oldmanofdoom
My players are overpowered and can take on enemies 10 levels above them. I am at a loss at coming up with anything that poses so much as a challenge to them. It doesn't help that they are evil, either. They just go around destroying everything! And one of them is a vampire and has a power that allows him to dominate enemies and makes them give him information if they need it. What can I do about? They're not cheating, by the way, I checked.
Comments
# What system are you playing in?
# What classes/races are present in your party?
# What level are your players?
# What happened to make them overpowered? Did you give out too much high-powered loot? Are they super-experienced min-maxers or is it based purely on extremely clever tactics?
Unfortunately, I can only speak to my own 3.5 campaign world unless I know more.
Off the top of my head, here are some suggestions:
* If the problem is min/maxing, put them up against a group of NPCs that have nearly the same stats and gear that they do, except that the NPCs are good. Then, if they defeat them, have some of the NPC's gear get destroyed in the fight so the players can't just take it over to add to their arsenal.
* If they have gear that is too powerful, put them up against creatures or encounters that negate that power (anti-magic fields, creatures that permanently drain the magic essence from items.)
* Have the Gods themselves begin to view the group as a potential threat and change the laws of physics to hinder their meteoric rise to power. (e.g. The god of magic makes it so that too many magic auras in close proximity causes them to degrade or overload, or some of them to randomly become inoperative until the numbers are reduced.
* If they are just playing really well, then that is not necessarily a bad thing.
Remember, just because it is in a book, doesn't mean that is how things have to work in your game. Get creative.
Wait...I don't know 4th Ed. But I'm sure you could make it work...you're in charge, right?
just my two cents.
*Scale up your encounters.* Finding the right amount will take some experimentation, but add extra party members' worth of enemies to encounters. For my group, I routinely planned encounters as if the party were 7 or 8 people instead of 5.
*Build synergy in your encounters.* Pick (or invent) monsters that work together in really powerful ways. This will force your players to focus on breaking up the enemy's strategy, and in turn break up their usual routine.
*Don't let the players exploit your enemies.* If they're good at killing one thing at a time, swarm them. If they level everything with area effects, release the enemy in waves so they can't kill them all at once. Foil their plans.
*Accept that they will roll some of your encounters easily*, and this makes them feel good, so it's fine. Don't make every encounter super hard for them, but try to insure that some encounters are challenging.
*Improvise. Cheat.* Don't be afraid to change things up on the fly as you see an encounter taking shape. Bring in another wave of enemies, or 'reveal' a new and terrifying power (that you just made up) that's the boss's ace in the hole.
*Make things more complicated.* Add environmental hazards, traps, or terrain that favors the enemy. The difficulty of an encounter comes as much from the setting as from the enemies, and this will make your players scramble.
*Don't let them rest!* It can be hard to justify why they can't get a full night's sleep between every encounter, but it's key. Forcing them to conserve their dailies will significantly reduce their ability to overpower encounters.
*Trick them.* Bate them into using their best powers on guys who only look tough, only to have the real villain emerge from the shadows. This will keep them second guessing their targets, and disrupt their strategies.
I especially like the "bait them" trick (though it sure pisses me off when I'm on the player side of it) as by the time you realize the trouble you've gotten yourself into, you're drained. (which also goes nicely with the "don't let them rest" idea)
Also a big fan of terrain aiding the enemy...well, I like interesting surroundings to do battle in anyway so it's not always the same "out in the woods swinging sharp things at guys" anyway. I believe I recently mentioned in another thread how it's been a while since I was on a rickety bridge, either in-game, or in-life.
Perhaps the PCs need to barter a deal from the demon that they would normally just dispatch back to the abyss. If they don't use their diplomacy skills properly then the demon merely vanishes with a laugh, refusing to engage the party.
Make them negotiate a peace treaty between two warring cities. It could give them an opportunity for some combat if either side steps out of line, but making them decide how to handle things at the peace table could be interesting.
If you really want to throw them for a loop ensure that the adventure puts the characters at odds with one another. Find the strings that really pull at two or more of the characters and make sure that they run opposite of each other. A bit of tension in the party can go a long way towards writing adventures for you, especially when the PCs already have an evil bent to them.
At the end of the day, however, if your PCs just enjoy smashing everything in sight then find a way for that to be part of your adventure. In gaming one must often pander a bit to your PCs. To simply take away their fun or arbitrarily dismantle their characters just gets them mad.
Find ways to make them develop new strengths where their old tricks just don't work. If they absolutely refuse to play ball, well, do as my friend the Poutine Paladin says and send them up the river with a bunch of do-gooder clerics.
*Optimus_Mush's* comments are excellent as well, from the other angle. If all else fails, you can absolutely make the game less about combat. You just have to be careful not to go too far with it - your players probably _enjoyed_ making super powered characters, and will feel dissatisfied if they don't get to exercise all the cool abilities they worked to assemble.
If your characters outgrow their world, show them a bigger one.
If this world you've built for them coddles them, even if that coddling is of the rules-sanctioned variety, you have to come to terms with the power you still have... it is still your world, and with the exception of the player characters, you control absolutely everyone, and everything, in it!
In my world, the great equalizer is a form of mathematical magic called "Runometry.":http://www.obsidianportal.com/campaign/wyrmshadow/wikis/the-arcane-science-of-runometry
What will your great equalizer be? Chainsaw and Optimus gave you several beautiful suggestions, but in the end, the choice is yours. Just remember to embrace your power as the DM. Those rules your players micro-managed into putty in their hands? They are just the rules for them. You're the only one at that table with carte blanche to transcend beyond those rules, and show those characters a bigger world.
"Duskreign":http://www.obsidianportal.com/profile/Duskreign
"Wyrmshadow Campaign Setting":http://www.obsidianportal.com/campaigns/wyrmshadow
"Star Wars: Knights of the Old Republic":http://www.obsidianportal.com/campaigns/star-wars-knights-of-the-old-republic
"The System":http://www.obsidianportal.com/campaigns/system
I'm sure your problems are something that every DM has had to deal with. I think Chainsaw's advice is particularly good and Duskreign's "great equaliser" is another good option. My campaign has one of these in the form of "Primordial Power Effects" which affect characters but not enemies, due to a complicated planar effect. All of these help to "chip away".
One specific monster that was recommended to me by another DM and which I have subsequently used to good effect is the "Rust Dragon". Do a google search and you will find some info but it is also in Draconomicon I believe. You will find a Mature Example at this excellent resource:
"Example Dragons":http://d20npcs.wikia.com/wiki/Sample_Dragons
twigs
"I met a traveller from an antique land....."
CotM May 2016: Mysteria: set in Wolfgang Baur’s MIDGARD.
Previous CotM Aug 2012: Shimring: High Level Multiplanar Campaign
Inner Council Member
My second thought was "When you apply the lich template to a monster, it gains Elite status, meaning it counts as two of itself. Consider that monk dude as two players when building encounters, fo' sho'".
My third thought was "Turn the party into the bad guys. With a lich and a vampire, it should be really easy to start spreading rumors that the PCs have really been doing their heroism as a front for other horrible machinations. Let them notice that townfolk are starting to wear amulets against evil eye curses and looking at the PCs askance. That sort of thing".
Natural disasters are another possibility. Forest fires, earthquakes, hurricanes, tornados, lava flows, mudslides, flooding... HPs dont matter that much against these things, but decisions do.
Or, curses can be fun. Just wait for the party to do something blasphemous-- burning down a temple, or slaying a priest or something-- and have the NPC lay down a curse as a dying declaration. Adjust stats or luck accordingly, until they can lift the curse. It could even be very specific- -if some overpowered feat or technique was used to kill the NPC, perhaps the curse manifests every time that FEAT or power is used. Random disease, stat drops a point, to hit lowered, hair falls out, etc there are curse resources online if you need some fun ideas.