tahsin
First Post
Hi all,
Here's the sitrep:
I took over this campaign from another DM since everyone knew I enjoyed playing less and DMing more. I feel like the group made a sacrifice to allow me to DM since I would have probably found another group if they hadn't.
As such, I am taking over the rules and the campaign world from the previous DM.
Here are the campaign details:
Current Level: 7th
Characters: All characters are Gestalt Characters using rules from Unearthed Arcana.
Ability Scores: The average ability modifier of most players' ability scores comes out between +2 and +3. Meaning, on average, I see characters having original ability scores (before racial and item adjustments) in the 15-20 range for all stats. This is due to the method chosen by the previous DM for rolling stats. He did say beforehand that he wanted it on the high side.
Source Books Allowed: Pretty much any hardcover WotC book is fair game as long as you have DM (the previous DM in this case) approval.
Campaign World: It's a home-brew campaign world with a major city from which the PCs are based. Unfortunately, the previous DM has not provided a map as of yet.
My problems:
Since most PCs are picking complementary classes, as expected, they have good saves for all saving throws. I pitted them against a Dust Wight (CR 7) last night and while they were able to beat it with a moderate amount of effort, what came up is that almost all the PCs could beat it's DC 14 Supernatural Abilities save on a roll of anything except a 1. This makes it really hard to throw spells or spell-like abilities at them, which means I need to up the DCs or the CR of the monsters.
However, another problem, hit points for the characters are not necessarily through the roof. Some players have hit points in the 30s-40s range and another player has hit points in the 100-110 range (granted he's the dwarf, designed to be a tank, and has had good hit point rolls).
Armor Class: Two characters in the group, by virtue of character design and armor purchased, have Armor Classes above 27. This seems excessive for 7th level.
Attack Bonuses: Seem to be in line with the medium advancement.
So what do I do? My main problem is designing encounters to truly challenge them while not overpowering them.
Am I just complaining about nothing? Should I just assume to continuously throw CR 9 monsters at them and let the chips fall where they may? Or should I make a dramatic change? (something I feel would betray the previous DM and irritate most of the group since they've put so much time into their characters)
What have your experiences been with Gestalt Characters? Are they too powerful for any group of more than 3 players? Do you think they're a great way for gamers to get more out of their source material?
Thanks in advance
Here's the sitrep:
I took over this campaign from another DM since everyone knew I enjoyed playing less and DMing more. I feel like the group made a sacrifice to allow me to DM since I would have probably found another group if they hadn't.
As such, I am taking over the rules and the campaign world from the previous DM.
Here are the campaign details:
Current Level: 7th
Characters: All characters are Gestalt Characters using rules from Unearthed Arcana.
Ability Scores: The average ability modifier of most players' ability scores comes out between +2 and +3. Meaning, on average, I see characters having original ability scores (before racial and item adjustments) in the 15-20 range for all stats. This is due to the method chosen by the previous DM for rolling stats. He did say beforehand that he wanted it on the high side.
Source Books Allowed: Pretty much any hardcover WotC book is fair game as long as you have DM (the previous DM in this case) approval.
Campaign World: It's a home-brew campaign world with a major city from which the PCs are based. Unfortunately, the previous DM has not provided a map as of yet.
My problems:
Since most PCs are picking complementary classes, as expected, they have good saves for all saving throws. I pitted them against a Dust Wight (CR 7) last night and while they were able to beat it with a moderate amount of effort, what came up is that almost all the PCs could beat it's DC 14 Supernatural Abilities save on a roll of anything except a 1. This makes it really hard to throw spells or spell-like abilities at them, which means I need to up the DCs or the CR of the monsters.
However, another problem, hit points for the characters are not necessarily through the roof. Some players have hit points in the 30s-40s range and another player has hit points in the 100-110 range (granted he's the dwarf, designed to be a tank, and has had good hit point rolls).
Armor Class: Two characters in the group, by virtue of character design and armor purchased, have Armor Classes above 27. This seems excessive for 7th level.
Attack Bonuses: Seem to be in line with the medium advancement.
So what do I do? My main problem is designing encounters to truly challenge them while not overpowering them.
Am I just complaining about nothing? Should I just assume to continuously throw CR 9 monsters at them and let the chips fall where they may? Or should I make a dramatic change? (something I feel would betray the previous DM and irritate most of the group since they've put so much time into their characters)
What have your experiences been with Gestalt Characters? Are they too powerful for any group of more than 3 players? Do you think they're a great way for gamers to get more out of their source material?
Thanks in advance
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