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  1. - Top - End - #1
    Barbarian in the Playground
     
    GnomeWizardGuy

    Join Date
    Mar 2009
    Gender
    Male

    Default The power of monsters.

    It's no secret that a level 3-4 encounter could kill off even the most seasoned adventures if you just switch the abilities, feats, and strategy around...

    Do you guys have any good combos to really screw with the players?

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Feb 2008
    Location
    Israel
    Gender
    Male

    Default Re: The power of monsters.

    i don't realy try to screw my party much, but long ago, back in 2nd edition, i had a strange combo: rust monster+ carrion crawler+ stirges. wasn't relay fair.

    i prefer "shock value" over "kill value" though. you're the DM there is no challange in killing the party- you got all the tools, knowledge and the world behind you.

    what is challenging is making a memorable encounter.
    Last edited by Kol Korran; 2009-06-12 at 01:48 PM.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Oct 2007
    Location
    Soviet Canuckistan

    Default Re: The power of monsters.

    I don't try to kill the party either. That's not really the point - you want to challenge them, frce them to adapt, come up with ideas, right?

    But simply playing the enemies intelligently (when warranted) can be rewarding, and it's hard to complain about. My group has learned to hate groups of polearm wielders, and readied actions.

  4. - Top - End - #4
    Troll in the Playground
     
    RTGoodman's Avatar

    Join Date
    Jan 2007
    Location
    Eastern NC
    Gender
    Male

    Default Re: The power of monsters.

    Dungeonscape, co-authored by our very own Giant, has a whole section on this kind of thing. I can't remember any off the top of my head specifically, but I dimly recall by pretty impressed by the "new and improved" Owlbear.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  5. - Top - End - #5
    Ogre in the Playground
     
    Devil

    Join Date
    Jun 2005

    Default Re: The power of monsters.

    If you really want to screw with your players, you don't want to leave them thinking "There's no way we could have beaten that." You want them to think in retrospect "Oh, man, we totally could have won that encounter if we'd been smarter, but we were idiots."

    "A good GM is bound by his own desire for fair play. [T]o kill a player or two in an encounter that is close enough that the remaining adventurers can pull through to win or escape... that is his holy grail."
    Quote Originally Posted by icefractal View Post
    Abstract positioning, either fully "position doesn't matter" or "zones" or whatever, is fine. If the rules reflect that. Exact positioning, with a visual representation, is fine. But "exact positioning theoretically exists, and the rules interact with it, but it only exists in the GM's head and is communicated to the players a bit at a time" sucks for anything even a little complex. And I say this from a GM POV.

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