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Sage Advice August 17th
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<blockquote data-quote="kerbarian" data-source="post: 6684222" data-attributes="member: 40393"><p>If everyone else dies easily when the monsters attack them, I'd suggest <em>lowering</em> the encounter difficulty to where it's an interesting fight when the monsters attack the rest of the party. Don't try to solve the problem of monsters not being able to take down the paladin -- instead solve the problem of the rest of the party dying too easily. Treat the paladin as invulnerable and assume any monsters attacking him won't add to the encounter difficulty; choose the rest of the encounter to challenge the rest of the party.</p><p></p><p>The paladin can feel good by surviving attacks, but those attacks are really just for show. You're not even trying to challenge his defenses -- he won that fight. But the paladin being invulnerable doesn't make the party succeed. He has to figure out how to keep his allies alive. Or other combat goals, like preventing enemies from escaping or stopping them before they set off the trap, complete the ritual, etc.</p><p></p><p>I'm not sure whether that play style would be fun for your group or not, but I think you could have lots of combats that are interesting and challenging for the party without the paladin ever being threatened. And, of course, you can occasionally throw in enemies like others have described that are specifically designed to be dangerous to the paladin.</p></blockquote><p></p>
[QUOTE="kerbarian, post: 6684222, member: 40393"] If everyone else dies easily when the monsters attack them, I'd suggest [i]lowering[/i] the encounter difficulty to where it's an interesting fight when the monsters attack the rest of the party. Don't try to solve the problem of monsters not being able to take down the paladin -- instead solve the problem of the rest of the party dying too easily. Treat the paladin as invulnerable and assume any monsters attacking him won't add to the encounter difficulty; choose the rest of the encounter to challenge the rest of the party. The paladin can feel good by surviving attacks, but those attacks are really just for show. You're not even trying to challenge his defenses -- he won that fight. But the paladin being invulnerable doesn't make the party succeed. He has to figure out how to keep his allies alive. Or other combat goals, like preventing enemies from escaping or stopping them before they set off the trap, complete the ritual, etc. I'm not sure whether that play style would be fun for your group or not, but I think you could have lots of combats that are interesting and challenging for the party without the paladin ever being threatened. And, of course, you can occasionally throw in enemies like others have described that are specifically designed to be dangerous to the paladin. [/QUOTE]
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Sage Advice August 17th
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