I am currently running the WotBS campaign and having a blast with the role playing aspect.
The combat side of things is a bit lack-luster due to the fact that it really is a diverse party with lots of bits and pieces that fit really nice together. In other words, if something needs to be slowed, it's slowed, dazed or whatever.
So far I have been trying to add hp, add more of the rank-and-file monsters, etc, but it really hasn't been working out well after they hit level 2 and it got much worse when they hit level 3 with the additional encounter power.
The problem is mostly the conditions (slow, marked, dazed, bonus to hit/damage, whatever) that get put on my "special" mobs. I am therefore thinking of instead of having one special mob, I will have two. That way conditions will only be half as effective as before. On the other hand, focus-fire will bring one of them down real quick (1 round quick).
The best strategy to use would probably be to split the party a bit, since my main problem is the synergy the characters have. The main problem with this is that it isn't something I can do all the time.
The party consists of: Warlord, Paladin Barbarian, Rogue, Ranger (ranged), Sorcerer and a Wizard. A well-rounded party with the strikers doing ridicules amounts of damage, a tank that gets damage reduction 3 and a Warlord that can buff the whole party quite a lot in the damage department.
To sum it up, I am looking for an assortment of strategies I can use to make combat interesting without dragging out.
Tried and failed:
Adding more monsters of the same type as was in the regular encounter
Changing the special mob into a one with more hp
Not tried, but hopeful:
Doubling the special mobs
Tactic: split the party*
Add more xp worth of monsters compared to players
Add +0.5 dmg pr level to mobs
My final ideas after reading the suggestions below:
The combat side of things is a bit lack-luster due to the fact that it really is a diverse party with lots of bits and pieces that fit really nice together. In other words, if something needs to be slowed, it's slowed, dazed or whatever.

So far I have been trying to add hp, add more of the rank-and-file monsters, etc, but it really hasn't been working out well after they hit level 2 and it got much worse when they hit level 3 with the additional encounter power.
The problem is mostly the conditions (slow, marked, dazed, bonus to hit/damage, whatever) that get put on my "special" mobs. I am therefore thinking of instead of having one special mob, I will have two. That way conditions will only be half as effective as before. On the other hand, focus-fire will bring one of them down real quick (1 round quick).
The best strategy to use would probably be to split the party a bit, since my main problem is the synergy the characters have. The main problem with this is that it isn't something I can do all the time.
The party consists of: Warlord, Paladin Barbarian, Rogue, Ranger (ranged), Sorcerer and a Wizard. A well-rounded party with the strikers doing ridicules amounts of damage, a tank that gets damage reduction 3 and a Warlord that can buff the whole party quite a lot in the damage department.
To sum it up, I am looking for an assortment of strategies I can use to make combat interesting without dragging out.
Tried and failed:
Adding more monsters of the same type as was in the regular encounter
Changing the special mob into a one with more hp
Not tried, but hopeful:
Doubling the special mobs
Tactic: split the party*
Add more xp worth of monsters compared to players
Add +0.5 dmg pr level to mobs
My final ideas after reading the suggestions below:
- Reinforcements - start with the regular 5 monsters and add 2 in round two and three.
- Level up the opponents by 2-3 levels making them hit harder and be harder to focus fire down.
- Split the party mid combat so they will be fighting two separate fights so they can't focus fire as readily.
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