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When the PCs Can Beat Everything
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<blockquote data-quote="Vurt" data-source="post: 4112034" data-attributes="member: 1547"><p>Six 10th-level characters is probably functionally equivalent (more or less) to four 12th-level characters (just without access to 6th level spells, but with more individual actions available per round). So right off the bat, warming them up with three or four EL 10 probably won't use up terribly many of their daily resources, and when the climax came, they were still reasonably fresh. That said, you know your players best, they may also be very optimized at what they do.</p><p></p><p>So I'd consider the party 12th level, maybe 13th, and go from there.</p><p></p><p>That said, another issue you hint at with your bone devil comment is that the players are too familiar with the bad guys and their capabilities. The easiest way to deal with this is to throw oddball creatures and combinations at them, but to describe them differently. Use the stats you want, but don't make it obvious to your players what that is, and absolutely don't tell them what you're doing afterwards. Apply penalties to knowledge checks because these creatures are relatively unique and unheard of. Throw in the occasional incorrect rumor. Do whatever you can to add noise to the signal of information that the players receive, forcing them to start thinking again, if only to separate the good intel from the bad.</p><p></p><p>Mind you, at around this level, things start to become somewhat arbitrary anyway. I recently played in an encounter, in which the four 12th level characters, bolstered by a 12th level NPC, went up against five CR 12 creatures, one of which the NPC could not physically damage. This EL 17 encounter turned into a cakewalk after the party wizard threw up a <em>repulsion</em> early on. None of the creatures were able to make their Will saves to approach, and then the party pretty much sat back while the wizard pummeled the monsters with <em>empowered fireballs</em> and the like until the <em>repulsion</em> faded. By then, three were toast, and the remaining two were moderately damaged and didn't last two more rounds. Which is to say, the right spells can make this sort of thing much more frequent. I'd just say accept it, and throw more encounters their way, but scale back the XP and treasure proportionately. Have some of the extra encounters come as "reinforcements" at the tail end of another encounter, and it may not be all that obvious you're trying to slip in a couple extra before the players can rest.</p></blockquote><p></p>
[QUOTE="Vurt, post: 4112034, member: 1547"] Six 10th-level characters is probably functionally equivalent (more or less) to four 12th-level characters (just without access to 6th level spells, but with more individual actions available per round). So right off the bat, warming them up with three or four EL 10 probably won't use up terribly many of their daily resources, and when the climax came, they were still reasonably fresh. That said, you know your players best, they may also be very optimized at what they do. So I'd consider the party 12th level, maybe 13th, and go from there. That said, another issue you hint at with your bone devil comment is that the players are too familiar with the bad guys and their capabilities. The easiest way to deal with this is to throw oddball creatures and combinations at them, but to describe them differently. Use the stats you want, but don't make it obvious to your players what that is, and absolutely don't tell them what you're doing afterwards. Apply penalties to knowledge checks because these creatures are relatively unique and unheard of. Throw in the occasional incorrect rumor. Do whatever you can to add noise to the signal of information that the players receive, forcing them to start thinking again, if only to separate the good intel from the bad. Mind you, at around this level, things start to become somewhat arbitrary anyway. I recently played in an encounter, in which the four 12th level characters, bolstered by a 12th level NPC, went up against five CR 12 creatures, one of which the NPC could not physically damage. This EL 17 encounter turned into a cakewalk after the party wizard threw up a [i]repulsion[/i] early on. None of the creatures were able to make their Will saves to approach, and then the party pretty much sat back while the wizard pummeled the monsters with [i]empowered fireballs[/i] and the like until the [i]repulsion[/i] faded. By then, three were toast, and the remaining two were moderately damaged and didn't last two more rounds. Which is to say, the right spells can make this sort of thing much more frequent. I'd just say accept it, and throw more encounters their way, but scale back the XP and treasure proportionately. Have some of the extra encounters come as "reinforcements" at the tail end of another encounter, and it may not be all that obvious you're trying to slip in a couple extra before the players can rest. [/QUOTE]
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