Help! PCs are too good for the adventure

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So, I'm running a published adventure for "4 to 6 3rd- to 5th-
level characters"; the write-up suggests "15 total character
levels". I foolishly let the players run, among other things,
a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
with a couple of home-brewed feats that make her sneak attacks
even more deadly than usual--an extra 2d6 of damage if she
uses both feats.

And they're making mincemeat of what were supposed to be
fairly tough opponents.

I tried simply adding monsters to one encounter, but that
did little but extend the combat by a round or two.

So I guess I need to beef up the bad guys; how can I do this
without making the 3rd level cleric in the party completely
useless?

I've been contemplating giving some of the monsters damage
reduction that's penetrated only by non-magical weapons,
but that seems kind of cheesy, and I don't want the Paladin
to feel useless, either; she's got a +5 sword, and by golly
there should be something that needs a +5 sword for her to
fight!

(Note:the "she's" are not PC-ness run amok; the characters
in question are female.)

Any suggestions on how I can make the monsters tougher
without doing a massive re-write of all 50-odd
creatures to increase the challenge rating by 2?

--
Croyd Thoth

To reply, swap the digits in the address.
 
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What about downsizing the PCs? If they are high level (relative to the
3rd level cleric) they can use a few negative levels, while the +5
sword with a low level owner is ready to be stolen by high-profile
parties or requisited (without even using the standard solution, rust
monsters). The unwise feats of the rogue are more difficult to take
away: some prerequisites could be lost, or a curse could limit their
use (e.g backlash from combat damage).

Lorenzo Gatti
 
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Doomed! Doomed! Doomed!

The +5 sword (DO NOT tell me it is a holy avenger!) is basically worth
a +2 to ECL; the +2d6 SA damage (4 rogue levels!) is worth at least as
much. So you are basically having a ECL 3 cleric in the same party with
ECL 7 ~ 8 members. It's a wonder that the poor gal is still alive!

Any creature that will even *begin* to challenge a ECL 7 character will
most certainly kill a ECL 3 character in less than one round. Not good.
Not good at all.

Assuming that your players *like* playing somewhat overpowered
characters, the best thing you can so is to simply give the cleric a
few freebies to raise her to fifth level. Have them find a special Book
of Exalted Deeds that raises two levels, or something similar. Then
give her a nifty object worth about 50000 gp as well, to bring her ECL
and treasure level up par with the others.

>From then on, design encounters as if you were facing a 6th level
party. Swap out the monsters in the game for ones with CR equal to the
old CR plus 3. This should be relatively easy to do -- just look up the
MM.
 
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Ouch
pretty messed up , but helpful comments follow :

> So I guess I need to beef up the bad guys; how can I do this
> without making the 3rd level cleric in the party completely
> useless?
Make them all undead (easy template) -> half damage from piercing
and this takes care of the sneak attacks
give the 3d level Cleric an amulet of empowered Turning (i think its in
complete divine)
this will make him useful again
(simply put it in the loot of one of the tougher opponents)
for the paladin :
have your bad guys make hefty use of improved disarm , heck facing a +5
sword that the bad guys can utilize themselves they should even try if
the dont have improved disarm : 3 guys on the paladine player
,everybody tries to disarm , one gets killed by the AoO the others pick
up the disarmed sword and start hacking the Paladin.
 
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In article <Xns9673E4AAA36E5croyd62thothgmailcom@129.250.170.83>,
Croyd Thoth <croyd26thoth@gmail.com> wrote:

> So, I'm running a published adventure for "4 to 6 3rd- to 5th-
> level characters"; the write-up suggests "15 total character
> levels". I foolishly let the players run, among other things,
> a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
> with a couple of home-brewed feats that make her sneak attacks
> even more deadly than usual--an extra 2d6 of damage if she
> uses both feats.

> So I guess I need to beef up the bad guys; how can I do this
> without making the 3rd level cleric in the party completely
> useless?

You can't. You're screwed.

DnD is an unforgiving system for PC power disparities, and a 3rd level
character is not going to be able to compete with 5th or 6th level
characters that have non-canonical uberfeats and equipment suitable for
15th level characters.

Nor is an adventure suitable for 4th level characters going to be able
to handle overpowered 5th and 6th level characters.

If you want a balanced game you need to either beef the cleric up to 5th
or 6th level and beef up all the encounters to CR 4-8, or go back to the
drawing board.

I would ask the players what they want before you do anytyhing though.
Quite likely they are having fun, and don't necessarily want anything
changed.

--
Kevin Lowe,
Tasmania.
 
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"Croyd Thoth" <croyd26thoth@gmail.com> wrote in message
news:Xns9673E4AAA36E5croyd62thothgmailcom@129.250.170.83...
> So, I'm running a published adventure for "4 to 6 3rd- to 5th-
> level characters"; the write-up suggests "15 total character
> levels". I foolishly let the players run, among other things,
> a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
> with a couple of home-brewed feats that make her sneak attacks
> even more deadly than usual--an extra 2d6 of damage if she
> uses both feats.
[snip]
> Any suggestions on how I can make the monsters tougher
> without doing a massive re-write of all 50-odd
> creatures to increase the challenge rating by 2?

I can't say that I have any immediate suggestions. Let them basically plow
through the adventure, and then really scale back the experience that the
5th and 6th level characters get(because experience is supposed to be given
out for overcoming challenges, not wiping the floor with mooks). The end
result is that your lower level characters will get the most experience, the
upper guys won't get much at all, and the adventure will be over as soon as
possible.

However, the one thing that *I* would pretty much INSTANTLY do is this:
That +5 sword is an instant target. Even if the sword requires a specific
alignment(LG) to be used, intelligent evil creatures(thieves, specifically)
will be gunning for that sword, no matter who is using it, simply because of
it's intrinsic value. Usually, +5 swords are used by like 20th level
characters, so they are pretty safe from being stolen by trickery or force.
The 5th level paladin owning this sword is not as much of a threat to make
the sword unobtainable. If this were my game, and a 5th level character had
a +5 sword, he wouldn't have it for long, because *SOMEONE* would be coming
to take it from him, and the problem wouldn't end with just ONE attempt to
steal it. Someone would ALWAYS be actively looking to steal his sword.

As I understand it, 3E has recommended treasure values for characters of
given levels. I would highly recommend that you find out how much that is
for your characters, and then find out how much stuff they have, and then
pare them back to that amount. Alternately, you could start over with new
characters.

--
Jeff Goslin - MCSD - www.goslin.info
It's not a god complex when you're always right
 

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On 13 Jun 2005 05:28:45 GMT, Croyd Thoth
<croyd26thoth@gmail.com> wrote:

>So, I'm running a published adventure for "4 to 6 3rd- to 5th-
>level characters"; the write-up suggests "15 total character
>levels". I foolishly let the players run, among other things,
>a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
>with a couple of home-brewed feats that make her sneak attacks
>even more deadly than usual--an extra 2d6 of damage if she
>uses both feats.
>
>And they're making mincemeat of what were supposed to be
>fairly tough opponents.
>
>I tried simply adding monsters to one encounter, but that
>did little but extend the combat by a round or two.
>
>So I guess I need to beef up the bad guys; how can I do this
>without making the 3rd level cleric in the party completely
>useless?
>
>I've been contemplating giving some of the monsters damage
>reduction that's penetrated only by non-magical weapons,
>but that seems kind of cheesy, and I don't want the Paladin
>to feel useless, either; she's got a +5 sword, and by golly
>there should be something that needs a +5 sword for her to
>fight!
>
>(Note:the "she's" are not PC-ness run amok; the characters
>in question are female.)
>
>Any suggestions on how I can make the monsters tougher
>without doing a massive re-write of all 50-odd
>creatures to increase the challenge rating by 2?

That'll teach you.

You should always assume that the PCs will be able to apply
their intelligene to outwit the scenario writers. If the
adventure says "4 to 6 3rd- to 5th-level characters" - assume
they actually meant "4 to 6 3rd-level characters". Remember that
a sensible party will have a retreat strategy for when things
get too tougth. [If they don't then to bad for them - they
deserve what they get]. You allowed players to use home-brew
feats that make them even more powerful!! This is a brew you've
made for yourself now you must drink it. Whenever a player
rolls a new character always assume they will min-max and be
prepared to pull them back a peg or ten.

Suggestion - start again with 1st level with no home-brew feats.
Write your own adventures if you can't find any for 1st level
characters.
 
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"Croyd Thoth" <croyd26thoth@gmail.com> wrote in message
news:Xns9673E4AAA36E5croyd62thothgmailcom@129.250.170.83...
> So, I'm running a published adventure for "4 to 6 3rd- to 5th-
> level characters"; the write-up suggests "15 total character
> levels". I foolishly let the players run, among other things,
> a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
> with a couple of home-brewed feats that make her sneak attacks
> even more deadly than usual--an extra 2d6 of damage if she
> uses both feats.

Okay a few things to consider. Make those choices of attack
a little less attractive. Don't totally screw the players for
something
you allowed them to do in the first place.

What do I mean? Well perhaps the rogue faces a few more enemies
that are immune to sneak attack damage.

Another thing. Perhaps the paladin finds that the +5 sword he is
carrying
just happens to have some intelligence. The more foes he slays the
more
the intelligence betweens to form, perhaps limit that to evil
creatures.

The sword has a spirit of an older paladin in it, and is trapped until
he can kill 101 evil foes to attune for a past misdeed. The good news
the sword (if the PCs found it) is almost done with its task, 97 kills
or
any number that might be close to the 101 mark. The bad news, the
party paladin has to finish this mission in x amount of time or he
might find himself trapped in the sword as well.

At the completion of the 101 kill, and at a point where the battles
are done
for awhile. The sword drops from the paladin's hand, a fierce yellow
glow
surrounds the blade, and seconds later a naked, shivering, but
throughly
grateful once dead paladin climbs out of the blade. The sword retains
some of its magic, but becomes a weapon more suitable for the power
level of the group. Perhaps a +2 with a special ability no greater
than +1.

The PCs have just gained a potential ally sometime in the future but
have gained a man/woman who is currently shocked from the magical
release and is almost useless for a few days. They will need to make
sure that the paladin arrives in a safe place where he/she can
recover.
A side adventure yes, but something that also brings in another aspect
of possible adventures, possible sponsership for the paladin pc into
certain prestige classes later in the campaign.

If this seems too heavy handed to you, I can understand. Just offering
a suggestion where I saw a possible solution. Of course few
players really want to give up the power a +5 weapon gives them
but it might lead them to feeling that they did something right.
That they made one more push in favor of "Good" by releasing
the trapped paladin.

A way to introduce this is kind of simple, perhaps the sword
begins to talk to the paladin in his mind, or during his dreams.
Perhaps certain things start to show up while the sword is held
or in use. Maybe the paladin himself is unaware, as sometimes
he starts to say things that the trapped paladin would say
and not things that are in character for him. This would require
you talking to the Paladin's player and working with him.

If you really feel the game is out of balance now, you should consider
talking to your group and seeing how they feel. Open communication
definately helps in dealing with issues like this.

Now what do the feats the rogue got require to use, and what do they
do exactly? 2d6 of extra sneak attack isn't always that great
considering
all the things that are required to get a successful sneak attack.

> And they're making mincemeat of what were supposed to be
> fairly tough opponents.

+5 will do that. A fifth level paladin gets a decent Base attack bonus
+4 or +5 right? I don't have my books handy, or I'd double check.
The +5 sword gives +5 to hit and damage, which means the Paladin's
To hit numbers have doubled just due to that one sword. Okay not
a problem in some sense. What happens when you have higher AC
opponents, opponents who use feats like dodge, or fighting defensively
to deal with the paladin. It doesn't cancel the effect of a +5 sword
but in some cases it makes sense for foes to use feats, or skills to
deal with the seemingly unstoppable sword of justice.

Another thing to consider although this is close to screwing a player
is some person happens to see the paladin in battle. The skill at
which
he swings the sword, and battles the party's foes impresses the
witness
and he believe the paladin is of higher status than he really is, so
he sends
word to his Lord that they found a champion for his cause if only they
can convince the paladin to help them. Put the character a little over
his head
but not much, and allow him to go by himself while the rest of the
party
works on another issue. This will allow the lower level cleric a
chance to gain
a level or two while the "uber" paladin is off in an attempt to help
this Lord.

Have the Paladin's Owner roll up another character to travel with the
current
group, and run a seperate side track with the Paladin. If the Paladin
is successful
in handling the situation he returns to the party after sometime and
his replacement
fades into the background.

Perhaps the Lord has what he feels is a "useless" paladin so he wants
to temporarly
exchange his paladin for your paladin.

> I tried simply adding monsters to one encounter, but that
> did little but extend the combat by a round or two.

Yeah, if you have people who are cutting through foes like butter
adding
more fodder has two effects.

1) It adds more xp for the party, which if you work a formula like one
of my current DMs does, the lower level players will get a bit more
than a full share, while the higher levels get a bit less, not much
but enough that the xp levels will begin to curve toward a center.
If I can I'll try to locate the xp formula he uses and post it here
for consideration.

2) It adds another slightly sinister effect. Sometimes monsters get
lucky in their
attacks and can either kill or maim a PC. More monsters means more of
a chance
that x or y monster can break past the front line and go right for the
weaker characters.
There is a possibility that these monsters/npcs might get a lucky hit
on the lower characters
who can't stand to take hte hit as much as the paladin. Okay, so all
that is lucky rolls
and based upon the intelligence of the monster, the place where attack
happens etc.
It normally wouldn't be a situation in most encounters but could be an
issue under
the right or wrong conditions.

>
> So I guess I need to beef up the bad guys; how can I do this
> without making the 3rd level cleric in the party completely
> useless?

Tough question, as the 3rd level cleric is already behind the curve
in two very important ways. He is two levels lower than the paladin
and 3 levels lower than the rogue. At low levels this is a major
issue.
I find at level 10+ it doesn't seem to be as much of an issue.

A level 12 cleric, compared to a level 15 paladin, or 16 rogue isn't
as
gimped as the character is in the situation you have now. Magic items,
money, and the ramping up of PC power after level 6 or so results
in a smaller margin of power loss, as items, situational things, or
class specalization works to fill in the niches.

Where the cleric is most powerful right now though is raw healing
ability
and party buffing. Yes the Paladin has spells, and some healing but
the cleric has access to more, and depending on domain selection can
offering even more.

Who else is in the party? I see a cleric 3rd, paladin 5th, and rogue
6th.
Perhaps you can ask the Cleric 3rd if he would wish to play a
character
that was closer to the party level. 5th level or so. If the Cleric is
well known
in his church the replacement could be a other number of his clergy,
as the
cleric 3rd has "family" troubles or has been requested to return to
his church.

That way you have reduced one issue of the power level equation. It
doesn't
get rid of the +5 sword or the extra sneak attack but it levels the
party out a
bit for the player of the cleric.

> I've been contemplating giving some of the monsters damage
> reduction that's penetrated only by non-magical weapons,
> but that seems kind of cheesy, and I don't want the Paladin
> to feel useless, either; she's got a +5 sword, and by golly
> there should be something that needs a +5 sword for her to
> fight!

Okay even if you give monsters DR that can only be overcome with non-
magical weapons, that doesn't do a bit of good to prevent the paladin
from just getting in there and swinging as hard as she can.

DR 5/non magic would just negate 5 points of damage from each of
the paladin's strikes. It would prevent her from hitting, but she'd
do 5 points less. A +5 sword, well less assume that the sword is a
long sword.

1d8 +5 (magical) + 3 (strength) assuming a roll of 4 on a d8, although
that isn't
quite the average roll if I remember my average die roll value tables.
I could be
wrong though. Anyway, that's 4 + 5 (mag) + 3 str = around 12 damage
per hit.
DR 5/non magic would reduce this to 8 damage per hit on average, not
at all
considering crits or any feats that improve damage, etc.

DR doesn't prevent damage, just reduces which might not be a bad issue
as the paladin won't be slicing through the monsters as fast. But
don't make it
DR 5/non magic as that isn't standard and most players might feel
cheated.
If you made it DR 5/- that would be more in line with standard DR but
also prevent every other character from doing their max potential
damage.

This situation does indeed feel "cheesy," and if I was given a choice
I'd
probably not go this route. It is your game though, so you have to
make
the choices.


> (Note:the "she's" are not PC-ness run amok; the characters
> in question are female.)
>
> Any suggestions on how I can make the monsters tougher
> without doing a massive re-write of all 50-odd
> creatures to increase the challenge rating by 2?
>
> --
> Croyd Thoth
>
> To reply, swap the digits in the address.

Feat selection, slight modifications in magical or normal gear. Give
the monsters
access to more healing of some sort. So if the paladin doesn't kill
him in one
round the monster might have a chance to fall back heal a bit and
rejoin the fray.

Don't load down all the monsters with healing magic because in the end
if the players do kill the monsters they get the treasure which means
the PCs would see a flood of new healing, etc, which might once again
reduce the cleric's role in the party.

Hopefully that helps. Also you might consider teamwork feats for your
monsters.
Most mindless wouldn't qualify. But perhaps some of those NPC mooks
ahve
trained to fight together. Giving each other flanking bonuses, or AC
bonuses
as they twist and weave their shields in strange patterns that offer
protection to both
of them.

Okay, off to work. Have fun, and good luck.
 
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Croyd Thoth wrote:
> So, I'm running a published adventure for "4 to 6 3rd- to 5th-
> level characters"; the write-up suggests "15 total character
> levels". I foolishly let the players run, among other things,
> a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
> with a couple of home-brewed feats that make her sneak attacks
> even more deadly than usual--an extra 2d6 of damage if she
> uses both feats.
>
> And they're making mincemeat of what were supposed to be
> fairly tough opponents.
>
> I tried simply adding monsters to one encounter, but that
> did little but extend the combat by a round or two.
>
> So I guess I need to beef up the bad guys; how can I do this
> without making the 3rd level cleric in the party completely
> useless?

You've got some rather strong characters there, but all hope is not
lost. I'm thinking that naturally, it takes longer to make level 6 than
it did to make level 5, and so on, naturally, /ad infinitum/. Hence, if
you just throw a bunch of moderate challenges at the party while
distributing earned XP evenly, the levels will begin to even out, and
then you can just grossly increase the CR of the encounters in the
moodule. You'll end up playing a realy high-powered game, but it could work.



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"Jeff Goslin" <autockr@comcast.net> wrote in message
news:idWdnbLxlceT7DDfRVn-2Q@comcast.com...

> As I understand it, 3E has recommended treasure values for characters of
> given levels. I would highly recommend that you find out how much that is
> for your characters, and then find out how much stuff they have, and then
> pare them back to that amount. Alternately, you could start over with new
> characters.

This can also lead to interesting plot hooks along the lines of rumors
and/or information about where the sword is now. If a +5 sword is unusual,
it will be notable, particularly for the bardic knowledge types. It doesn't
have to be completely out of play, but can become a useful item in moving
the plot. The anticipation of having it back..that could be wonderful if
played correctly.

David

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In article <1118648483.048003.181530@f14g2000cwb.googlegroups.com>,
gatti@dsdata.it wrote:

> What about downsizing the PCs? If they are high level (relative to the
> 3rd level cleric) they can use a few negative levels, while the +5
> sword with a low level owner is ready to be stolen by high-profile
> parties or requisited (without even using the standard solution, rust
> monsters). The unwise feats of the rogue are more difficult to take
> away: some prerequisites could be lost, or a curse could limit their
> use (e.g backlash from combat damage).

In theory this might work. In practise I have never heard of such a
radical nerfing doing anything other than destroying the game. It's
human nature, nobody likes playing the nerfed version of their sweet
munchy power character once they've gotten used to the good version.

--
Kevin Lowe,
Tasmania.
 
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On 13 Jun 2005 05:28:45 GMT, Croyd Thoth <croyd26thoth@gmail.com>
wrote:

>So, I'm running a published adventure for "4 to 6 3rd- to 5th-
>level characters"; the write-up suggests "15 total character
>levels". I foolishly let the players run, among other things,
>a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
>with a couple of home-brewed feats that make her sneak attacks
>even more deadly than usual--an extra 2d6 of damage if she
>uses both feats.

It's the gear that's the problem.

No 5th level anything should have a +5 weapon!
 
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Croyd Thoth wrote:
> So, I'm running a published adventure for "4 to 6 3rd- to 5th-
> level characters"; the write-up suggests "15 total character
> levels". I foolishly let the players run, among other things,
> a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
> with a couple of home-brewed feats that make her sneak attacks
> even more deadly than usual--an extra 2d6 of damage if she
> uses both feats.
>

The sword is exceedingly easy to deal with - Sunder.

The home-brewed sneak attack feats might be a bit of a problem. What
exactly are these feats?

It took me a long time, but I've finally got a grip on sneak attack.
There's no way a rogue should be sneak attacking all the time. You've
got positioning for flank to deal with, and any intelligent monsters
with friends won't let that happen. Even low int monsters might back
into a corner if things aren't looking good, that'll foil flank. As
for other reasons for getting sneak attack you've got 1 at the begining
of combat if the rogue is lucky. Then of course there's undead and
constructs and several other monsters that are immune to it.

> So I guess I need to beef up the bad guys; how can I do this
> without making the 3rd level cleric in the party completely
> useless?

Not sure why you've got only a 3rd lv cleric in a party of 5th lvs.
You might consider raising her up a bit, or leave a wand of 3rd lv
cleric spells around for treasure to help. I find wands of summoning
to be useful and interesting, but not too much so.

>
> I've been contemplating giving some of the monsters damage
> reduction that's penetrated only by non-magical weapons,
> but that seems kind of cheesy, and I don't want the Paladin
> to feel useless, either; she's got a +5 sword, and by golly
> there should be something that needs a +5 sword for her to
> fight!
>

> Any suggestions on how I can make the monsters tougher
> without doing a massive re-write of all 50-odd
> creatures to increase the challenge rating by 2?

As both of the character in question's abillities are directly related
HP you could just give the monsters max HP instead of average.

- Justisaur
 
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Croyd Thoth <croyd26thoth@gmail.com> wrote in
news:Xns9673E4AAA36E5croyd62thothgmailcom@129.250.170.83:

> So, I'm running a published adventure for "4 to 6 3rd- to 5th-
> level characters"; the write-up suggests "15 total character
> levels". I foolishly let the players run, among other things,
> a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
> with a couple of home-brewed feats that make her sneak attacks
> even more deadly than usual--an extra 2d6 of damage if she
> uses both feats.

Others have said quite a lot of good things, but I would try and
get the paladin to give up his sword rather than have it taken
from him. How about having a high-level monster like a dragon
attack the locality and a high-level paladin go attack it and come
crawling back sans equipment? The paladin PC gives the high-level
paladin his sword, which legend says is fated to kill the beast,
to defeat the dragon (maybe the PC party tag along to clear the
riff-raff and hold the horses), and the dragon is indeed defeated
- it flies off with the sword stuck in it. The paladin PC now has
a long-term goal (recover the sword) and the party now has a long-
term enemy - the dragon will send minions after previous owners of
the sword. Do this well and it will make you look as if you
planned it all along!

The +2d6 Sneak attack is pretty awesome. That's like having +4
levels of Rogue.
 

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Alien mind control rays made Croyd Thoth <croyd26thoth@gmail.com> write:
> So, I'm running a published adventure for "4 to 6 3rd- to 5th-
> level characters"; the write-up suggests "15 total character
> levels". I foolishly let the players run, among other things,
> a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
> with a couple of home-brewed feats that make her sneak attacks
> even more deadly than usual--an extra 2d6 of damage if she
> uses both feats.
>
> So I guess I need to beef up the bad guys; how can I do this
> without making the 3rd level cleric in the party completely
> useless?

oh, for the love of... WHY?

> I've been contemplating giving some of the monsters damage
> reduction that's penetrated only by non-magical weapons,
> but that seems kind of cheesy,

you can't tell, but i'm glaring at you.

> Any suggestions on how I can make the monsters tougher
> without doing a massive re-write of all 50-odd
> creatures to increase the challenge rating by 2?

somebody else suggested it, i'll second it. make them all undead.
continue in your horror-fest of skeletons, zombies, and ghouls until
such time as the cleric has caught up with the others in level and
gear. then one final quest to slay the necromancer who unleashed
the plague of the living dead, and continue on your way from there.

--
\^\ // drow@bin.sh (CARRIER LOST) <http://www.bin.sh/>
\ // - - - - - - - - - - - - - - - - - - - - - - -
// \ X-Windows: Simplicity made complex.
// \_\ -- Dude from DPAK
 
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Mere moments before death, drow hastily scrawled:
>
>somebody else suggested it, i'll second it. make them all undead.
>continue in your horror-fest of skeletons, zombies, and ghouls until
>such time as the cleric has caught up with the others in level

Using the standard D&D XP rules, that will never happen. Not even in
3.5, where everyone gets XP according to what level they are. The
difference isn't enough to close the gap. In order to do that, you
have three options. A: Screw it, dump a few levels on the cleric and
be done with it. B: Screw the other players and strip a few levels
from them (you could even do this in-game through level draining
attacks, but it's difficult to do without overdoing). or C: (my
personal favorite) Give the cleric some side quest.

If you want to use option C, but can't find time to run solo
adventures, whip up some throw away characters for the rest of the
group and let them play too. Just make sure everyone understands
what's going on and be sure to kill as many of the throw away
characters as possible. Ideally it should be a near-TPK that leaves
the cleric alive and in trouble with the regular party members
arriving just in time to save his bacon. Just be sure he's already
overcome the Big Bad that would normally be the end of the adventure,
you don't want the regulars getting any of that XP.



Ed Chauvin IV

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"I always feel left out when someone *else* gets killfiled."
--Terry Austin
 
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On 13 Jun 2005 05:28:45 GMT, Croyd Thoth <croyd26thoth@gmail.com> scribed
into the ether:

>So, I'm running a published adventure for "4 to 6 3rd- to 5th-
>level characters"; the write-up suggests "15 total character
>levels". I foolishly let the players run, among other things,
>a 5th-level Paladin with a +5 sword and a 6th (!) level rogue
>with a couple of home-brewed feats that make her sneak attacks
>even more deadly than usual--an extra 2d6 of damage if she
>uses both feats.
>
>And they're making mincemeat of what were supposed to be
>fairly tough opponents.

And you are wondering why? The paladin has a sword that he'd frankly not
likely have at level 20, and the rogue is getting 4 free levels of sneak
attack...

>I tried simply adding monsters to one encounter, but that
>did little but extend the combat by a round or two.
>
>So I guess I need to beef up the bad guys; how can I do this
>without making the 3rd level cleric in the party completely
>useless?

How about taking away that ridiculous sword, and the kibosh on those dumb
feats?
 
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Loren Pechtel <lorenpechtel@removethis.hotmail.com> wrote:
>No 5th level anything should have a +5 weapon!

Solar 5th level Commoner? :)

Donald
 
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Thanks to all for the suggestions.

--
Croyd Thoth

To reply, swap the digits in the address.
 
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Ed Chauvin IV wrote:

> Yes, they get close, but there will always be a discrepancy. Even if
> you go far enough for the levels to be equal, the higher level
> character will be further into his when the lower level character
> catches up, which means it's only a matter of time until there's a new
> discrepancy. Ultimately, it's best to just go ahead and fix any
> discrepancies artificially, unless you don't care about them in the
> first place.

Not true because EP are earned in chunks of non-negligable size.
Say the lower level character is 500 points behind and level 9
when the rest are level 10. They meet a BIG BAD, the climax of
the adventure, a 50% TPK type challenge. The Level 10 characters
get 3,000 EP, the level 9 character gets 1,000. He actually
PASSES the other characters.

I have had something like this happen (the lower character was
a lot closer than 500EP, but it made a level difference and
he easily passed them.

DougL
 
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Croyd Thoth wrote:
> Thanks to all for the suggestions.

Don't neglect to try the simplest one: Admit that you made a mistake and ask
the players to co-operate in correcting it. Ask the paladin's player to give
up the epic sword, and the rogue to choose new feats from the core
rulebooks, and let the cleric's player level up to at least level 4.

--
Mark.
 
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"Jeff Goslin" <autockr@comcast.net> wrote in
news:8Y6dnTgeAMc4yDLfRVn-uw@comcast.com:

> Well, much as I hate to point it out, no matter what,
> SOMEONE is getting screwed, either by being knocked down or
> not being "knocked up". Any metagame solution, while
> agreed upon by the players, is going to leave SOMEONE
> holding the short straw. If you bring the rest of the
> party up to the point of the paladin, the paladin is losing
> out. If you bring the paladin down to the rest of the
> party, the paladin is STILL the one getting screwed, at
> least in this particular instance.
>

The issue I'm concerned about is not the imbalance so
much as the fact that a walk-over won't be as much fun
for the players.

I'd like the encounters to actually challenge the PCs,
and ideally I want to have the climax of the adventure
*almost*, but not quite, be a TPK.

I think the paladin, and to a lesser degree the rogue,
will make that hard to do, given the monsters in the
module as written.

Temporarily relieving the paladin of the sword might
help, *if* I can figure out a fair (or at least
fair-seeming) way to do it.

--
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Mere moments before death, DougL hastily scrawled:
>Ed Chauvin IV wrote:
>
>> Yes, they get close, but there will always be a discrepancy. Even if
>> you go far enough for the levels to be equal, the higher level
>> character will be further into his when the lower level character
>> catches up, which means it's only a matter of time until there's a new
>> discrepancy. Ultimately, it's best to just go ahead and fix any
>> discrepancies artificially, unless you don't care about them in the
>> first place.
>
>Not true because EP are earned in chunks of non-negligable size.
>Say the lower level character is 500 points behind and level 9
>when the rest are level 10. They meet a BIG BAD, the climax of
>the adventure, a 50% TPK type challenge. The Level 10 characters
>get 3,000 EP, the level 9 character gets 1,000. He actually
>PASSES the other characters.

As I said, there will *always* be a discrepancy.

>I have had something like this happen (the lower character was
>a lot closer than 500EP, but it made a level difference and
>he easily passed them.

Assuming you typoed 1,000 when you really meant 4,000 that makes your
BIG BAD near TPK encounter CR10. To a 9.75 EL party (assuming 3 10s
and 1 9), CR10 is not TPK material. Not making that assumption, makes
your math retarded, unless I've just got the typo wrong.



Ed Chauvin IV

--
DISCLAIMER : WARNING: RULE # 196 is X-rated in that to calculate L,
use X = [(C2/10)^2], and RULE # 193 which is NOT meant to be read by
kids, since RULE # 187 EXPLAINS homosexuality mathematically, using
modifier G @ 11.

"I always feel left out when someone *else* gets killfiled."
--Terry Austin
 
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In article <Xns9675A89A16AC6croyd62thothgmailcom@129.250.170.85>,
Croyd Thoth <croyd26thoth@gmail.com> wrote:

> The issue I'm concerned about is not the imbalance so
> much as the fact that a walk-over won't be as much fun
> for the players.

That's where my crazy suggestion of asking the players what they want
comes in. You aren't a mind reader, and you don't know what they want.

Alternatively if the game is more fun for you personally if it's not a
walkover then just admit that.

--
Kevin Lowe,
Tasmania.
 
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Ed Chauvin IV wrote:
> Mere moments before death, DougL hastily scrawled:
> >Ed Chauvin IV wrote:
> >
> >> Yes, they get close, but there will always be a discrepancy. Even if
> >> you go far enough for the levels to be equal, the higher level
> >> character will be further into his when the lower level character
> >> catches up, which means it's only a matter of time until there's a new
> >> discrepancy. Ultimately, it's best to just go ahead and fix any
> >> discrepancies artificially, unless you don't care about them in the
> >> first place.
> >
> >Not true because EP are earned in chunks of non-negligable size.
> >Say the lower level character is 500 points behind and level 9
> >when the rest are level 10. They meet a BIG BAD, the climax of
> >the adventure, a 50% TPK type challenge. The Level 10 characters
> >get 3,000 EP, the level 9 character gets 1,000. He actually
> >PASSES the other characters.
>
> As I said, there will *always* be a discrepancy.

Assuming you play forever there is probability one that eventually
they will luck into being the same EP at the end of some adventure.

The odds of it being this week are kinda low.

In fact the first time they cross the difference has faded into
the noise introduced by EP costs for items, EP components for
spells, and EP missed for missing a session.

The discrepency due to the initial misfit fades over time.

> >I have had something like this happen (the lower character was
> >a lot closer than 500EP, but it made a level difference and
> >he easily passed them.
>
> Assuming you typoed 1,000 when you really meant 4,000 that makes your
> BIG BAD near TPK encounter CR10. To a 9.75 EL party (assuming 3 10s
> and 1 9), CR10 is not TPK material. Not making that assumption, makes
> your math retarded, unless I've just got the typo wrong.

They need 3000 EACH, which is one CR 14 or four CR 10 or something
similar. Alternately if you use odd CR monsters the increased award
for the lower level character is even bigger (in this case).

DougL