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*Pathfinder & Starfinder
poor party composition
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<blockquote data-quote="Hannerdyn" data-source="post: 6380139" data-attributes="member: 6777934"><p>I'll offer a different tactic based on the party you have. </p><p></p><p>Some background: I never require or even request a party have a certain build. Play what you enjoy, I'll build encounter's and adventures around the party. I'm trying to tell a good story.</p><p></p><p>That doesn't mean I withhold challenges. My players are challenged, but those challenges are meant to engage their individual character concepts and abilities in-game.</p><p></p><p>Create encounters that require them to use their individual abilities more intelligently (you mentioned fly and greater invisibility on the thief, those are good places to begin). Give them a puzzle that only they can solve, but they only solve it if they really think and know their characters. </p><p></p><p>This is a kind of 'enzyme' approach to encounters and adventures; where you have a high-magic, strike from a distance party that can't heal, you send encounters that nullify magic and close distances quickly, but might be vulnerable to the secondary strengths of the party; raw damage, surprise or control abilities, etc.</p><p></p><p>If those encounters don't be them, they've likely learned something. If they do beat them, by all means roll at a lower level. I think that may be the root of most of your issues, though I hate recommending a TPK unless it makes sense story-wise or you have something in-game and irrevocably dysfunctional.</p></blockquote><p></p>
[QUOTE="Hannerdyn, post: 6380139, member: 6777934"] I'll offer a different tactic based on the party you have. Some background: I never require or even request a party have a certain build. Play what you enjoy, I'll build encounter's and adventures around the party. I'm trying to tell a good story. That doesn't mean I withhold challenges. My players are challenged, but those challenges are meant to engage their individual character concepts and abilities in-game. Create encounters that require them to use their individual abilities more intelligently (you mentioned fly and greater invisibility on the thief, those are good places to begin). Give them a puzzle that only they can solve, but they only solve it if they really think and know their characters. This is a kind of 'enzyme' approach to encounters and adventures; where you have a high-magic, strike from a distance party that can't heal, you send encounters that nullify magic and close distances quickly, but might be vulnerable to the secondary strengths of the party; raw damage, surprise or control abilities, etc. If those encounters don't be them, they've likely learned something. If they do beat them, by all means roll at a lower level. I think that may be the root of most of your issues, though I hate recommending a TPK unless it makes sense story-wise or you have something in-game and irrevocably dysfunctional. [/QUOTE]
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