I think your missing the fact that a wizard can create a large amount of conditions on something like a solo. Not to mention a coordinated party loves a well planned wizard against a solo, especially flying ones.
Spectral Ram - the Anti-Blue Dragon
I think your missing the fact that a wizard can create a large amount of conditions on something like a solo. Not to mention a coordinated party loves a well planned wizard against a solo, especially flying ones.
I think your missing the fact that a wizard can create a large amount of conditions on something like a solo. Not to mention a coordinated party loves a well planned wizard against a solo, especially flying ones.
Best. Thread. Ever.
One point I feel should be added about the Happy/Sad Warlock earlier:
The description stated that minions were in the Sad Warlock category. I couldn't possibly disagree more. Spending your first round doing nothing but cursing two or three minions is a favorite tactic of mine.
3 Cursed Minions + Wizard's Scorching Burst + Improved Fate of the Void = +6 to any roll I darn well please. Sign me up!
I'll also take 6+ squares of free immediate teleportation (feylock) or a crapton of temporary hitpoints (infernal) any day of the week.
... or a crapton of temporary hitpoints (infernal) any day of the week.
Some of what has made the fights too easy is that I've had too few opponents in some encounters, or else the fight was by its nature staged in waves (reinforcements joining up after a couple rounds). It's clear to me that I need to pay more attention to the "economy of actions" by using more lower level opponents rather than fewer high level ones. I also need to make sure the foes have some good tactical options themselves. The PC's are good at working together and can probably outthink me when it comes to straight tactics. I need to use my DM powers to set things up with an advantage to the NPC's to start to make up for that, but so far haven't been very effective at it.![]()
The next big encounter will be an ambush while they are inside a house in a remote area. I want to have a mix of foes - one big cleric dude who can heal his allies, some henchmen he hired, maybe a skirmisher/rogue type, and a couple guard drakes. I love guard drakes.
Since they will be in a house, I want there to be 2 doors that the bad guys will bust into simultaneously. One door leads from the outside to the pantry, with a trap door to the root cellar in that room. The PC's could open up the trap door if they want to create an obstacle (pit) and something to push people into. I'll have the usual large fieldstone fireplace in the main room/kitchen area, but it's pretty much just a house, so terrain can't be *too* interesting. I suppose if I have a pot of rendering fat over the fire, that could be spilled all over the floor to create a slippery area of difficult terrain. There will be 2 innocent bystanders present - one of whom can sort of defend himself, the other cannot. Hopefully the group will protect them and not simply allow them to be slain by the bad guys.
The PC's are: A human 2-handed weapon fighter, a genasi assault swordmage, an eladrin taclord, a halfling rogue, and a halfling feylock (all level 2). The taclord is very good at battlefield tactics, and is using his fey step to good advantage in most fights. He's setting up the rogue and fighter with some great flanking and bonuses. The swordmage is *not* very tactically oriented, and will often make suboptimal choices, but my objective is to keep her having fun with her character.
I want to make this a challenging fight where they need to think on their feet and pull out all the stops. Any recommendations?