl rouge/chosen of lloth
the problem is really with the first three, the wiz's DCs are insane(30+), the barbarian mows through almost anything(90+ damage a round), and the ninja can hide in plain sight and is almost undetectable.
i tossed a party of 6 average npc's of thier lvl against them and they hardly broke a sweat. to neutralize the wiz i can string a bunch of battles together, but the other 7 just fill in.
Someone already mentioned the bit about area control spells, but it bears reiteration. Walls of stone can be used to separate party members and control their movement and allow you to mass your npcs against smaller numbers of or single PCs. Fog/visibility blocking spells will tend to disrupt ranged combat characters severely. You cannot target a foe with a spell if you cannot see him (beware you CAN target area spells) so the enchanter can't use many enchantments. Wind wall will automatically deflect most missile attacks.
Status effects also work well. They are a gift that keeps on giving. They don't have to be seriously debilitating but they do have to be enought to force the PC to accept an inconvienent penalty or take some time or expend an item to counter it.
- Ray of Enfeeblement. This spell is actually hard to counter in a fight. Lesser Restoration will fix it but it takes more than a round to cast. Also, the spell doesn't allow a save. Oh, and it is 1st level.
-Ray/Waves of Exhaustion/Fatigue: Similar to Ray of Enfeeblement above except they are even better. The fatigue and exhaustion conditions aren't easy to remove in a fight. The spells to get rid of them tend to either take time to cast or are high level. Also, the Waves of ____ spells have cone-shaped areas and they don't grant a save.
- Enervation/Energy Drain: Both of these impose significant penalties with no save.
Countering Individual PCs:
Against the Enchanter: First of all, how exactly do his enchantments affect undead? Regardless, Mind Blank is a sovereign protection against enchantments, and it lasts 24 hours. Spell Turning also works well, let him save against his own spells for a while. Rods of Absorption, Ioun Stones that absorb targeted spells and Rings of Counterspells also work well. You can also have a sorcerer around to use Dispel Magic to counterspell. Also, if his enchantments works against undead, how about constructs?
Against the Barbarian: Use tactics like trip, sunder and disarm. He can't do his trick very well if you keep disarming or tripping him and moving away. Grapple tactics also work well. He can't use most non-light weapons in a grapple. Also, use terrain control spells (Sleet Storm and Entangle work well to inhibit movement). The barbarian cannot charge over uneven ground, and if he is using some sort of flight, dispel it. Use spells and effects that grant a miss chance. Lastly, use Combat Expertise ( and Improved Combat Expertise from Oriental Adventures). If you can get your AC high enough that he can't hit you easily, he can't power attack for much.
Against the Arcane Archer: Use the Deflect Arrows or Shield Block feats to deflect an arrow. Anything that obscures visibility grants total concealment makes life hard on archers. If they can't see the target they suffer a 50% miss chance. If they don't even know which sqaure the target is in, the target has a 100% miss chance. Once your creatures figure out the direction of attack, use the cheapest wall spell you can to block the line of fire and force him to move to a new position or come closer where you can attack him.
Against the ninja: I have one word: GLITTERDUST. There is no save vs. the revealing aspect of the spell. Here is another two words FAERIE FIRE. This spell also has no save. Both of these spells are also very cheap, only 2nd level. The BLINDSIGHT spell also works well. For cheaper solutions, have the enemies use dogs or some other animal with scent. The animal will reveal the location of the ninja. Since the party is higher level, you'll need sturdier animals. Keep several animals around else the druid or the enchanter can bypass them. Use magical beasts with scent if at all possible because the druid can't make them friendly and it requires a higher spell for the enchanter to even attempt to charm them.
Against the whole party:
Hit and run. Keep the fight mobile and spread the NPCs out so that area-of-effect spells and powers (and Great Cleave) cannot get more than 2 or 3.
Divide and conquer. Wall off the party so they can't mutually support each other. Pound the wizard and the psion to the exclusion of everyone else. Arcane casters and psions have some of the highest damage output and poorest HP and defenses in the game. When you prepare a combat for the PCs, include some stealth characters (similar to the PC ninja in your game). Have them hide and not engage in the 1st round of the fight, then come out and sneak attack the wizard or the psion. They must come out and hit HARD. Strike like the PCs would.
In summation, you need to do what self-help books tend to advise people to do; imitate successful people (in this case your PCs). Plan your NPCs as efficiently as your players plan their PCs. Then have the NPCs do what the PCs do, employ tactics to maximize their capabilities and minimize their deficiencies while simultaneously minimizing the enemy's capabilities and maximizing their deficiencies.
Hope that helps,
Tzarevitch
P.S. Also, don't simply increase the CR of the opposition to adjust for party size. The CR system is crappy enough as it is, that just makes the guess-work worse. I saw this on Monte Cooke's website and it has worked well for me: simply increase the NPCs HP. Don't roll hp or assign the average. Try giving them Max HP or something close. That makes them tougher without increasing their capability across the board.
Tzarevitch