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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tips for tweaking encounters based on group composition
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<blockquote data-quote="Abstruse" data-source="post: 5455223" data-attributes="member: 6669048"><p>That's a really well balanced group, so you might have problems challenging them. The strikers can deal the damage, the defenders can keep the controller and leader protected, and the controller and leader can do their thing. Solos (even MM3/MV solos) aren't going to last long without support.</p><p></p><p>Against a group like that, I'd use a lot of weaker enemies rather than a few strong ones. Don't mix monster types (if you use more than 2-4 different monsters/NPCs in an encounter, it ALWAYS drags combat), but throw a lot of minions or weaker enemies at them. At least a couple will sneak past the defenders and hurt the back line folks, while the strikers and defenders are trying to thin down the numbers. Don't let them group up either so the wizard can't just blast them all.</p><p></p><p>Another trick would be to use terrain against them. A fight on the edge of a cliff or with several "zones" or something like that. Put acid pools everywhere and use monsters immune/resistant to acid. Put them on a cliff fighting dwarves (with their "Slide me WHERE now?" racial ability) or flying creatures. Traps with jets of fire and fire resistant/immune enemies. Cover the floor with ice that causes them to make balance checks or fall prone.</p><p></p><p>Another great trick is to make them do a skill challenge during the battle. If you've seen the Robot Chicken videos from WotC, you'll see how well that can work. Depending on the skill challenge in question and its consequences for failure, the bad guys might be able to lock down the party's controller and/or striker for the entire encounter without having to waste a single monster doing it.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5455223, member: 6669048"] That's a really well balanced group, so you might have problems challenging them. The strikers can deal the damage, the defenders can keep the controller and leader protected, and the controller and leader can do their thing. Solos (even MM3/MV solos) aren't going to last long without support. Against a group like that, I'd use a lot of weaker enemies rather than a few strong ones. Don't mix monster types (if you use more than 2-4 different monsters/NPCs in an encounter, it ALWAYS drags combat), but throw a lot of minions or weaker enemies at them. At least a couple will sneak past the defenders and hurt the back line folks, while the strikers and defenders are trying to thin down the numbers. Don't let them group up either so the wizard can't just blast them all. Another trick would be to use terrain against them. A fight on the edge of a cliff or with several "zones" or something like that. Put acid pools everywhere and use monsters immune/resistant to acid. Put them on a cliff fighting dwarves (with their "Slide me WHERE now?" racial ability) or flying creatures. Traps with jets of fire and fire resistant/immune enemies. Cover the floor with ice that causes them to make balance checks or fall prone. Another great trick is to make them do a skill challenge during the battle. If you've seen the Robot Chicken videos from WotC, you'll see how well that can work. Depending on the skill challenge in question and its consequences for failure, the bad guys might be able to lock down the party's controller and/or striker for the entire encounter without having to waste a single monster doing it. [/QUOTE]
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Tips for tweaking encounters based on group composition
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