roguemetal
2012-09-13, 06:00 PM
Introduction:
I have been DMing for around six years at this point, quite steadily too, and I've seen a constant influx of players who want to do nothing but more damage. My history and the draw of my sessions has always been strong character growth, original world concepts, and extremely memorable plot moments. Plot moments which no longer have a place in an encounter, since one turn should be more than enough for a group of players to take down an NPC of 3-4 levels higher than themselves.
I used to make encounters that would involve incredible environmental factors like the party plummeting to their death from the skies on the deceased body of a great wyrm while fending off a smaller dragon diving after, and a group of kobold also on the wyrm trying to ensure the party dies with them. Or fighting a giant turtle that is causing flooding in a port town, where the fight takes place atop rooftops that won't hold up. I hope these days of grandiose encounters aren't over.
Most of my games are between level 5-12, and I rarely restrict anything but equipment. That said, they still manage to get past DR or resistance easily, have few problems with saving throws (if one party member is incapable of action, they deal with it after the battle) and rarely do they specialize in taking a hit, making my plans for near-death circumstances hard to calculate. Essentially, these last two years I've seen a major shift to glass-cannon characters, and it's a problem.
So my question:
How do I make an encounter last longer?
Increase AC? Rogues are already missing 80% of the time.
Add SR? Casters are beating most SR by enough, and raising it much more just makes them use spells that don't target their opponents.
Raise CR? Higher CR means more experience, which may progress the game too quickly.
Increase Hit Points? This seems to work, but high Con isn't easy to come by, and high isn't always high enough.
Spells? Polymorph, Wall of Force, and other damage shields don't stand a chance to players that make use of dispel magic and teleportation.
Cheat a litte? I've several times changed the encounter's statistics mid-encounter just to make it more exciting and last longer, but I would like to avoid this if possible.
Environmental factors? Trying to make the players multitask always makes encounters last, but that only works on tactically smart players. Most players will figure out riddles and puzzles, but can't figure out why assaulting a castle without a plan might be a bad idea.
I have been DMing for around six years at this point, quite steadily too, and I've seen a constant influx of players who want to do nothing but more damage. My history and the draw of my sessions has always been strong character growth, original world concepts, and extremely memorable plot moments. Plot moments which no longer have a place in an encounter, since one turn should be more than enough for a group of players to take down an NPC of 3-4 levels higher than themselves.
I used to make encounters that would involve incredible environmental factors like the party plummeting to their death from the skies on the deceased body of a great wyrm while fending off a smaller dragon diving after, and a group of kobold also on the wyrm trying to ensure the party dies with them. Or fighting a giant turtle that is causing flooding in a port town, where the fight takes place atop rooftops that won't hold up. I hope these days of grandiose encounters aren't over.
Most of my games are between level 5-12, and I rarely restrict anything but equipment. That said, they still manage to get past DR or resistance easily, have few problems with saving throws (if one party member is incapable of action, they deal with it after the battle) and rarely do they specialize in taking a hit, making my plans for near-death circumstances hard to calculate. Essentially, these last two years I've seen a major shift to glass-cannon characters, and it's a problem.
So my question:
How do I make an encounter last longer?
Increase AC? Rogues are already missing 80% of the time.
Add SR? Casters are beating most SR by enough, and raising it much more just makes them use spells that don't target their opponents.
Raise CR? Higher CR means more experience, which may progress the game too quickly.
Increase Hit Points? This seems to work, but high Con isn't easy to come by, and high isn't always high enough.
Spells? Polymorph, Wall of Force, and other damage shields don't stand a chance to players that make use of dispel magic and teleportation.
Cheat a litte? I've several times changed the encounter's statistics mid-encounter just to make it more exciting and last longer, but I would like to avoid this if possible.
Environmental factors? Trying to make the players multitask always makes encounters last, but that only works on tactically smart players. Most players will figure out riddles and puzzles, but can't figure out why assaulting a castle without a plan might be a bad idea.