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SKR's problem with certain high level encounters
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<blockquote data-quote="Mortaneus" data-source="post: 332884" data-attributes="member: 485"><p>This past weekend, my players had a long, drawn-out fight with a single major combatant.</p><p></p><p>They fought a shadowdancer, at night, in an unlit warehouse.</p><p></p><p>The shadowdancer sicked his shadow companion on the party spellsword (an elf, so he could at least see SOMETHING), and jumped the fighter (a human).</p><p></p><p>Needless to say, the party had a SEVERE problem on their hands. The shadowdancer was using hit-and-run tactics, darting out of the shadows and striking, then vanishing before they could mount an effective defense. If he had stayed in one spot and fought it out, he would have gotten squished in the first round.</p><p></p><p>The point is that, at high levels your standard adventuring party can deal out truly horrendous amounts of damage. Provided they can focus their power.</p><p></p><p>You don't have to throw them up against foes that are immune to all of their attacks, or jack up their hp's to give them survivability. Just play the bad guys intelligently. </p><p></p><p>Have the baddies use every advantage they can get. Have them lead with a barrage of tanglefoot bags. Throw some webs around. Use darkness. Silence spells are wonderful, as are walls of force. Break the party up, make them counter the foes tactics, rather than lay the smack down on the foes during the first round of combat.</p><p></p><p>Sure, a high level party will be able to cope with these challenges, but it disrupts their assault, and makes it much more difficult for them to pile the hurting on the enemy, thus prolonging the combat, and making things much more exciting, because they won't know what's coming next.</p><p></p><p>Additionally, allow foes to pull back and re-group. Give them access to healing magic on the order of what the party has. </p><p></p><p>A single foe against the entire party is probably going to get annihilated in short order. The trick is to make sure that it's not going up against the entire party all at once.</p></blockquote><p></p>
[QUOTE="Mortaneus, post: 332884, member: 485"] This past weekend, my players had a long, drawn-out fight with a single major combatant. They fought a shadowdancer, at night, in an unlit warehouse. The shadowdancer sicked his shadow companion on the party spellsword (an elf, so he could at least see SOMETHING), and jumped the fighter (a human). Needless to say, the party had a SEVERE problem on their hands. The shadowdancer was using hit-and-run tactics, darting out of the shadows and striking, then vanishing before they could mount an effective defense. If he had stayed in one spot and fought it out, he would have gotten squished in the first round. The point is that, at high levels your standard adventuring party can deal out truly horrendous amounts of damage. Provided they can focus their power. You don't have to throw them up against foes that are immune to all of their attacks, or jack up their hp's to give them survivability. Just play the bad guys intelligently. Have the baddies use every advantage they can get. Have them lead with a barrage of tanglefoot bags. Throw some webs around. Use darkness. Silence spells are wonderful, as are walls of force. Break the party up, make them counter the foes tactics, rather than lay the smack down on the foes during the first round of combat. Sure, a high level party will be able to cope with these challenges, but it disrupts their assault, and makes it much more difficult for them to pile the hurting on the enemy, thus prolonging the combat, and making things much more exciting, because they won't know what's coming next. Additionally, allow foes to pull back and re-group. Give them access to healing magic on the order of what the party has. A single foe against the entire party is probably going to get annihilated in short order. The trick is to make sure that it's not going up against the entire party all at once. [/QUOTE]
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