One note - this is an old thread. Nothing wrong with responding to it, just wanted to let you know.It is really interesting to hear in this thread how often DMs are manually adjusting rules during a campaign just to ensure that their vision of how the campaign was supposed to go, continues in that expected manner. I think this is a major problem in DMing and should be strongly avoided. If the PCs find a way to break your expectations by following the rules, learn from it and balance better in future, and reward them for their creative method of solving those problems you introduced at the time that they did. In many ways DND can resemble life; there are challenges in your path, now find a legal way to surpass them. Just because the method found may surpass 10 of your obstacles all at once does not mean it should be stopped, but instead the story should adapt to that new change. Yes, that may take a lot more work, but it also will result in a VERY fun and engaging storyline that no one could have expected and becomes extremely organic and treasured.
I really hope the common culture of DMing changes to be less cookie cutter, and I encourage other DMs to be more custom to what the players legally make happen and develop their own story that you all can own together.
Absolutely. Workarounds also take extra prep time that contributes to the drag. I was lucky that I had two longbow users against my flier in the past two encounters, but it was really that: luck. They fit the scenario and the setting. At least he got shooed out of range for a bit but boy did he complain when he got hit.I don't want to set up encounters specifically to counter a specific individual, I want to set up encounters that make sense for the scenario and the world.
Maybe that last bit is a big part of the problem. There have been certain people I played with in the past that just wanted to "win" the game. They complained if they were ever hit, if some exploit did not work, if there was even a hint that I had put something in to counter their build. The only time they were happy was if they were dominating combat.Absolutely. Workarounds also take extra prep time that contributes to the drag. I was lucky that I had two longbow users against my flier in the past two encounters, but it was really that: luck. They fit the scenario and the setting. At least he got shooed out of range for a bit but boy did he complain when he got hit.
He does have a bit of that, plus some Main Character Syndrome where he always needs to fly in with some master plan that will save the day or impress everyone. I know he annoys at least one of the other players because he starts every turn with, "Okay..." and ten minutes later he actually gets the courage to try something. I'll speed it up when possible for pacing and realism, but if it's an important fight I might be more lenient with it.Maybe that last bit is a big part of the problem. There have been certain people I played with in the past that just wanted to "win" the game. They complained if they were ever hit, if some exploit did not work, if there was even a hint that I had put something in to counter their build. The only time they were happy was if they were dominating combat.
I generally don't care too much about what makes the game fun for a specific player, but at a certain point it makes it not fun for the other players at the table.
Not saying all people that want to play flyers are like that, just that I've seen the correlation frequently in the past.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.