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Increasing difficulty for 6 players (4e WotBS)
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<blockquote data-quote="kumagroo" data-source="post: 4920349" data-attributes="member: 83866"><p>So here's what I did (for 5 players, but HEAVILY optimized players):</p><p>1) Used an updated tougher Flaganus that Merchantsteve sent me; check your PM after I post this. He was, however, still too easy for the PC's so I would suggest adding some sort of rechargable power that could be used as a minor action (something that weakens them maybe; that condition hasn't surfaced much...). If the PC's fight him in the home, perhaps make the wyvern's tail a trap as it flails about in it's death throes(?)</p><p> </p><p>2) Whyte Wyrms: I added a Storm mage and together they managed to double whammy the PC's for round 1. But, like your group, I had a healer in a bada$$ shaman, so the PC's owned the next rounds. The mountain pseudodragon escaped but the baddies were whupped. I wouldn't actually add more in terms of bad guys if Dead Rising occurs before dailies are recharged. I think I could've made the crates more interesting. My rogue was so acrobatic, there was little risk. Up that DC and then add an attack as a minor action to your soldiers along the lines of:</p><p> </p><p>Topple Crates(minor action; may only be used when White Wyrm is adjacent to area of crates): +5 v. Reflex/ 1d6+2 damage and target is knocked prone and slowed until the beginning of White Wyrm's next turn. The Whyte Wyrm shifts back 1 square as part of this attack. Pc's square and all adjacent squares are considered difficult terrain until the end of the turn.</p><p> </p><p>I'm not good at writing these attacks, but you get the jist. I would also allow the PC's to try that attack if they state so (it's where I got the idea from as they toppled a White Wyrm sniping at them from above).</p><p> </p><p>Dead Rising: Even my maximised party could've croaked (though it wasn't as brutal as others have been posting; I had actually ADDED a boneshard before all the hooplah on these boards came out!). Keep it unchanged for 6: the narrow confines will almost serve to make this a tough power. Play it by ear in terms of damage output. If the PC's are getting hosed, you can always not have additional boneshard explosions ("They had a 50/50 chance of exploding upon bloodied or death.")</p></blockquote><p></p>
[QUOTE="kumagroo, post: 4920349, member: 83866"] So here's what I did (for 5 players, but HEAVILY optimized players): 1) Used an updated tougher Flaganus that Merchantsteve sent me; check your PM after I post this. He was, however, still too easy for the PC's so I would suggest adding some sort of rechargable power that could be used as a minor action (something that weakens them maybe; that condition hasn't surfaced much...). If the PC's fight him in the home, perhaps make the wyvern's tail a trap as it flails about in it's death throes(?) 2) Whyte Wyrms: I added a Storm mage and together they managed to double whammy the PC's for round 1. But, like your group, I had a healer in a bada$$ shaman, so the PC's owned the next rounds. The mountain pseudodragon escaped but the baddies were whupped. I wouldn't actually add more in terms of bad guys if Dead Rising occurs before dailies are recharged. I think I could've made the crates more interesting. My rogue was so acrobatic, there was little risk. Up that DC and then add an attack as a minor action to your soldiers along the lines of: Topple Crates(minor action; may only be used when White Wyrm is adjacent to area of crates): +5 v. Reflex/ 1d6+2 damage and target is knocked prone and slowed until the beginning of White Wyrm's next turn. The Whyte Wyrm shifts back 1 square as part of this attack. Pc's square and all adjacent squares are considered difficult terrain until the end of the turn. I'm not good at writing these attacks, but you get the jist. I would also allow the PC's to try that attack if they state so (it's where I got the idea from as they toppled a White Wyrm sniping at them from above). Dead Rising: Even my maximised party could've croaked (though it wasn't as brutal as others have been posting; I had actually ADDED a boneshard before all the hooplah on these boards came out!). Keep it unchanged for 6: the narrow confines will almost serve to make this a tough power. Play it by ear in terms of damage output. If the PC's are getting hosed, you can always not have additional boneshard explosions ("They had a 50/50 chance of exploding upon bloodied or death.") [/QUOTE]
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