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<blockquote data-quote="Ralif Redhammer" data-source="post: 6762080" data-attributes="member: 30438"><p>It can be really difficult matching just the right level of difficulty to the group. It doesn’t help that it sounds like your PCs are acting at a much higher effective level. On the one hand, we want PCs to win, but we also want them to be challenged, so the victory feels earned. </p><p></p><p>And I've certainly been there where one bad saving throw nerfs the big bad.</p><p></p><p>I think one way to go about is, rather than just increasing the difficulty level, is to increase the challenge of the encounter. That is to say, rather than putting more/stronger enemies in there (or resorting to equal save or win spells), maybe make the situation more challenging. Put the enemies behind a fort, so they have cover and the like. Maybe the chamber the battle is occurring in is slowly flooding (with acid, if you really want to be mean). This creates complications for the battle, but also opportunities for the PCs to get creative and do exciting things. Maybe they want to climb the ramparts of the fort. Or that fireball they were saving for the enemies gets used to block the ingress for the water. Putting problems to be solved during combat can help engage the group.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 6762080, member: 30438"] It can be really difficult matching just the right level of difficulty to the group. It doesn’t help that it sounds like your PCs are acting at a much higher effective level. On the one hand, we want PCs to win, but we also want them to be challenged, so the victory feels earned. And I've certainly been there where one bad saving throw nerfs the big bad. I think one way to go about is, rather than just increasing the difficulty level, is to increase the challenge of the encounter. That is to say, rather than putting more/stronger enemies in there (or resorting to equal save or win spells), maybe make the situation more challenging. Put the enemies behind a fort, so they have cover and the like. Maybe the chamber the battle is occurring in is slowly flooding (with acid, if you really want to be mean). This creates complications for the battle, but also opportunities for the PCs to get creative and do exciting things. Maybe they want to climb the ramparts of the fort. Or that fireball they were saving for the enemies gets used to block the ingress for the water. Putting problems to be solved during combat can help engage the group. [/QUOTE]
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