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<blockquote data-quote="Dragonsbane" data-source="post: 6334486" data-attributes="member: 6775188"><p>It's about circumstances as well as numbers. For example:</p><p></p><p>- An adventure that has places between major areas you need to squeeze through. No more T-rex. In fact, an adventure in a mine or cavern might remove it for the game.</p><p>- A mind-control type of NPC, grab the T-rex for yourself, he might be able to swallow a gnome. </p><p>- Fear-based spells to remove the T-rex, I assume it has a low Will save.</p><p>- Caster using water spells like aqueous orb early on, get rid of those annoying guns by getting the bullets wet. Have them need to swim through an area or wade in a swamp, same effect.</p><p>- Encounters with tons of low CR numbers - how many people can a T-rex grab at once?</p><p>- High Dex opponents with deflection bonuses from spells not items, like shield of faith.</p><p>- Sunder those pesky guns early in an adventure so they are broken a while.</p><p></p><p>Also, remember you can control things like a T-rex or guns out of combat too - who is going to let one into a town or city? No one lol. Perhaps a town does not allow guns or makes them stay unloaded. Perhaps the T-Rex rampages the countryside while the group is in a city, the T-rex got bored . . . and now a city militia is after it, will the players become enemies of the state or allow the T-rex to be hunted down? That's a whole adventure right there.</p><p></p><p>Also! Give tasks that require things other than damage. An NPC that needs to be told an epic poem to let them pass uses the bard more. Perhaps a delicate negotiation that needs a soft touch and not a dinosaur stomping around nearby. </p><p></p><p>Remember, your adventures don't need to be designed for a final boss kill, but for an objective. When players begin to be able to kill everything, the new goals should be things like preventing a villian from finishing an objective, helping an NPC get from A to B alive, and so on. It's harder to make sure a complex mission is completed when it involves more than just killing all the bad guys.</p><p></p><p>Honestly, though, it seems you have a problem with an uncontrolled and overpowered companion as well as guns . . . I have avoided letting people use the gunslinger class, are guns touch attacks?!? I would NERF that rule right away, having players making touch attacks all the time would be really unbalancing.</p></blockquote><p></p>
[QUOTE="Dragonsbane, post: 6334486, member: 6775188"] It's about circumstances as well as numbers. For example: - An adventure that has places between major areas you need to squeeze through. No more T-rex. In fact, an adventure in a mine or cavern might remove it for the game. - A mind-control type of NPC, grab the T-rex for yourself, he might be able to swallow a gnome. - Fear-based spells to remove the T-rex, I assume it has a low Will save. - Caster using water spells like aqueous orb early on, get rid of those annoying guns by getting the bullets wet. Have them need to swim through an area or wade in a swamp, same effect. - Encounters with tons of low CR numbers - how many people can a T-rex grab at once? - High Dex opponents with deflection bonuses from spells not items, like shield of faith. - Sunder those pesky guns early in an adventure so they are broken a while. Also, remember you can control things like a T-rex or guns out of combat too - who is going to let one into a town or city? No one lol. Perhaps a town does not allow guns or makes them stay unloaded. Perhaps the T-Rex rampages the countryside while the group is in a city, the T-rex got bored . . . and now a city militia is after it, will the players become enemies of the state or allow the T-rex to be hunted down? That's a whole adventure right there. Also! Give tasks that require things other than damage. An NPC that needs to be told an epic poem to let them pass uses the bard more. Perhaps a delicate negotiation that needs a soft touch and not a dinosaur stomping around nearby. Remember, your adventures don't need to be designed for a final boss kill, but for an objective. When players begin to be able to kill everything, the new goals should be things like preventing a villian from finishing an objective, helping an NPC get from A to B alive, and so on. It's harder to make sure a complex mission is completed when it involves more than just killing all the bad guys. Honestly, though, it seems you have a problem with an uncontrolled and overpowered companion as well as guns . . . I have avoided letting people use the gunslinger class, are guns touch attacks?!? I would NERF that rule right away, having players making touch attacks all the time would be really unbalancing. [/QUOTE]
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