Hello everyone!
I am designing a higher level encounter for a party of 3 players +1NPC combatant with a party average of 400xp. They have performed well throughout the campaign because I've been taking encounter easy on them. This is their first time playing F&D so I wanted them to get used to the finer points of combat and maneuvers before I started throwing them curve balls. Now that they have a solid grasp of the fundamentals I plan on placing them against a force user that specializes in misdirect to force them to start thinking outside of the box.
However, Misdirect works only lasts until the end of the user's next turn. I want the specialist user to be able to toy with the players for longer than a single round (
both to keep up the illusion for players and to prevent one player who has a tendency to meta-game to not have the opportunity to meta
). But I'm hesitant to pick up the Duration upgrade as the book states "This power remains in effect on each affected target as long as the target stays within range of the power. If a target moves beyond the range of the power, the effects end for him but not for any other targets of the power." I don't necessarily want to have opposed checks every round to see through the illusion, but I'm not sure what a good guideline would be to call for the checks.
Are there any suggestions on what would be a good turn ratio or criteria for the players to have another check/save against misdirect while duration is in effect?
Also, I've gotten into the habit of making the players each give me 3 rolls of a skill check I know I'll be needing before the session starts. Sometimes it'll be perception when I have an ambush planned or, in this case, it'll be vigilance to counter misdirect. This way I am giving the players their rolls without tipping my hand that something is amiss.
Thank you in advance!