So Challenge Ratings not withstanding, I'm having a hell of a time getting my players to feel an accomplished sense of victory. Here's the rundown thus far:
1st Session Combat - Close Quarters Alley Surprise Attack; 4 enemies - a little lengthy and one of the targets fell under Suggestion but they appealed to the Leader and were able to end the combat
2nd Session Combat - Figured I'd try quantity over quality; 15 low HP enemies and a Leader, did not expect the leader to be Commanded.
3rd Session Combat - Stretch goals with some TOUGH enemies, PCs got the beat down of a life time.
I want my players to have fun but I want it to be challenging, rewarding, and worthwhile. My enemies mostly fail any WIS Save because of the conditions of the surrounding area (Henchmen, Guards, etc. not a lot of "thinkers") as it is a fresh campaign. What are some recommended enemy compositions for a group of 5 Level 4 PCs who like to Mind Control the hell out of everything? I'm building the world and the overall story but combat is kicking my butt for lack of a better term.
Here's a list of 23 Cr 4-5 monsters with non-good alignments and proficiency in Wis saving throws, but you probably don't want a single monster, so here are some with CR 3 or less. If you really don't want the PCs using mind control successfully, try modrons.
Try waves of combat instead of a massive onslaught at the beginning. That way if its too easy, add another wave while the prior wave is being finished off. I.e "the sounds of combat were resounding throughout the cavern, and more spindly giant spiders swarmed into combat hoping to feast on the weakened foes".
As for mind resistance, just make up some animal that has a high wis, then give it a power that justifies the high wis like telepathy (mind grapples?) or telekinesis. If your monsters arent working, modify them to fit what you want. which for me, what i want is directly countering the parties preferred weapon of choice.
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So Challenge Ratings not withstanding, I'm having a hell of a time getting my players to feel an accomplished sense of victory. Here's the rundown thus far:
1st Session Combat - Close Quarters Alley Surprise Attack; 4 enemies - a little lengthy and one of the targets fell under Suggestion but they appealed to the Leader and were able to end the combat
2nd Session Combat - Figured I'd try quantity over quality; 15 low HP enemies and a Leader, did not expect the leader to be Commanded.
3rd Session Combat - Stretch goals with some TOUGH enemies, PCs got the beat down of a life time.
I want my players to have fun but I want it to be challenging, rewarding, and worthwhile. My enemies mostly fail any WIS Save because of the conditions of the surrounding area (Henchmen, Guards, etc. not a lot of "thinkers") as it is a fresh campaign. What are some recommended enemy compositions for a group of 5 Level 4 PCs who like to Mind Control the hell out of everything? I'm building the world and the overall story but combat is kicking my butt for lack of a better term.
Here's a list of 23 Cr 4-5 monsters with non-good alignments and proficiency in Wis saving throws, but you probably don't want a single monster, so here are some with CR 3 or less. If you really don't want the PCs using mind control successfully, try modrons.
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Try waves of combat instead of a massive onslaught at the beginning. That way if its too easy, add another wave while the prior wave is being finished off. I.e "the sounds of combat were resounding throughout the cavern, and more spindly giant spiders swarmed into combat hoping to feast on the weakened foes".
As for mind resistance, just make up some animal that has a high wis, then give it a power that justifies the high wis like telepathy (mind grapples?) or telekinesis. If your monsters arent working, modify them to fit what you want. which for me, what i want is directly countering the parties preferred weapon of choice.