[RPG] As a DM, how do you adjust the difficulty to create challenging encounters when your party is well constructed (aka Power Players)

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I am a newbie DM and started DMing because our current DM was not bringing a nice and engaging story.

I am doing really good on the role playing and storytelling, but my encounters had been nothing more than some fun for my player's characters. I even edited some foes stats and used some high CL creatures, but it still looks like stealing candy from a kid to them.

Our party is currently level 6. Wizards are Polymorphing themselves into powerful creatures and hasting each other and our poor fighter is being destroyed on the frontline every combat due to the fact I increased the difficulty. The wizards are not finding the battle any fun, while the fighter is getting knocked down almost every encounter. I kinda want to skyrocket the CL but that could be the wrong call for the other 2 players that are non-spell casters.

I guess this is what you pay for allowing 3 spellcasters on your party on 3.5.

How do I balance this campaign without sending a demon from another realm that destroys magic around him and frustrating the players?

Best Answer

Generally speaking, larger numbers of enemies (not tougher enemies) and better tactics.

It's a common tactic to just increase the stats of existing monsters or to choose higher CR creatures for them to fight, but that has a few problems. First, no matter how high their attack bonus and damage get, a single monster only gets one turn per round while the PCs get much more than that, so they can often just whittle the monster down just through sheer number of actions. It often ends up being a case where in order to pose any sort of challenge the monster has to be capable of one-shotting PCs, which isn't particularly fun. Instead, increasing the number of foes, even relatively weak ones, tends to make for a much more even fight. The enemies get to act more, they can gang up on characters and they're much less vulnerable to single target save-or-die spells.

As for tactics, having enemies play smart (or at least cunning) can make a huge difference. Since the PCs are playing spellcasters, have enemies close the distance with them (even if they have to take attacks of opportunity to do so), have them grapple, blind or deafen casters, make them spread out so they're less vulnerable to AoE attacks. Use stealth, have the enemies set alarms and traps, have them use buff spells or potions if they see the party coming. Have them flank and use the aid another action against high AC characters. These tactics aren't appropriate for mindless or particularly dumb creatures, but anything else should be doing their best to negate any advantages the party has.