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How to stop a Warden?
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<blockquote data-quote="Nullzone" data-source="post: 5510241" data-attributes="member: 97538"><p>I guess we're at two divergent problems here; is it that the player is being disruptive with his actions or is the OP just concerned about providing him an adequate challenge?</p><p></p><p>I mean, if the other players don't actually have a problem with his playstyle or character's dichotomous personality, then I wouldn't even address the "Should he actually play a Warden/defender" issue. If the table is working together, even if the Warden doesn't actively show it, then the rest shouldn't matter.</p><p></p><p></p><p>If it's a mechanical issue with challenging the player of the Warden, then it's going to be an uphill battle, because they're pretty hard to kill no matter what you do; you may be able to hit them, but a lot of their powers are designed to soak away a good portion of the damage you'd otherwise be dealing.</p><p></p><p>Stunning is a cheap way to deny them, but it's not fun for the player. Use it very sparingly, and expect the monster(s) that stun to get taken out quickly thereafter. Dazing can be a little better as it doesn't completely disable the player and leave them turnless; instead it forces them to think about what they want to do with their limited action count. Still, be careful. Locking someone in a dazed effect is a bummer because it can make them feel neutered for the fight. If Superior Will or other sources of saving throws are a concern, then put extra riders on the effects; failed save or aftereffect lines that tack on some slowed or other limiting factor can help keep the Warden guessing.</p><p></p><p>Another thing you can do is simply get monsters that prevent the Warden's extra effects from taking hold and denying the monsters access to the rest of the party. A brute who can (on a recharge) shift twice his speed, enter enemy squares, and make an attack on every creature he makes contact with as part of the move is excellent, because you can obey the Warden's mark this way and still get some damage out on the rest of the party, which will usually make everyone sit up and go "oh, that guy is going to be trouble". Or make up some skirmishers who don't provoke OA for moving away from the target of an attack/can move away as a secondary effect on a hit.</p><p></p><p>Alternately, get secondary effects running that cause vulnerabilities to crop up and expose the chinks in the PCs defense. One monster applies vulnerable psychic, another causes ongoing psychic; put them together and you can get some pretty solid damage going out every round even if you can't get to the Warden himself.</p></blockquote><p></p>
[QUOTE="Nullzone, post: 5510241, member: 97538"] I guess we're at two divergent problems here; is it that the player is being disruptive with his actions or is the OP just concerned about providing him an adequate challenge? I mean, if the other players don't actually have a problem with his playstyle or character's dichotomous personality, then I wouldn't even address the "Should he actually play a Warden/defender" issue. If the table is working together, even if the Warden doesn't actively show it, then the rest shouldn't matter. If it's a mechanical issue with challenging the player of the Warden, then it's going to be an uphill battle, because they're pretty hard to kill no matter what you do; you may be able to hit them, but a lot of their powers are designed to soak away a good portion of the damage you'd otherwise be dealing. Stunning is a cheap way to deny them, but it's not fun for the player. Use it very sparingly, and expect the monster(s) that stun to get taken out quickly thereafter. Dazing can be a little better as it doesn't completely disable the player and leave them turnless; instead it forces them to think about what they want to do with their limited action count. Still, be careful. Locking someone in a dazed effect is a bummer because it can make them feel neutered for the fight. If Superior Will or other sources of saving throws are a concern, then put extra riders on the effects; failed save or aftereffect lines that tack on some slowed or other limiting factor can help keep the Warden guessing. Another thing you can do is simply get monsters that prevent the Warden's extra effects from taking hold and denying the monsters access to the rest of the party. A brute who can (on a recharge) shift twice his speed, enter enemy squares, and make an attack on every creature he makes contact with as part of the move is excellent, because you can obey the Warden's mark this way and still get some damage out on the rest of the party, which will usually make everyone sit up and go "oh, that guy is going to be trouble". Or make up some skirmishers who don't provoke OA for moving away from the target of an attack/can move away as a secondary effect on a hit. Alternately, get secondary effects running that cause vulnerabilities to crop up and expose the chinks in the PCs defense. One monster applies vulnerable psychic, another causes ongoing psychic; put them together and you can get some pretty solid damage going out every round even if you can't get to the Warden himself. [/QUOTE]
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