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Some suggestions needed for Paragon Encounters
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<blockquote data-quote="BobTheNob" data-source="post: 5218019" data-attributes="member: 82425"><p>I can assure you I am feeling the same issue. As soon as our party hit paragon, things got alot harder (well, harder to create a good challenge...easier for the players)</p><p></p><p>Im treating this as a wake up call. To me, alot of the encounters I offered were simply too simplistic, didnt push the players hard enough. I recently had one where the map had 5 designated "weak points" in the floor the players did not know about. One NPC on the map had a standard action that he could acause one of those to collapse, and those on the area plumeted into a large room and had to figure a way into the upper room. The thing I noticed was this greatly reduced the parties power as it broke them up : the artillery section got dumped in a pit, the warlord was stuck between a hole in the floor and some trash npcs, the tanks were in the right place, but with no-one backing them and therefore to little effect and the poor rogue was (yet again) cut off and in seroius trouble (and completely unable to flank).</p><p></p><p>This is a fairly extreme example and I probably wouldnt be such a nasty again (it was a little harsh) however in doing this I severed the parties very well composed ability to work as a team and came to a conclusion. Its about control and and denying them the nice little "patterns" of situation management they sit back into so comfortably. Throw things at them which will fail if they do the "day to day" means on management.</p><p></p><p>So, one thing you may try is the enviroment itself. Put in some surprises and see how it works for you.</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5218019, member: 82425"] I can assure you I am feeling the same issue. As soon as our party hit paragon, things got alot harder (well, harder to create a good challenge...easier for the players) Im treating this as a wake up call. To me, alot of the encounters I offered were simply too simplistic, didnt push the players hard enough. I recently had one where the map had 5 designated "weak points" in the floor the players did not know about. One NPC on the map had a standard action that he could acause one of those to collapse, and those on the area plumeted into a large room and had to figure a way into the upper room. The thing I noticed was this greatly reduced the parties power as it broke them up : the artillery section got dumped in a pit, the warlord was stuck between a hole in the floor and some trash npcs, the tanks were in the right place, but with no-one backing them and therefore to little effect and the poor rogue was (yet again) cut off and in seroius trouble (and completely unable to flank). This is a fairly extreme example and I probably wouldnt be such a nasty again (it was a little harsh) however in doing this I severed the parties very well composed ability to work as a team and came to a conclusion. Its about control and and denying them the nice little "patterns" of situation management they sit back into so comfortably. Throw things at them which will fail if they do the "day to day" means on management. So, one thing you may try is the enviroment itself. Put in some surprises and see how it works for you. [/QUOTE]
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Some suggestions needed for Paragon Encounters
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