We've all discussed it, we've all complained about it to a certain extent, now let's all get down to the business of doing it.
My party contains an annoyingly strong Dwarf Trollslayer, he's accompanied by a well equiped dwarf watchman who understands the importance of a good block action and is defenced up to the gills. In most combats, he'll engage with the rest of the party, activate the saga of grungni, then soak it up as the slayer deals it right back out.
We've all had this discussion before, but now it's time to get serious and start acknowledging weaknesses in combat heavy parties and start developing strategies to deal with them. Here's where my observations have led me so far.
1. The troll slayer has an intelligence, fellowship and agility of two. On their own, these don't mean all that much, but can be used at the start of combat to impose specific and galling penalties that will punish the PC's over time.
2. The highest agility in the group is three, a glorious mercy for me. Even trolls and zombies can get the jump on these clowns. This means I have the possibility of getting one, solid hit in before blocky mccantstabme gets in with the saga of grungni.
3. Willpower on the watchman is only three, a viable ***** in their armour.
My conclussion is likely the same as most that people have arrived at.
1. Extend combat for as long as possible, throwing multiple, low powered enemies at the group. Bog them down in their own actions.
2. Pile on the stress and fatigue and conditions.
Drawing out combat takes PC's out of their comfort zone of really powerful, single use abilities, troll feller strike might (will!) take down the troll on the first attack, but that's your cunning ruse to draw the slayer away from the armoured bucket and isolate him where you can start applying option 2. above. If I play the long game against the slayer, I'll eventually force an insanity on him, sooner rather than later if he keeps bullheading into reckless stance like he does. One insanity has this cheery little way of leading to another insanity. Rinse, repeat, see you in the loony-bin. This actually has the potential to be quite interesting, since the troll slayer will continue winning fights but pitch slowly(then rapidly) into insanity.
The watchman? Again, chip, chip, chip away. In this instance, he's the one I direct willpower related attacks against. For starters. Breaking the wheel is one action I just can't get enough of. Converting wounds to criticals and dark magic are the order of the day with him. One spell at a time I'll build up criticals until I can have a arm off. Or something similar. Corruption and conditions should also help me out.
My two other PC's are a burgher and gold wizard and, really, they seem to be a challange only because they can hide behind the watchman. Once he goes down or is suitably debilitated, they become targets. Big, easy targets.
With this in mind, does anyone have a seriously hardcore group they're having trouble with, maybe we can come up with a suitably evil way of putting them in their place.
