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What Level 27 Characters Are Capable Of

That's ... a very strange party.
They look like they have no in-combat healing at all beyond potions. They're a little squishy though; only one (the barbarian) is tough, and I'm pretty sure a switch-hitting warlock must use Charisma as their key stat, not Con.

You did see the bit about this being an "All-Striker party"? Warlock has a couple of feats so she can second wind, get temps, and boost everyone else. Oh, she's a con-based Infernal with dual pact, multiclassed as swordmage, and has really boosted her Eldritch strike.
I usually avoid all ____ encounters, but that was a rare example of an encounter that challenged the party without making it several levels above them.
 

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You did see the bit about this being an "All-Striker party"? Warlock has a couple of feats so she can second wind, get temps, and boost everyone else. Oh, she's a con-based Infernal with dual pact, multiclassed as swordmage, and has really boosted her Eldritch strike.
I usually avoid all ____ encounters, but that was a rare example of an encounter that challenged the party without making it several levels above them.

And never to forget with All-Strikers - dead enemies don't inflict damage, and thus require no healing. And Strikers useful have abilities that get them out of trouble, too...
 

And never to forget with All-Strikers - dead enemies don't inflict damage, and thus require no healing. And Strikers useful have abilities that get them out of trouble, too...

I think my lead post represents the scaling of this concept throughout the tiers of play.

Admittedly, the Bladesinger is by no means a pure Striker (its prescribed role is Controller). However, in play (especially as the class progresses and gains further ability to extend or refresh Bladesong), the class plays as a ridiculously mobile and stout Striker (big S) with secondary controller (small c). Striker's suite of activatable "useful abilities that get them out of trouble" + the ability to build to strong passive defenses + Epic Destiny Daily "survive death" abilities make Striker's extremely potent toward the end of the game as much of their deficiencies from Heroic Tier of have been muted.

Nonetheless, an all striker party without the Epic Destiny "survive death" ability would definitely be in trouble in fights with Auras, Swarms, Zones, Minions, Hazards/Traps and heavy control effects. Effects that (i) mitigate the potency of their single target damage and (ii) force them to spend their action economy on survival or positioning really puts them behind the proverbial eight-ball in the overall action economy game. That is where Leaders who can spend their non-Standard Actions to move allies into place and/or to reactively heal them really become game changers. Obviously Defenders work in the opposite direction of Leaders; they proactively control the battlefield by dictating damage-in and enemy positioning, thus preserving the group's action economy for consistent deployment of nova damage. Finally, Controllers serve the same general purpose as Defenders (controlling the battlefield) while also outright denying enemy actions en masse and/or crushing the efficiency of their aggregate action economy.

While the Bladesinger and Ranger/Rogue in my game are ridiculously stout, mobile and have a deep suite of interrupt abilities to prevent damage-in, the control/heaing and action economy buffing of the Warlord/Druid is indispensable. Replacing the Warlord/Druid with another Striker would be a net loss for their group under pretty much all circumstances.
 

And never to forget with All-Strikers - dead enemies don't inflict damage, and thus require no healing. And Strikers useful have abilities that get them out of trouble, too...

We had another session of this group today. They would focus fire on one or two monsters, and just ream them. OK, using the terrain helped (two monsters were pushed over a 100ft cliff and survived, but were out of the fight).
Big fight of the day was vs 2 lvl 14 very versitile and mobile skirmishers (think vampiric quicklings), 20 minion soldiers, and the lvl17 solo controller. I dropped the rouge and bloodied two other characters. The only reason the fight lasted as long as it did is because the warlock kept missing, as did our visiting player from out of town we don't see very much. Visiting player was throwing in dailies because he was going back home after this session, so had no reason to save them. Without the help of the other creatures, the lvl 17 solo would have been munched in about 5 rounds. And she was pretty cool.

And the party is only lvl15.
I shudder to think what I'm going to have to come up with to make the fights interesting at lvl27. At this point, I'm thinking of updating the spell-jammer module "Under the Dark Fist."
 

Thanks for sharing [MENTION=6696971]Manbearcat[/MENTION] the imagery in the game sounded cool and you adapted well to an unusual move by the players.

I just thought I would share my last two games as a DM and as a player. As a DM my players are a group of 5 level 14 characters. Last session, without any prior preparation, they took out an Unchained Balor. Yes, the level 21 solo. Not only this, but I had to be very creative giving him all sorts of extra resistances and saves or he would not have made it past round 4. Even so, they finished him off without anybody dropping and were healthy enough to push on. After a short rest, they took on Calastryx the named three headed dragon from the Monster Vault. I gave him a special ability that meant that his zones of fire never disappeared. Without the use of daily powers they killed him in about three turns without taking appreciable damage.

I didn't think that an encounter 7 levels higher would be so easy for them. Now I have no idea how to realistically challenge them for the rest of paragon tier without breaking the worlds power level consistency.

I play in a game where I am the sole player, I run a level 28 Cunning Sneak Rogue. I actually feel like I have to choose abilities and tactics to make it fair on the monsters. The DM runs adventures straight from the book with all the encounters designed for 5 players. He XP budgets the same for encounters he designs. I am regularly 1v1 with solo monsters and their cohorts. I get through it just fine, if a little beaten up. It makes me wonder what the heck I am going to do when my group of 5 players reach epic tier.
 

After a short rest, they took on Calastryx the named three headed dragon from the Monster Vault. I gave him a special ability that meant that his zones of fire never disappeared. Without the use of daily powers they killed him in about three turns without taking appreciable damage.

My PCs pwned Calastryx with little difficulty, mainly because they had at-will knock prone attacks. Prone is murderous on flying solos.

Solos should be a "last resort", IMO, and even in a "boss battle" you need more guys. I've found level +4 encounters (eg two solos, five elites, one solo + 5 normal guys) to make an extremely dangerous challenge for paragon-level PCs.
 

As a DM my players are a group of 5 level 14 characters. Last session, without any prior preparation, they took out an Unchained Balor. Yes, the level 21 solo. Not only this, but I had to be very creative giving him all sorts of extra resistances and saves or he would not have made it past round 4. Even so, they finished him off without anybody dropping and were healthy enough to push on.
It's worth note that this Balor is not at all updated for correct damage math and its attacks are 2 lower than it should be. Its hp are also low. Unless you fixed that, it's really a lot closer to facing a level 19 solo who is difficult to hit and still hits for low damage (it hits as hard as a level 11 solo thereabouts).

Which is still an accomplishment, but is not quite so crazy.

Taking on Calastryx with no appreciable damage is more notable, despite it being 7 levels lower, though Calastryx is much easier to kill it's true. Unless you mean "without dropping anyone" and multiple people had to spend 1-3 surges. Which is not at all surprising for an at-level encounter at paragon.
 

I think that the party took a total if about 45 damage by the time the dragon dropped. In the first turn the Hunter went first, she made 3 basic attacks each hitting with a roll of over 40 to shoot the three chains holding up a large statue hanging from the roof above the dragon. It hit for tonnes, but I secretly hand-waved that damage and gave the dragon no damage. The Scout charged in and hit the prone dragon for 86 damage, then the Slayer closed and hit it for 165 in MBA->Rain of Blowx3->MBA flurry of attacks with headsmans chop feat. Then the leader gets them to attack again, it was horrible.

I have also noticed that there are a lot of abilities that are balanced in a group of 4-5 but are actually way more powerful solo. For instance a Cunning Sneak rogue could RAW take out most solo creatures in the game without a hassle. It is near impossible to stop them moving and hiding after every attack. They have a level 5 daily power that slows (save ends) on every single attack they do for the rest of the encounter. Just hit an enemy with that from 50 squares away and watch them die helplessly unable to catch or hurt you. The DM has to craft encounters where they can never bring their full power to bear.

The same thing goes for the Hunter. The Hunter may be a OK or even sub-par controller when you play with 4 other player on a battlemap, but away from controlled encounters, a slow/prone at-will with 65 range makes most anything a negligible threat in a semi-open environment.

If my melee PCs had the patience to not close with everything, the group could trivialize a good many encounters. The Hunter solo and outdoors is an absolute beast to deal with.

<edit> As the OP found, another example is the Bladesinger. Their ability to repoiste and have high defenses is balanced in a fight where the enemy can choose to hit their friend. Get them alone and the enemy is left with no good options.
 

In the first turn the Hunter went first, she made 3 basic attacks each hitting with a roll of over 40 to shoot the three chains holding up a large statue hanging from the roof above the dragon. It hit for tonnes, but I secretly hand-waved that damage and gave the dragon no damage. The Scout charged in and hit the prone dragon for 86 damage, then the Slayer closed and hit it for 165 in MBA->Rain of Blowx3->MBA flurry of attacks with headsmans chop feat. Then the leader gets them to attack again, it was horrible.
This doesn't really sound horrible to me - folks worked well together, did solid but not crazy damage. Never be afraid to let PCs do solid but not crazy damage. It just makes the game go faster. Assuming that the leader didn't give them enough to kill it, anyways, but that sounds like only enough damage to bloody it, then they'd take about 2 more rounds to finish it unless their initiatives line up perfectly against it. Which, frankly, it does sound like, if it's acting 3-4 times per round and never gets to stand between their actions to avoid the headman chop damage :)

Granted, it might have missed _a lot_ if it made its 6 attacks (4 heads plus 2 APs), each of which targets 2-3 characters, and did only 45 damage (so 2 hits).

I have also noticed that there are a lot of abilities that are balanced in a group of 4-5 but are actually way more powerful solo. For instance a Cunning Sneak rogue could RAW take out most solo creatures in the game without a hassle. It is near impossible to stop them moving and hiding after every attack. They have a level 5 daily power that slows (save ends) on every single attack they do for the rest of the encounter. Just hit an enemy with that from 50 squares away and watch them die helplessly unable to catch or hurt you. The DM has to craft encounters where they can never bring their full power to bear.
I can't imagine that trick working all that well, especially not at the levels you're talking about. Regardless of "crafting encounters", stealth just isn't that threatening and only improperly designed monsters have no ability to cope with ranged attacks. For clarity, I've DMed for a permastealth character from L7 - L30; one who never even unhides, unlike a normal cunning sneak rogue who does appear when they attack.

I mean, you could have a hunter slowing the monster, but you could also just have an elf with a bow running at full speed. If it can't cope with that, it doesn't deserve to have made it past 3rd level.

Snipers are great, no doubt, but a sniper without support in hostile territory shouldn't have an option to just sit 50 squares away whittling someone down for minutes. I mean, even a stupid monster would go in a building or cave, and any allies at all mean you can cordon off an area or outflank. It's actually great from a plot standpoint (yay scouting, sniping lookouts, etc) but from "I went 1 on 1 with a solo and it could do nothing" that sounds like crazy tofu logic. Even if the Tarrasque has to pick up a boulder and throw it, it has options.

As the OP found, another example is the Bladesinger. Their ability to repoiste and have high defenses is balanced in a fight where the enemy can choose to hit their friend. Get them alone and the enemy is left with no good options.
Ready an action to attack on their turn. That's also an option that works on the rogue, often enough.

That said - yeah, D&D is a team game. If you break that mold you might hit some odd things.
 

After a short rest, they took on Calastryx the named three headed dragon from the Monster Vault. I gave him a special ability that meant that his zones of fire never disappeared. Without the use of daily powers they killed him in about three turns without taking appreciable damage.
My PCs pwned Calastryx with little difficulty, mainly because they had at-will knock prone attacks. Prone is murderous on flying solos.
Taking on Calastryx with no appreciable damage is more notable
I enjoyed [MENTION=6696971]Manbearcat[/MENTION]'s thread but of course can't XP him. So I thought I'd link to my Calasytrx stories instead!
 

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