Hi there, fellow DMs!
I'm a fairly new DM (as in: I have around 20 sessions behind my back), and while my players seem to be enjoying the campaign, I've run into a bit of a problem.
Namely, that the three godsdamned paladins are trivializing most combat encounters.
They just leveled up to level 8, but even at level 7:
- Attack rolls against them? LOL, CR 7-9 enemies usually have +6-+8 to hit at most; they will miss the paladins (and the cleric) in plate armor + shield 60-75% of the time.
- Saving throw abilities and spells? Fuck me, aura of protection, everybody gets +2 or more to all their saves.
- Even if a spell slips through? Ancients paladin. Whoever came up with the Aura of Warding at WotC deserves a kick in the head. Everybody near the paladin takes half damage from every spell (quarter if they make the save) because balancing encounters is soooooooooooooo easy!
And that is just their passive abilities. There's of course the usual issue of smites (the three of them can easily deal 24d8 damage in one turn, that's 108 on average - and that's without accounting for crits or them stacking a smite spell on it too). Ranged enemies? LOL, orbital laser goes BZOT! (Moonbeam) Or they'll just leave them to the ranger, cleric, and the warlock. And if they still get banged up, they have 105 HP of dedicated healing between them (plus the cleric and the ranger).
Is there any way to make combat encounters challenging for this party besides trying to overwhelm them through action economy (it's a party of 6, so that would take a shitton of monsters and turn the combat into a slog), finding a way to force them into 6-8 encounters between long rests (wouldn't do anything about the passive abilities but it would at least curtail the smite-nukes), or turning the game into Dark Souls with every monster being a horrible damage sponge that can one-shot any player on a hit?
Because at this point I'm afraid that anything shy of a tarrasque would be a minor inconvenience at best instead of a challenge or a boss.
Wow that does sound like a challenge to balance for! Here's a few things to keep in mind.
A larger group of players is usually going to need more enemies for any given combat to be challenging. If you're using a prewritten adventure or an encounter builder of some sort, consider bumping up the number of monsters a little.
Consider alternate objectives/fail states. This can take some creativity to pull off, but introducing something like hostages in danger, or a thief trying to carry away some of the party's loot during combat can make things much more interesting. This can be especially effective with paladins, when what their oath says they should do conflicts with the tactically correct move.
When they can, enemies will want to create advantage before the fight even starts. Letting the players into sticky webs, slippery floors, or a prepared portcullis can restrict their movement and create openings to attack. They might also try to break or disarm weapons or shields when they see the paladins are hard to hit head on.
It's good for the players to feel powerful! Most encounters should be challenging, and the players should occasionally be pushed to their limits in a boss fight, but a few cakewalk encounters are good to have too. They're especially good when they're similar to a fight the players had a lot of trouble with 3 or 4 levels ago to highlight just how strong the characters have become.
Thanks for the tips! Though I'm not too sure how to implement them more than I already am:
The next big quest they will probably undertake is slaying a dragon. (They know about the dragon, it's a known problem in the region, and they expressed interest in slaying it both in and out of character.) I plan to introduce the dragon by having it wreck a related side mission they are sent on, but I can only hope and pray to Tymora, the Lady, and any other deity of dice rolls that I won't have to tear up the prep for the next 9-10 sessions thanks to some lucky dice rolls from the players' part.