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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
(3.5) Problem player and campaign issues
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<blockquote data-quote="mucco" data-source="post: 5328036" data-attributes="member: 95427"><p>Sorry but I don't have character sheets available online. My campaign is hosted on Obsidian Portal but it's all in my native language (italian) so it's unlikely anyone would understand much.</p><p></p><p>About the Psion, he regularly overchannels to ML 15 for 15d6+15, uses schism to shoot another 13d6+13 thanks to Practiced Spellcaster (-6 becomes -2), and then quickens another blast at 9d6+9 - more than 160 damage on average. Every time he takes some nonlethal damage and/or spends one focus to avoid it (plus the focus from quicken) because he has that other feat as well. Not that he's having many problems with nonlethal damage since he usually quarters regular damage thanks to Share Pain, and there's elemental resistances on top of that. His main weakness would be dispelling, as it's pretty hard to make him blow concentration checks. Also his hp would be pretty low at around 50.</p><p></p><p>The Dread, he is undead and such is semi vulnerable to turning. Aside from that he plays very conservatively, places a great effort in correct positioning so that there's always a meat shield on all sides near him. His hit points are in the 70s, but that's hardly a factor with Share Pain.</p><p></p><p>The Dragonfire Adept is the tankiest of the bunch, with amazing Fort saves and almost 200 hp thanks to a 26 Con. He has horrible will saves but the Dread's familiar, the Ghostly Visage, is giving him immunity to mind-affecting stuff so it's not a great deal really. He is awesome at battlefield control, with slow and entangling breath as well as solid fog at will.</p><p></p><p>The Assassin, aside from Wraithstrike and Improved Invisibility, is not a real big problem. It's played by the least involved person in our group, so I also try to have it a bit easier on him.</p><p></p><p>Whenever they feel they're in trouble they teleport away and return the next day. I have little means to stop that, of course. I did it when I could but it's no fun if everything is always under time restraints. Also, I can usually have a round attacking them, but then either someone's dead or the party will cruise through VERY easily, starting with a couple dispels and a solid fog for example, or by diverting the enemy's attention. I hate that combats are over by start of round 2.</p><p></p><p>Your suggestions are nice, though. The thingy of antimagic looks nice (and no psionics won't work in AMF) - but how is the guy meant to reach them if they're flying in the first place? (they're always flying of course) I can give him some mundane way to fly maybe.</p></blockquote><p></p>
[QUOTE="mucco, post: 5328036, member: 95427"] Sorry but I don't have character sheets available online. My campaign is hosted on Obsidian Portal but it's all in my native language (italian) so it's unlikely anyone would understand much. About the Psion, he regularly overchannels to ML 15 for 15d6+15, uses schism to shoot another 13d6+13 thanks to Practiced Spellcaster (-6 becomes -2), and then quickens another blast at 9d6+9 - more than 160 damage on average. Every time he takes some nonlethal damage and/or spends one focus to avoid it (plus the focus from quicken) because he has that other feat as well. Not that he's having many problems with nonlethal damage since he usually quarters regular damage thanks to Share Pain, and there's elemental resistances on top of that. His main weakness would be dispelling, as it's pretty hard to make him blow concentration checks. Also his hp would be pretty low at around 50. The Dread, he is undead and such is semi vulnerable to turning. Aside from that he plays very conservatively, places a great effort in correct positioning so that there's always a meat shield on all sides near him. His hit points are in the 70s, but that's hardly a factor with Share Pain. The Dragonfire Adept is the tankiest of the bunch, with amazing Fort saves and almost 200 hp thanks to a 26 Con. He has horrible will saves but the Dread's familiar, the Ghostly Visage, is giving him immunity to mind-affecting stuff so it's not a great deal really. He is awesome at battlefield control, with slow and entangling breath as well as solid fog at will. The Assassin, aside from Wraithstrike and Improved Invisibility, is not a real big problem. It's played by the least involved person in our group, so I also try to have it a bit easier on him. Whenever they feel they're in trouble they teleport away and return the next day. I have little means to stop that, of course. I did it when I could but it's no fun if everything is always under time restraints. Also, I can usually have a round attacking them, but then either someone's dead or the party will cruise through VERY easily, starting with a couple dispels and a solid fog for example, or by diverting the enemy's attention. I hate that combats are over by start of round 2. Your suggestions are nice, though. The thingy of antimagic looks nice (and no psionics won't work in AMF) - but how is the guy meant to reach them if they're flying in the first place? (they're always flying of course) I can give him some mundane way to fly maybe. [/QUOTE]
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