Lord Zardoz
Explorer
The sort of thinking demonstrated by your players is what caused Gary Gygax to write the Tomb of Horrors adventure.
There are a lot of things you can pull off to mess with your players, such as throwing an 18th level lich at a 3rd level party and casting Finger of Death first round. As funny as that is though, it is not the sort of thing that wins the grudging admiration of your players.
One of the simplest tricks you can use is to have an encounter in a large open area against archers. Just fire and move away each turn, and have the opponents move away from one another.
Another simple trick is to abuse hit and run. Engage for 3 rounds, then retreat. This will really cause problems for pc's who depend on either Summon Monster spells or Buffs. (Once a player realizes that summon monster 3 can call in monsters with DR 5/magic, you do not really have a whole lot of good tactical options for creatures that cannot penetrate the DR except to hope they can outrun the monster).
One trick I really like, however, is having monsters fight from behind cover, and to put a pit trap of some sort along the path to the monsters cover. Players like to charge into melee, and they tend to get dumped right into the pit.
If your really mean, the pit will be filled with water, to a depth of 8 feet or so, and have a heavy iron grate drop onto the pit and fall into place just below the surface of the water. A 50 pound iron grate is hard to lift when your feet are not on the ground. And since it is a grate, you can have humanoids with spears stab past the grate at the guy under it. The water is there just to help the guy drown.
END COMMUNICATION
There are a lot of things you can pull off to mess with your players, such as throwing an 18th level lich at a 3rd level party and casting Finger of Death first round. As funny as that is though, it is not the sort of thing that wins the grudging admiration of your players.
One of the simplest tricks you can use is to have an encounter in a large open area against archers. Just fire and move away each turn, and have the opponents move away from one another.
Another simple trick is to abuse hit and run. Engage for 3 rounds, then retreat. This will really cause problems for pc's who depend on either Summon Monster spells or Buffs. (Once a player realizes that summon monster 3 can call in monsters with DR 5/magic, you do not really have a whole lot of good tactical options for creatures that cannot penetrate the DR except to hope they can outrun the monster).
One trick I really like, however, is having monsters fight from behind cover, and to put a pit trap of some sort along the path to the monsters cover. Players like to charge into melee, and they tend to get dumped right into the pit.
If your really mean, the pit will be filled with water, to a depth of 8 feet or so, and have a heavy iron grate drop onto the pit and fall into place just below the surface of the water. A 50 pound iron grate is hard to lift when your feet are not on the ground. And since it is a grate, you can have humanoids with spears stab past the grate at the guy under it. The water is there just to help the guy drown.
END COMMUNICATION