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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5778410" data-attributes="member: 1165"><p>The MM1 isn't really balanced. The orc chieftain, for instance, isn't really an elite. IIRC, it doesn't have the ability to dish out two attacks per round. (I'm assuming the Delve didn't update the stats.)</p><p></p><p>It sounds like your party is really strong on the control, despite not having any controllers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It also sounds like they used lots of dailies, so they should be powerful. I don't really know about "Delve"; was it just one encounter for the day?</p><p></p><p>IMC I build a lot of monsters from scratch. My party is strong on melee and AC, so I use lots of controllers. IMO, templars in Dark Sun are controller [leaders] and they're common foes, so I use them a lot. Next encounter though, I'm using a wizard. I doubt it'll live up to the hype, but the character card really scares me. They also have lots of healing, which I will try to control in a manner I'm suggesting to you too.</p><p></p><p>I would suggest lots of artillery. IMO, artillery are strikers, and should have options to do more damage. Combat advantage is not enough, unless they're actually lurkers, as you can't flank from range. An example is a gnoll (!) warlock in Threats to Nentir Vale, who has the warlock curse ability. It's an at-will minor action that gives bonus damage (against <em>any</em> single opponent, not just the closest one), but only lasts until the end of the next turn. Still, that's free damage, which you shouldn't sneeze at. Also, if your PCs have abilities that daze opponents, they'll be happy, as they can keep trying to daze or otherwise steal said warlock's actions in order to keep the damage they're taking lower. (In my next encounter, one or more of the opponents will be crossbowmen who effectively have the martial version of the warlock's curse. One of my PCs can dish out some daze...)</p><p></p><p>In addition you use more but slightly weaker monsters. It's a good thing you used lots of brutes, as they're easy to hit (with AC, anyway, but that's hard on anyone who attacks NADs).</p><p></p><p>And if you're using old monsters, drop elites to normal (cut hit points and defenses) and use the MM3 guidelines to set their damage properly.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5778410, member: 1165"] The MM1 isn't really balanced. The orc chieftain, for instance, isn't really an elite. IIRC, it doesn't have the ability to dish out two attacks per round. (I'm assuming the Delve didn't update the stats.) It sounds like your party is really strong on the control, despite not having any controllers :) It also sounds like they used lots of dailies, so they should be powerful. I don't really know about "Delve"; was it just one encounter for the day? IMC I build a lot of monsters from scratch. My party is strong on melee and AC, so I use lots of controllers. IMO, templars in Dark Sun are controller [leaders] and they're common foes, so I use them a lot. Next encounter though, I'm using a wizard. I doubt it'll live up to the hype, but the character card really scares me. They also have lots of healing, which I will try to control in a manner I'm suggesting to you too. I would suggest lots of artillery. IMO, artillery are strikers, and should have options to do more damage. Combat advantage is not enough, unless they're actually lurkers, as you can't flank from range. An example is a gnoll (!) warlock in Threats to Nentir Vale, who has the warlock curse ability. It's an at-will minor action that gives bonus damage (against [i]any[/i] single opponent, not just the closest one), but only lasts until the end of the next turn. Still, that's free damage, which you shouldn't sneeze at. Also, if your PCs have abilities that daze opponents, they'll be happy, as they can keep trying to daze or otherwise steal said warlock's actions in order to keep the damage they're taking lower. (In my next encounter, one or more of the opponents will be crossbowmen who effectively have the martial version of the warlock's curse. One of my PCs can dish out some daze...) In addition you use more but slightly weaker monsters. It's a good thing you used lots of brutes, as they're easy to hit (with AC, anyway, but that's hard on anyone who attacks NADs). And if you're using old monsters, drop elites to normal (cut hit points and defenses) and use the MM3 guidelines to set their damage properly. [/QUOTE]
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