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My players are in a wee bit of trouble...
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<blockquote data-quote="KidSnide" data-source="post: 5751974" data-attributes="member: 54710"><p>I've done some work on how to fight groups of PCs with much higher level NPCs. My solution (as I tend to have larger parties) is to stat the character as a super-solo. That is to say, use solo-base stats with a mixture of high-level encounter and daily powers (that are re-chargable as appropriate), with an appropriate number of area/close powers, and attacks with minor/move/immediate actions. Also give the solo the ability to shed a single condition at the beginning of the solo's turn. Then double the solo hit points and provide "bruised" and "badly bloodied" markers at 1/4 and 3/4 hit points (so the PCs can sense progress), and give the NPC two initiate points in the order.</p><p></p><p>That generates a character that can absorb a massive amount of abuse (and free himself from nasty Daily-power conditions) and dish it out similarly. Also note that an NPC like this needs to have a crap-load of different powers. A fight like this takes a long time (if you're fighting to the end), and you need to keep it interesting. Fortunately, it seems like you're already there. Terrifying, hideously powerful and yet affectable is the balance that you want to be going for.</p><p></p><p>The "bruised" and "badly bloodied" markers are also important. They provide a fantastic "oh sh#t" moment, when they think the solo might be getting closed to bloodied and are then told, "you've hit the 1/4 mark". That moment is key, as it (a) gives you a chance to watch your players soil themselves and (b) gives them a chance to execute a "run away" contingency early enough in the combat that some of them have a good chance of making it. If they do decide to fight it out, it's a well-informed decision.</p><p></p><p>For the terrain, I'd make sure that there are good semi-defensible places for the ranged PCs to hole-up. That's not because you want to let them hole up there, but because you want to provide a place they can feel secure. That way, when the NPC (who needs at least one good movement power, btw) attacks the secure location, the player of the ranged PC feels the danger of being flushed out into the open. And, obviously, a good plan for pushing PCs off the tower is in order. That's presumably going to be happening a lot....</p><p></p><p>For their allies, I'd stat them up as a collection of fragile minions with abilities that help the PCs and a 2-3 simple "swarm" NPCs that can absorb a little punishment.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5751974, member: 54710"] I've done some work on how to fight groups of PCs with much higher level NPCs. My solution (as I tend to have larger parties) is to stat the character as a super-solo. That is to say, use solo-base stats with a mixture of high-level encounter and daily powers (that are re-chargable as appropriate), with an appropriate number of area/close powers, and attacks with minor/move/immediate actions. Also give the solo the ability to shed a single condition at the beginning of the solo's turn. Then double the solo hit points and provide "bruised" and "badly bloodied" markers at 1/4 and 3/4 hit points (so the PCs can sense progress), and give the NPC two initiate points in the order. That generates a character that can absorb a massive amount of abuse (and free himself from nasty Daily-power conditions) and dish it out similarly. Also note that an NPC like this needs to have a crap-load of different powers. A fight like this takes a long time (if you're fighting to the end), and you need to keep it interesting. Fortunately, it seems like you're already there. Terrifying, hideously powerful and yet affectable is the balance that you want to be going for. The "bruised" and "badly bloodied" markers are also important. They provide a fantastic "oh sh#t" moment, when they think the solo might be getting closed to bloodied and are then told, "you've hit the 1/4 mark". That moment is key, as it (a) gives you a chance to watch your players soil themselves and (b) gives them a chance to execute a "run away" contingency early enough in the combat that some of them have a good chance of making it. If they do decide to fight it out, it's a well-informed decision. For the terrain, I'd make sure that there are good semi-defensible places for the ranged PCs to hole-up. That's not because you want to let them hole up there, but because you want to provide a place they can feel secure. That way, when the NPC (who needs at least one good movement power, btw) attacks the secure location, the player of the ranged PC feels the danger of being flushed out into the open. And, obviously, a good plan for pushing PCs off the tower is in order. That's presumably going to be happening a lot.... For their allies, I'd stat them up as a collection of fragile minions with abilities that help the PCs and a 2-3 simple "swarm" NPCs that can absorb a little punishment. -KS [/QUOTE]
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