Need help with high level GMing


Advice


Hey Guys,

I'm currently GMing for a table of 4 people going through the Rise of the RuneLords Adventure Path, which runs from level 1-17. The characters are all level 11, and are fighting CR appropriate monsters. The issue is that all four characters are optimized in that they have high damage, armor, and saves, and it's very difficult for the monsters as written to put a dent in them, let alone live past the first round.

The characters themselves are legal(after numerous audits to confirm this), and we tend to use PFS rules when it comes to whats banned and whats not for simplicity's sake in order to ensure that the resources they have available are not inherently overpowered.

I've tried to make the combats harder to compensate for the player's capabilities, but it seems hard to do that without making the encounter arbitrary. It's simple enough to apply the advanced template to the monsters, or put a few more in there, but after a while the battles feel contrived: I'm just throwing in more numbers to compensate for their strength, and the players don't feel rewarded when they beat an encounter. It's either too easy, or too difficult because I had to bump the AC of the monsters higher so the PC's don't hit so often, and put 3 more guys in so there's more stuff to hit.

I've also put in a number of different environments or terrain-based obstacles, but they can all either fly, or ignore the obstacles, be it caves, dense forest, darkness, etc. Part of it is the players themselves are well prepared for these environments, but it's basically reducing every battlefield to a flat plane, where their damage will outdo their enemy's every time.

I run each scenario according to the tactics listed and the appropriate intelligence of the monster, and for creatures with high intelligence, I'd like to think that I give them especially brutal tactics, just as if I were playing them as a PC. Regardless, the sheer number and resource difference between a monster, even a powerful human, and the PC's is too big to make the fight more than a speed bump.

Lastly, I've put high level spell casters into a number of the fights, but 3 out of the 4 characters have around 18 to all their saves at this level, and it's difficult to justify a level 11-12 caster with DC 28 spells, unless I create custom, heavily optimized enemies, which I'm reluctant to do.

Given that I've tried a multitude of solutions already, is there anything else that I could do to make these encounters harder?


First of all if you could tell us about the characters (and a few words about the builds if not the whole builds), other than that how do they all get +18 fort and will (since those are the 2 saves that really count)?
I run RotRL quite some time ago but unfortunately i wasn't keeping notes of my changes back then, still i think i might be able to remember how i beefed up the encounters.


Runelords Spoilers:
Use your mages. Where's Mokmurian? If he's still alive, start playing him as the prodigy he is.

Battlefield control from the mages in Runelords can make easy encounters into hard ones. If you just wait for the players to reach the caster's lair and run him through, then of course it's going to be easy.

If the caster discreetly reinforces his minions, takes calculated pot-shots at the PCs, and is careful not to expose themselves to counter-mage tactics like scry-n-die, you'll give them a run for their money. Giants are great minions for mages. Pop in to back them up with a battlefield control spell, then fade back to set the next group of minions up for an ambush. If the players flee, press the attack.

If a mage survives three or four such encounters, feel free to level him up to keep him proportional to the PCs.

Also, higher-level mages keep the pressure on a low level party. Once they understand that they are being scried upon with some frequency (remember they can roll to see the scry sensor) it will change the party's behavior. High level mages need to loom large throughout the adventure! Use weird spells like whispering wind to rattle them.

This will only become more true in Runeforge.

The encounters and map locations are a starting point. Take that information and breathe life into it. Don't be a passive GM.

At that point, if you're still having problems, look hard at the party stats and do some "dress rehearsal" encounters on your own. Try to find other ways to challenge them besides hit points. Conditions, attrition, moral quandaries.

EDIT: I missed that like about putting the casters in.

How did they get those saves?


Pathfinder Lost Omens, Rulebook Subscriber

One spell to rule them all, Black Tentacles. No saving throw will help them where they're going. Also, it's important to make sure to avid the 15 minute adventure day, at this level if they afford to nova-bomb every fight then they're gonna wipe the floor with their opponents. But if they need to spread out their abilities and spells over the day, it can make things more challenging.


Particularly with an adventure path remember that every encounter isn't *supposed* to be a tough encounter. Not every monster on the wandering monster table should feel like a boss fight. Making a half dozen random encounters that the characters can easily thresh through makes the moments they can't just lay waste really stand out. If I have one hard fast rule about modifying encounters is that I never boost stat blocks. I always add members to the enemy's team and use the encounter design tables to decide how many to add based on how tough I want each fight to be. Weaker opponents in larger numbers will be more effective simply as a result of better action economy (plus creating more havok on the battlefield which is fun and interesting) and when they win a bit, it's not in the TPK ways that arbitrarily buffing stat blocks tends to do.

A party will have way more fun beating down 16 stone giants than they will beating down a single storm giant whose stat block got jacked by 6 cr levels... I'd be willing to say this is true 9 times out of 10.


dot

Edit: I'm also wondering about those saves. The only characters I know that can reach that level are paladins with a BUTTLOAD of saves items. After that, there's dex-magus, dex-cleric and dex-inquisitor. But I've never seen a character with +18 saves at level 13, much less level 11. Heck, about +14 is the best I can imagine. I guess the're getting a lot of buffing? Might want to shut that down, have more surprizes, etc.

PS: I have seen well-optimizaed PCs with around DC 26 spells at level 10, though we where playing mythic.

Liberty's Edge

To have a single save at +18 is impressive, at that level. Maybe you need another auditor?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

One question....

Have you been allowing custom magic item creation?

If your players are that tough, consider just skipping them ahead to the next book as they are.


And by another token, having a party that was so adamant about optimizing their own builds may suggest they're not interested in the part of the campaign that is "challenging encounters"

Perhaps they built their party so that the combat part of the campaign would be a cakewalk... Check and see if the characters feel like the fact that the combats are so easy is even having a negative effect on their attitudes... Are they getting bored? No? Then you don't have to change a thing. If you were interested in hearing from experienced gms about good tactics to challenge the particular party you're running for, it might be helpful to hear about the builds and tactics that are wreaking such havok... Adjusting stat blocks and numbers of opponents may not be the answer. It might just involve the enemies making some more tactically relevant decisions, or may involve fun unexpected things...

For example the party might be able to trounce an assault on a town by a band of giants and dragons, to pick a possible encounter at random... but what if the dragon or the giants pick up a young child... make way or the kid gets it!

Suddenly the encounter is a hostage situation that turns into a rescue operation instead of simply being a slugfest cagematch... Heck. Even if the fight is a slugfest cagematch and the players win it handily, take a lesson from the very first goblin assault on sandpoint.... the point of it was to distract the party from what was actually going on in the graveyard... A party can't be everywhere at once. Sometimes winning is *also* losing. Rarely is 'I won the fight' the sole descriptor of 'I won the day' and RotRL does a pretty good job of throwing that kinda stuff in...


Level 11 is 7 good save, 3 bad saves. +5 in ability score bonus, +5 cloak (which is cheap for what it does and a high priority item), +1 traited. That is without use of feats or misc bonuses. Add in feats and other bonuses and you can get there.

Liberty's Edge

notabot wrote:
Level 11 is 7 good save, 3 bad saves. +5 in ability score bonus, +5 cloak (which is cheap for what it does and a high priority item), +1 traited. That is without use of feats or misc bonuses. Add in feats and other bonuses and you can get there.

Yes, you can.

If the party all has 20 Con and Wis,.maximal items, and those traits...something is HORRIBLY wrong.

All good saves?


Thanks for your input guys. Here's a little background on the characters, I apologize after looking at the characters, that the saves were very slightly exaggerated. Each character has around 80-90k gold, which is somewhat consistent with the Wealth By Level Curve.

@LazarX: No, we have not been allowing custom item creation, or crafting, or permanency, or leadership, or any of the other typically "broken" systems. Just saves me a lot of headaches :p

@Williamoak: I have a Level 9 PFS Druid/Barbarian/Monk with 19 Fort, 17 Ref, 21 Will, so it's not entirely unreasonable. He did spend most of his feats/traits/money on Save boosting stuff, and also has heroism cast on him constantly however :)

1. Evangelist Cleric 11 with Flagbearer Feat and Banner of the Ancient Kings.
On a move action, can provide entire Party with +5/+5 to Attack and Damage. I've checked the bonus types to ensure that they aren't stacking improperly with bonuses the characters already have.

Defenses: I don't have the character sheet on me, but I believe they are
Fort: 13
Ref: 7
Will: 17
AC: 25

He has around 24 Wis, which results in a pretty high will save, as well as a +3 Cloak of Resistance. Has 25 armor.

2. Hippogriff Rider Ranger 11. Deals an average of 130 DPS per round on a full attack with longbow and haste (as well as the cleric's buffs), but saves are the weakest.

Defenses:
Fort: 10
Ref: 16
Will: 6
AC: 24

3. Two Weapon Fighting Paladin 8/Fighter 3. Focuses on Kukris and Critical Feats, as well as Smite Evil for damage.

Defenses:
Fort: 18
Ref: 16
Will:15
AC: 31

Gets Cha Bonus to Saves, and is immune to Charm, Fear, and Disease. Has 12 Wis and +3 Cloak

4. Archer/Spellcaster. Specific Build is Ex-Paladin 1/Wizard 5/Eldritch Knight 5. Casts numerous Hour Per Level or Extended 10/Min per level Buffs before combat, and focuses on full attacking with a longbow.

EDIT: Does about 80 Damage a round with a full attack.

Defenses:
Fort: 16
Reflex: 17
Will: 17
AC: 29

Defensive Buffs Cast:
Darkvision
False Life
Countless Eyes
Greater Magic Weapon (+2 enchantment)
Heroism
Overland Flight

Gets +7 to all Saves with a +3 Cloak of Resistance, Extended Heroism, and a Stone of Good luck, in conjunction with the Fate's Favored trait.


@Vincent:

My players enjoy a tough combat, and, unfortunately, are not particularly interested in the roleplaying encounters. If a kid was scooped up by a dragon and taken away, I think they would be more disappointed that they missed the EXP/Loot from killing the dragon, rather than sad that they couldn't save the kid.

I'm definitely interested in hearing from more experienced GMs about any possible solutions. I've been GMing for almost a year now, but I know I still have a long way to go. I've posted the builds above, but please let me know if there's any more information I can give.


That is very high for some of them; although I am finding the archer/spellcasters a bit high (ex-paladins loose divine grace as far as I remember, but I could be wrong). Otherwise, listen to vincent takedas advice; if they dont want challenging combat, well they wont like being ultra-challenged.

Still, those saves are eerily high, i've never managed to get them that high in theorycrafting (although I never consider buffs). Might be interested in a full build of your barb/druid/monk.


williamoak wrote:

That is very high for some of them; although I am finding the archer/spellcasters a bit high (ex-paladins loose divine grace as far as I remember, but I could be wrong). Otherwise, listen to vincent takedas advice; if they dont want challenging combat, well they wont like being ultra-challenged.

Still, those saves are eerily high, i've never managed to get them that high in theorycrafting (although I never consider buffs). Might be interested in a full build of your barb/druid/monk.

The Ex-Paladin doesnt have Divine Grace, only the Paladin 8, Fighter 3. The Paladin Part is just for weapon proficiencies, as well as some flavor.

I can post full builds of both the Eldritch Knight, as well as my Druid/Barbarian/Monk if you'd like, but probably a little later tonight. :p

Liberty's Edge

Looks pretty normal, overall. The one is pretty exceptional, but at that level, a lot of dcs can be in the mid 20s. Damage is in the expected range... do they always get initiative?


Honestly the party looks about right for that level. Not particularly crazy or anything. The problem really lies in that APs are built with 15 point buy low optimization in mind. Look at the 15 point buy pregens and look at the steaming pile of poor build decisions and you will understand why your party which knows about good options for the most part is blowing through the AP.

Rise, while revamped, isn't exactly the most dangerous or powerful AP either. If you want challenging combats some other APs might be a little better fitting. Heck Reign of Winter the other day the "tank"fighter took 170 damage in one round because he made a miscalculation in how strong 3 enemies were in Rasputin must die (14th level at the time). Combat still only took 2 rounds with the PCs victorious, but it was a hard fight with little margin for error.


I am not familiar with Rise at all, but have been through KM and(forgot other one), and have had the pleasure of GMing PCs past level 20 on several occasions. So after reading your question and other replies here this is what I can add.

1. Like others have said, if the players and you are enjoying the game then you do not need to change anything. Just go with it.

2. If they are not enjoying it, you really need to know why so you can make a more informed decision on what to change/alter. If you are not enjoying it, that is where it gets tricky. There are several ways to make it more appealing to yourself, and still fun for the PCs. You do not like the simple CR increases (which does get boring after awhile), so I would suggest what other have hinted at, modify the parameters of the encounter or encounters.

If you are following PFS gaming setup and not having multiple encounters per day, then I strongly suggest doing that a couple times. Make a day from hell with 5-6 encounters. none deadly but all challenging to some extent to make them have to dig into the bag and use items they forgot they had. Then give them a day or two of normal encounters and then another day from hell (borrowing information previously stated, use the mages to hire mercs of one type or another, and by hire I include summoning and such, to justify the concentration of encounters. You can even let the players find this info out if it suits you). After that, write up another day and keep it to the side for use at a later date, because they should start to ration out their resources better now and not throw everything at the first thing they see.

Other modifiers to look at include black tentacles, entangle with plant growth, and swarms (and I suggest using the swarm template for new and different swarms)for caster offset. Sounds like there is a lot of ranged damage taking place, so take them underground. That will eliminate the flying and limit the ranged stuff pretty hard ad well as making the AOE difficult combined with movement issues.

Hope it helped, just remember it is supposed to be fun for all.


Yeah. If your characters are on appropriate level for the AP, they're either on their way to Jorgenfist, at Jorgenfist or Under Jorgenfist... Unless they purposefully are making tactical decisions to avoid the craziness surrounding jorgenfist, a bold party that thinks they can wreak havok is going to face down over 100 stone giants at once. I don't care how they're built that's way above their pay grade... There's just some things a good build can't compensate for and the giants have ranged attack till the cows come home... The party's ranged tactic should not be a huge advantage in these fights.

On the other hand you'll see the entire jorgenfist encounter is pretty much an even match for them or *significantly easier* for the most part until you get to mokmurian, and by the time they get to him he'll probably only be cr+2 as written. For this party thats a cakewalk. But that's only if you break it up in to nice digestable chunks. If the party is bold and brazen Mokmurian has every excuse to bring his whole force to bear on the party at once. Is the dragon still alive?

The best way to make things more difficult is jacking up the cr of the opponent by adding numbers to their ranks and playing them smarter. Stop fighting the party on its own terms... Have enemies that retreat to include enemies from adjoining areas, and when the fights aren't goig their way, let them do things that make sense like use geurilla tactics, taking cover... 12 stone giants at once is considered a cr+4 for this party, and if they can handle that with ease maybe its time to recommend they dial it down... Make sure you're playing the enemy up to par with its own stat block... Stone giants get point blank and precise and quickdraw with 180 foot range. And if they're not being sneaky about their approach Mokmurian will be happy to send out a superior force. He's got a lot of giants to work with. Assaulting him on his home turf well supplied and ready for battle and knowing they're coming shouldn't be a cakewalk for a band of 11's no matter how 'built' they are. If they can handle 16 stone giants at once then they're breezing through CR+5 encounters and making any fight challenging for them is going to involve flat out replacing every encounter with a cr at least 5 higher than what's published. That's a lot of work.

All of that said... Reading the encounters from that chapter it's *written* with CR7 and 8 kinda fights mostly... for a group of 11's each fight on its own is *supposed* to be CR-3... A cakewalk. Because there's really no safe place to rest in Jorgenfist. Or there shouldn't be. The fights are written to be easy because there's little opportunity in the way of 15 minute workdays here and the more havok the party is wreaking, the more this high alert stronghold full of a hundred giants is going to be on.... higher alert. If the party is being stealthy and taking advantage of teleportation magic and 15 minute workdays then there is nothing written in the pages of the AP that is going to hold a candle to them.

But if they ARE doing 15 minute workdays? They're *telling* you with their actions they don't want to be challenged. No matter what they tell you with their words.


Vincent Takeda wrote:
But if they ARE doing 15 minute workdays? They're *telling* you with their actions they don't want to be challenged. No matter what they tell you with their words.

Or they're role-playing characters who wouldn't take foolish risks for no good reason.

Sczarni

@Byrhtnoth

Hey fellow RoTR GM,

I struggled much in the same way as you did until I managed to be a better tactician and learned what to expect from each encounter. There is however bunch of things that you can do to make encounters harder without really adjusting CR much, some that other people already pointed out very good;

a) Play active not passive!

Like others suggested, enemies are not meat puppets that passively stand in a single room waiting to be knocked out by pesky adventurers. Assaulting any room for example at stone giant fortress can raise alarm in a blink of eye. Rooms are typically away 30-50 ft. max, that's not higher then DC 20 Perception to hear what's going on.

Suggestion: Combine encounters if party is reckless, Combine encounters with traps

b) Play BBEGs active not passive!

If any BBEG knows that party is assaulting his stronghold, he will take appropriate steps to fortify it further. How does this happen? It happens in form of traps and additional troops. If a party only scratches into the "dungeon" and falls back, this is a mistake. They just granted BBEG a chance to observe them further, prepare themselves further and jack up his army of death.

Suggestion: Reprepare better spells, Add more mooks, Use defensive spells to prepare BBEG such as Alarm.

c) Your enemy are buffs not party's stat block!

This is true in 80% of cases. PC's can be powerful, but buffs are what makes them temporarily godlike. My party used Good Hope, Haste, Bard Song, Resist Energy Communal and around 1-2 more team buffs, not including five other single target buffs that they individually casted on themselves. There is simply no BBEG that can provide much challenge against this unless it's CR +5.

Suggestion: Wore down the party with encounters (this is already kind of done in AP), Add Dispel traps (don't do this often)

That's about it at the moment. Most of this people already recommended tho.

Malag


Matthew Downie wrote:
Vincent Takeda wrote:
But if they ARE doing 15 minute workdays? They're *telling* you with their actions they don't want to be challenged. No matter what they tell you with their words.
Or they're role-playing characters who wouldn't take foolish risks for no good reason.

I agree with what you say up until the point where the party says they *like* to or *prefer* to be challenged... 15 minute workday is *mutually exclusive* to being challenged.

A guy who says he likes to be challenged and then runs the 15 minute workday alpha strike manoever is what the racing community likes to call 'trawling for obtainable wins'.

He doesnt actually want a challenge. He's the guy who drops a comptech supercharger in an s2000. if he sees a z06 or a mustang with a gt or cobra emblem and a straight stretch of road he'll be all cool and respectable, but the second you put him next to a corvette of the 90's or earlier or a mustang with a v6 emblem instead and a road full of twisties, switchbacks and chicanes... suddenly he turns his baseball cap backwards and is all 'lets see what you got'... 'feelin froggy? throw down!'

He wants to go home and tell his friends he can beat corvettes and mustangs with his s2000. but not the one's his car couldn't beat easily already. He never expected you to stand a chance or he never would have challenged in the first place.

He's the guy who rolls up with a dog eared beaten down 69 oldsmobile 442 that he's drag tuned and overbored by .40 and only challenges people who have newer cars that he knows for sure are bone stock. He doesnt do what he should do and challenge someone who stands a chance. He's not looking for a challenge.

'Obtainable wins.'


Trailing by one or two levels is the low-effort way to handle this. I trailed by two for much of Runelords, but I was doing it to balance out the 3.5->PF conversion. They closed the gap really quick in Part 6, mainly because the hardcover came out.

So ditch XP or switch to a slower track, and try to get a level or two lead on the PCs.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Good information for my run of RotR, thanks guys.


Vincent Takeda wrote:

A guy who says he likes to be challenged and then runs the 15 minute workday alpha strike manoever is what the racing community likes to call 'trawling for obtainable wins'.

He doesnt actually want a challenge.

Some players want the challenge to be external, not one they create for themselves by using sub-optimal strategy. Like a race driver with a fast car who is looking for a worthy opponent. He doesn't want to hear, "Why don't you buy a slower car?" (game equivalent - make a poorly optimized character), or "Why don't you give your rivals a couple of seconds' head start?" (game equivalent: don't make use of your magic powers to control the situation).

I'm not that sort of player. I like to be confident of surviving a campaign. But as GM I've asked my players if they want 'hard mode', and given it to them, and they appreciated it.


Matthew Downie wrote:
Vincent Takeda wrote:

A guy who says he likes to be challenged and then runs the 15 minute workday alpha strike manoever is what the racing community likes to call 'trawling for obtainable wins'.

He doesnt actually want a challenge.

Some players want the challenge to be external, not one they create for themselves by using sub-optimal strategy. Like a race driver with a fast car who is looking for a worthy opponent. He doesn't want to hear, "Why don't you buy a slower car?" (game equivalent - make a poorly optimized character), or "Why don't you give your rivals a couple of seconds' head start?" (game equivalent: don't make use of your magic powers to control the situation).

I'm not that sort of player. I like to be confident of surviving a campaign. But as GM I've asked my players if they want 'hard mode', and given it to them, and they appreciated it.

So what you're saying is some players like to feel like a race car driver and like to play rough with the big boys so they can say they do and say they did, but gotta have a safe word to make sure they don't get proper f[censored]d. I mean spanked. No I get it. It's coo. Thats... Very smart... Perfectly natural response... There's no such thing as wrongbadfun and hey... If that's what they're into... wink wink, nudge nudge. saynomore saynomore... what's it like? I'm still not gonna call it 'truly challenging'


Byrhtnoth wrote:

1. Evangelist Cleric 11 with Flagbearer Feat and Banner of the Ancient Kings.

On a move action, can provide entire Party with +5/+5 to Attack and Damage....

Yeah? How many times has the Banner been Sundered so far?

It's cloth. One stroke from an edged weapon will destroy it. That turns the +2 it grants to a -2 for an hour, or until the flag is repaired...and it will take a caster level 16 Make Whole to repair it, which means a trip into town and a pile of gold.

A -4 swing on hit rolls and weapon damage really hurts when you're an archer or two-weapon fighter.

Grand Lodge

I'm having similar challenges with my Jade Regent AP. We spent the entirety of book 4 with me tinkering with the difficulty and rebuilding every encounter. It takes a lot more time on my part, and the sessions suffer if I don't have enough time to prepare properly.

Challenge Ratings (CR) have pretty much flown out the window. I have to consider what I'm confident that they are capable of handling and adjust my concept from there. It is not uncommon for them to tackle an encounter that is CR APL+4 and to absolutely destroy it.

Going into book 5 I look forward to solidifying an approach and hopefully by book 6 there won't be any snags. High level play only makes the situation more complex. It takes time and I've come to terms.

Sovereign Court

The only thing that I can really suggest is to be proactive. Casters unless there is reason should all buffed before the beginning of fight. Manipulator/assassin type of villains should be using traps, deceiving the pcs even pretending to be one of their friends/allies and betray them when they are fighting an enemy, succubus and glabrezu do that excellently.

Brutes should go for the weakest party members/casters and pound on them until they die and even escape if they can. Don't have them just attack the fighters/melee guys.

Make Ambush, increase the stakes, take hostages, have surprise attacks, like they just got out of a dungeon, they are tired and have used all their resources, a dragon is waiting for them (something that would be a hard fight for them normally at full resource) and essentially rob them of their loot by intimidating them.

Essentially just don't play the same way, increase the danger put more stuffs on the battlefields, hazards etc...essentially you are trying to find the sweet spot of the kind of danger that your party can handle.


Hey Guys,

I think Vincent and Malaq really nailed the head on the problems I've been having, namely the 15 minute workday, and the BBEG intelligence. As of now, I've been having battles in chunks, with time to retreat and heal up during them, since many of the monsters just fight to the death. In order to make the battles more challenging, I need to work on having the encounters feel more fluid and organic: if the stone giants are having trouble, retreat and get reinforcements, or use cover and guerrilla tactics. The party just arrived at Jorgenfist, which means that they're thoroughly in enemy territory now, and I think Mokmurian should take advantage of that as much as possible. I need to have the enemies adapt and react to the PCs, rather than just line up to be slaughtered.

@Akmed:

Quote:
Other modifiers to look at include black tentacles, entangle with plant growth, and swarms (and I suggest using the swarm template for new and different swarms)for caster offset. Sounds like there is a lot of ranged damage taking place, so take them underground. That will eliminate the flying and limit the ranged stuff pretty hard ad well as making the AOE difficult combined with movement issues.

This is a good idea :p

@Emmit Svenson: Sundering the Banner is one of a number of solutions to deal with their items, but I haven't felt that any of the creatures, save for the BBEG casters, have a high enough spellcraft check to identify it as a magical item. That being said, the Stone Giant's they're facing now have an Int of 10, so they might just go ahead and sunder it anyway on a whim :p

Sczarni

Also, one more note!

Combat Maneuvers are awesome to use with giants. It adds bunch of flavor in combat and acknowledges their true muscle strength! Beware tho, if your party is very low on CMD and enough giants surround them, it can be true chaos for them.

Sunder - can be deadly for plate and weapon users. Any giant can make short work of a weapon or armor if he hits a few times. Do grant players a chance to repair their weapons tho, even if destroyed. I explained to mine players that they should view Sunder as a debuff or penalty until they fix them again.

Disarm - what's more to say? Remove a weapon and stop those deadly full-round attacks.

Trip - Use on AoO and deny players entire round of actions or use it instead of single attack to grant players all forms of trouble.

Do note that all three of these CMB checks are instead of attack, so that giants do not waste entire round for nothing.

That's about it!
Have fun.

Malag


Byrhtnoth wrote:
@Emmit Svenson: Sundering the Banner is one of a number of solutions to deal with their items, but I haven't felt that any of the creatures, save for the BBEG casters, have a high enough spellcraft check to identify it as a magical item. That being said, the Stone Giant's they're facing now have an Int of 10, so they might just go ahead and sunder it anyway on a whim :p

I'd feel that sundering a war banner is reasonable given any opponents with a military, feudal, or tribal culture. You don't have to recognize something as magic to realize it's important to enemy morale, or to see it as a challenge thrown in your face.

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