D&D 5E What to do about Hypnotic Pattern?

cmad1977

Hero
Groups tend to focus on things they find particularly powerful. In my first game we had a half-elf red dragon sorceress. Once she got to 5th level, fireball began its long and glorious career. Starting about 9th level, at least 1 fireball appeared every encounter; often it was two. She tried to diversify, but found that upcasting fireball was generally better than most other choices (this was pre-XGtE). The only time I got a break from fireball was when they went into a volcano to face off against fire giants and a red dragon, and even then it made an occasional appearance (she could ignore Resistance, but not Immunity). This continued until level 18, when the campaign came to a close. As a DM you just kind of get used to it, because the focus may change to something else over time. My group is currently focused on Suggestion, Spirit Guardians, and Sickening Radiance.

Twinned scorching Ray and Haste were my “fireballs” in this scenario.
 

log in or register to remove this ad

Li Shenron

Legend
The groups I DM for always have someone with hypnotic pattern, as soon as they're high enough level to take the spell. This is because one particular player has learned how good it is and therefore always takes it. Always. No exceptions. And if that PC runs out of spell slots to cast it, they'll rest instead of fighting without it.

I've spread out the baddies so that they can't all be caught with one spell.

I've given the baddies magic resistance.

I've had the baddies use their turns to wake each other up.

None of them seem to prevent the fights from becoming predictable, at least where hypnotic pattern is concerned. I really hate that bit at the end when the whole party is whaling on the one poor leftover who was looking at the pretty lights while his buddies got slaughtered.

Does anyone have suggestions for any other way to deal with the spell?

So the PCs have figured out how good a spell is. Has the rest of the fantasy world not figured it out too?
 

Eyes of Nine

Everything's Fine
So the PCs have figured out how good a spell is. Has the rest of the fantasy world not figured it out too?
Exactly. I was thinking - EVERY spellcaster who can cast a 3rd level spell casts it on the players. Always, first. Ideally they also have the Sorcerer's metamagic for "Careful spell". As the players come up with solutions to get around it, the world reacts and starts to use the same solutions...

That said, in the game I'm a player, I'm going to ditch Telekinesis for my 10th level Sorcerer and take Hypnotic Pattern :devilish:
 

jayoungr

Legend
Supporter
So the PCs have figured out how good a spell is. Has the rest of the fantasy world not figured it out too?
Exactly. I was thinking - EVERY spellcaster who can cast a 3rd level spell casts it on the players. Always, first.
Worth a try--but we have two bards in the party, and countercharm (6th level ability) works on all friendlies within 30 feet. (And that's assuming I don't have my usual abysmal luck with initiative, lol.)
 

Eyes of Nine

Everything's Fine
Worth a try--but we have two bards in the party, and countercharm (6th level ability) works on all friendlies within 30 feet. (And that's assuming I don't have my usual abysmal luck with initiative, lol.)
Hah, sounds like they have optimized for parties just like them. I don't have anything else that hasn't already been suggested; but I do like throwing hundreds of "immune to charm" folks at them (elves, for example).

That said, the gloomstalker in our party has started to get tired of apparently EVERY SINGLE MONSTER in Mad Mage has Blindsight haha. So you risk them calling foul...
 

Exactly. I was thinking - EVERY spellcaster who can cast a 3rd level spell casts it on the players. Always, first. Ideally they also have the Sorcerer's metamagic for "Careful spell". As the players come up with solutions to get around it, the world reacts and starts to use the same solutions...
Does this actually sound fun to you?
 


Hah, no. I don't recall the OP requesting "fun" as a pre-req.
😜
I think you should not do what you suggested. If you do that all the time you can just go ahead and tell your players that you have a problem with that spell.

I once nearly slaughtered my party who all took a level of barbarian with trolls that also were from a berserker tribe... Afterwards I spoke to my party and told them that it is not particular fun to play that way and that they should at least have a story reason for multiclass choices like that.

What could be done is using a similar tactic against your players once and then ask them how much fun it was. Then you should tell your players that it is not how you want the game to play out. Make it clear how the world reacts to such tactics. Even if it is hiring a bunch of elven assassins to scare them. Send undeads after them.
Also tell them that 5min work day will have consequences and that you like tonswitch to a different rest system if necessary.
I remember our ADnD DM telling us that our characters are just not tired enough to rest after 5mins. No very elegant, but a possibility. A little bit more elegant is combining it with my first suggestion, sending assassins at an ever resting party. Usually only doing one encounter per day allows the villains to plan ahead and getting reenforcements.
 

Oofta

Legend
Worth a try--but we have two bards in the party, and countercharm (6th level ability) works on all friendlies within 30 feet. (And that's assuming I don't have my usual abysmal luck with initiative, lol.)

Have multiple bad guy that can cast it? If team bad guy loses initiative, have the enemy casters spread out enough that they can't both be targeted or just have them in a separate room behind a closed door. If both bards make the save, cast again.

Personally I try to avoid adversarial DMing to "teach players a lesson" but if it's a tactic you think might work then there are ways to make it happen.
 


Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top