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How to challenge a high powered group?
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<blockquote data-quote="jodyjohnson" data-source="post: 2188579" data-attributes="member: 5590"><p>1. If parties of that level are allowed to prepare fully against a known opponent they will wipe the floor with it (especially if the opponent is unprepared). I consider these the 'gimme' encounters to let the party show how powerful they are.</p><p></p><p>2. When the opponents and PCs switch places in #1 it's usually a challenging encounter. If the PCs flee (teleports, etc.) every time they are jumped then maybe you're opponents should do the same. This may rapidly dissolve into a exercise of frustration -- then call a truce on the whole Buff/Scry/Teleport thing.</p><p></p><p>3. Up encounters per day. Increase opponents per encounter. If you think one dragon CR+4 is a tough challenge make it 8 CR-2 creatures with a mix of weakness and strengths.</p><p></p><p>4. Massively increase encounters per day (during missions/adventures) but make most of them weak and not worth the time (CR-8). About 6 even challenge encounters per day against a high level party of 6 (plus a dozen weak encounters worth marginal XP including traps, puzzles). No matter what. None of this 1-4 Fight/Rest/1-4 Fight/Rest stuff. That's for the low levels. If they run away early, hit them anyway. Against casters it has to be a war of attrition; or encounters which negate their abilities (and these are not recommended).</p><p></p><p>If they complain then they are probably being challenged. </p><p></p><p>5. Have a rival group of adventurers which are always one or two steps behind the party. They are not as strong as the party but clever, tenacious, and opportunistic - but not evil. If the party lets up early the other group swoops in.</p><p></p><p>If they complain about not being the stars of the show, maybe their characters should start adventuring in a way which makes them the stars -- risk taking, allowing themselves to be challenged, role playing through adversity, and maybe not just killing everything that stands in their way.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 2188579, member: 5590"] 1. If parties of that level are allowed to prepare fully against a known opponent they will wipe the floor with it (especially if the opponent is unprepared). I consider these the 'gimme' encounters to let the party show how powerful they are. 2. When the opponents and PCs switch places in #1 it's usually a challenging encounter. If the PCs flee (teleports, etc.) every time they are jumped then maybe you're opponents should do the same. This may rapidly dissolve into a exercise of frustration -- then call a truce on the whole Buff/Scry/Teleport thing. 3. Up encounters per day. Increase opponents per encounter. If you think one dragon CR+4 is a tough challenge make it 8 CR-2 creatures with a mix of weakness and strengths. 4. Massively increase encounters per day (during missions/adventures) but make most of them weak and not worth the time (CR-8). About 6 even challenge encounters per day against a high level party of 6 (plus a dozen weak encounters worth marginal XP including traps, puzzles). No matter what. None of this 1-4 Fight/Rest/1-4 Fight/Rest stuff. That's for the low levels. If they run away early, hit them anyway. Against casters it has to be a war of attrition; or encounters which negate their abilities (and these are not recommended). If they complain then they are probably being challenged. 5. Have a rival group of adventurers which are always one or two steps behind the party. They are not as strong as the party but clever, tenacious, and opportunistic - but not evil. If the party lets up early the other group swoops in. If they complain about not being the stars of the show, maybe their characters should start adventuring in a way which makes them the stars -- risk taking, allowing themselves to be challenged, role playing through adversity, and maybe not just killing everything that stands in their way. [/QUOTE]
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