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NPC Tactics and CR ratings..
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<blockquote data-quote="PrinceZane" data-source="post: 2095788" data-attributes="member: 24195"><p>When dealing with "more advanced" tactics and techniques of NPC's, when do you (DM) generally start implementing things other than just trying to kill the PC?</p><p></p><p>In essence what I mean is: If the boss of a campain were say... a wizard/sorc, when would you start getting into detect magic and then try to dispel their nice pretty glowing eq instead of directly trying to kill them with say a fireball or something?</p><p></p><p>I've finally got my group into starting to think and use strategy (not 100%, but definitely better than it was), and I feel it's time for me to step up and begin to start sundering weapons, disarming their precious robes and rings and such (still not quite sure why you can disarm a ring... *shrugs* c'est la vie). However, I keep debating that they're just now starting to be able to upgrade to a +1 or get that nice decent glove of ogre power or whatever.</p><p></p><p>Out of the, umm, 7ish people in the party, their collective level is 7 (7.4 I think).</p><p>Is it too soon?</p><p></p><p>Also, I'm having a little bit of a problem putting them up against mobs. According to the DMG, they should be able to take 1 CR 7 since that's their level. But due to the large party, they just stomp a mudhole in it... ditto mostly for 1 CR 8. Is there any type of formula or anything to adjust how many mobs to put at them. I was thinking like 1 CR 8 and 1 CR 6 or something, but wasn't sure if it was too rough. I want things to be a callenge, but I want them to have a chance. It's more fun to gloat about roasting them in a "fair" fight instead of overwhelming odds.</p></blockquote><p></p>
[QUOTE="PrinceZane, post: 2095788, member: 24195"] When dealing with "more advanced" tactics and techniques of NPC's, when do you (DM) generally start implementing things other than just trying to kill the PC? In essence what I mean is: If the boss of a campain were say... a wizard/sorc, when would you start getting into detect magic and then try to dispel their nice pretty glowing eq instead of directly trying to kill them with say a fireball or something? I've finally got my group into starting to think and use strategy (not 100%, but definitely better than it was), and I feel it's time for me to step up and begin to start sundering weapons, disarming their precious robes and rings and such (still not quite sure why you can disarm a ring... *shrugs* c'est la vie). However, I keep debating that they're just now starting to be able to upgrade to a +1 or get that nice decent glove of ogre power or whatever. Out of the, umm, 7ish people in the party, their collective level is 7 (7.4 I think). Is it too soon? Also, I'm having a little bit of a problem putting them up against mobs. According to the DMG, they should be able to take 1 CR 7 since that's their level. But due to the large party, they just stomp a mudhole in it... ditto mostly for 1 CR 8. Is there any type of formula or anything to adjust how many mobs to put at them. I was thinking like 1 CR 8 and 1 CR 6 or something, but wasn't sure if it was too rough. I want things to be a callenge, but I want them to have a chance. It's more fun to gloat about roasting them in a "fair" fight instead of overwhelming odds. [/QUOTE]
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