My 3.5E campaign was built around a series of climactic combats, as I had a large group that could dish out a ton of damage. So, I needed large groups of evil guys to challenge them adequately. This usually limited the game to one big encounter per session, with role-playing and story tossed in where we had time (before, during or after the combat encounter). However, I got to know my group really well and became very good at tweaking these encounters so they'd be pushed the the edge, do some tightrope walking and then barely come out on top in the end.
With the faster combats in 4E, we usually can get through 2-3-4 combats per session. I'm still feeling out how to handle a running series of challenges to the players instead of one big climactic combat per session. So, I am still trying to get a feel for balancing encounters.
I am running part of a converted 3.5 adventure path that was designed for a group of five players. But, I want some advice on what I should be looking for in terms of challenging six players based on group composition.
The six players are:
Defenders: Human Fighter and Human Swordmage/Artificer hybrid
Strikers: Elf Ranger (archer) and Eladrin brutal rogue
Leader: Human shaman
Controller: Human tome of readiness wizard
The group can dish out a lot of damage via the two strikers (and, both have had several memorable "strikes" in game), and also take a lot of punishment because they now have two defenders.
What can I do as a DM to adjust an encounter to put the players in a difficult/unusual situation, and/or to get them worried? The upcoming encounters involve undead, which might be difficult with only the wizard having a limited amount of radiant damage to dish out. Should I use more minions to round out an encounter (add XP to it because it is six PCs, where the AP is designed for five), or do I throw in another soldier type, or bump a soldier to an elite? Something else?
Thanks
With the faster combats in 4E, we usually can get through 2-3-4 combats per session. I'm still feeling out how to handle a running series of challenges to the players instead of one big climactic combat per session. So, I am still trying to get a feel for balancing encounters.
I am running part of a converted 3.5 adventure path that was designed for a group of five players. But, I want some advice on what I should be looking for in terms of challenging six players based on group composition.
The six players are:
Defenders: Human Fighter and Human Swordmage/Artificer hybrid
Strikers: Elf Ranger (archer) and Eladrin brutal rogue
Leader: Human shaman
Controller: Human tome of readiness wizard
The group can dish out a lot of damage via the two strikers (and, both have had several memorable "strikes" in game), and also take a lot of punishment because they now have two defenders.
What can I do as a DM to adjust an encounter to put the players in a difficult/unusual situation, and/or to get them worried? The upcoming encounters involve undead, which might be difficult with only the wizard having a limited amount of radiant damage to dish out. Should I use more minions to round out an encounter (add XP to it because it is six PCs, where the AP is designed for five), or do I throw in another soldier type, or bump a soldier to an elite? Something else?
Thanks