![]() They tried swinging at it while closing their eyes to try to have a 50/50 shot of hitting it, but the images make noise and chatter, causing them to have to reroll each 50% chance of hitting (but still giving them some chance of hitting it). The players were balking at how to attempt to damage this beast with 1/20 odds of having a chance at hitting it. The PCs rush in ready to smash the demon to bits, but on it's turn as a move action it explodes into mirror images (19 of them, to be exact). 28 of Worldwound Incursion) and tearing it apart trying to destroy all the beautiful things. The Abrikandilu demon is pillaging a besieged shop (pg. With all that said, let me present one of my simpler early puzzle fight examples that I've used against the players (it should be noted this was pre-mythic gameplay, but they're still twinked to the max): Now, with that said, there is always some off-the-wall solution that a Wizard or Cleric will toss out now and then that throws me and bypasses everything, but I've found that keeping a "yes" attitude makes those players feel incredibly accomplished for having found a neat solution on their own. I call these "puzzle fights", as winning the fights is nearly impossible without the PCs finding the key to bypassing the challenge I present. My solution has been to keep the flavor of fights, but adjust game mechanics in brutal and completely non-standard ways. So, here is my effort to lose every fight to my godly PCs in a way that will keep them interested. I'm still nervous about providing a strong challenge for my group, but I've found that as long as I put forth the effort to offer a good fight (even if they absolutely trounce it) all 7 of my players have a wonderful time. The players I've ran for have often been optimized, and I am very used to adjusting on the fly to wacky intensely powerful ideas that the group comes up with. I've run hundreds and hundreds of hours of 3.5, and have finished 3 different high level campaigns. Alternative solutions to providing compelling (and hopefully challenging) combat situations that subvert normal game mechanics to resolve the imbalances Mythic gameplay has the potential to cause. I've also been reading that it's pivotal to adjust the campaign to your players' needs, as suggested by the Devs, so that's what this thread is attempting to address. As an avid follower of the forums here, I've seen many of the stories stating how challenging it can become to really have an involving fight with 4 mythic characters, let alone 7 of them. Thank you to the Paizo crew for writing an invigorating chance to allow players to take on the big bad evils.Īt this point we've just finished book 1, and haven't gotten into the real crazy stuff that is Mythic. I have always wanted to have players go the extra planar extra mile and vanquish a demon lord, so I am incredibly excited to be running Wrath of the Righteous. So I offered to run the next game after we finished a rather enjoyable run of Rise of the Runelords.
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