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<blockquote data-quote="Iron Sky" data-source="post: 5610258" data-attributes="member: 60965"><p>*Use minions to aid-another against the tanks instead of attacking; only need to hit AC 10+1/2 their level to give the "real" monsters +2 to hit.</p><p>*Phasing/invisible/stealthed lurkers that ambush the ranged attackers - not all the time, but enough to make them worry.</p><p>*Fights where the enemies are coming from 2+ all directions so the PCs can't make a single shield wall to keep them from the ranged guys.</p><p>*Previously mentioned Skirmishers that bypass the front line.</p><p>*Brutes with push powers that knock the melee characters back.</p><p>*Varied terrain, including different elevations. Having a wall that gives enemy ranged attackers total cover but that the melee characters can get around gives them pretty good incentive.</p><p>*Dynamic combats, a bridge that's collapsing slowly as the PCs try to fight their way off of it, a building with fires that spread, falling rocks/stalactites/chandeliers, walls that explode out to reveal new enemies 2-3 rounds into the fight, enemies that arrive in waves, statues start animating and attacking anything nearby</p><p>*Objectives, an NPC has to survive/escape, a specific enemy has to be brought down before he gets away, a crystal focus must be destroyed within 5 rounds or else, a side of the map that no enemies can cross, a wall that must be held for x rounds, etc.</p><p>*Elites or solos that grab and throw PCs at each other can be fun, or solo skirmishers with lots of movement powers so they can suddenly be back attacking the ranged guys.</p><p>*Attacks that target NADs on the defenders since their ACs are probably huge.</p><p>*Previously mentioned MM3 monster design.</p><p></p><p>Those should all help.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5610258, member: 60965"] *Use minions to aid-another against the tanks instead of attacking; only need to hit AC 10+1/2 their level to give the "real" monsters +2 to hit. *Phasing/invisible/stealthed lurkers that ambush the ranged attackers - not all the time, but enough to make them worry. *Fights where the enemies are coming from 2+ all directions so the PCs can't make a single shield wall to keep them from the ranged guys. *Previously mentioned Skirmishers that bypass the front line. *Brutes with push powers that knock the melee characters back. *Varied terrain, including different elevations. Having a wall that gives enemy ranged attackers total cover but that the melee characters can get around gives them pretty good incentive. *Dynamic combats, a bridge that's collapsing slowly as the PCs try to fight their way off of it, a building with fires that spread, falling rocks/stalactites/chandeliers, walls that explode out to reveal new enemies 2-3 rounds into the fight, enemies that arrive in waves, statues start animating and attacking anything nearby *Objectives, an NPC has to survive/escape, a specific enemy has to be brought down before he gets away, a crystal focus must be destroyed within 5 rounds or else, a side of the map that no enemies can cross, a wall that must be held for x rounds, etc. *Elites or solos that grab and throw PCs at each other can be fun, or solo skirmishers with lots of movement powers so they can suddenly be back attacking the ranged guys. *Attacks that target NADs on the defenders since their ACs are probably huge. *Previously mentioned MM3 monster design. Those should all help. [/QUOTE]
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