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<blockquote data-quote="DaveDash" data-source="post: 6622476" data-attributes="member: 6786202"><p>There's heaps of spells that deal with charm/fear. How come your party hasn't prepared any of them? My Cleric never leaves home without Calm Emotions and/or Dispel Evil and Good at higher levels.</p><p></p><p>You don't go into a Dragon fight without ranged weapons and then complain, and you don't fight powerful undead without the means to deal with them. </p><p></p><p>By the time your players are fighting Vampires, they should be experienced. If the Fighter is rolling around without Resilient Wisdom, and the party has no means of dealing with nasty wisdom saving throws, then they're not being a very effective group. I'm sorry, but they deserve to get crushed by some of the more legendary creatures in the game. It's already too easy at mid-high levels as it is.</p><p></p><p>It's not a big deal anyway, sometimes you roll your group, most times your group rolls you. That's D&D They're meant to learn from the experience and prepare better next time. </p><p>I almost TPK'd my group at level 13 with a Arcanist Mind Flayer because they just charged in there expecting to roll it. Nope.</p><p>Next Mind Flayer they came across (CR16 Arcanist combined with a Beholder) they were way more careful, prepared properly, and wasted it instead.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6622476, member: 6786202"] There's heaps of spells that deal with charm/fear. How come your party hasn't prepared any of them? My Cleric never leaves home without Calm Emotions and/or Dispel Evil and Good at higher levels. You don't go into a Dragon fight without ranged weapons and then complain, and you don't fight powerful undead without the means to deal with them. By the time your players are fighting Vampires, they should be experienced. If the Fighter is rolling around without Resilient Wisdom, and the party has no means of dealing with nasty wisdom saving throws, then they're not being a very effective group. I'm sorry, but they deserve to get crushed by some of the more legendary creatures in the game. It's already too easy at mid-high levels as it is. It's not a big deal anyway, sometimes you roll your group, most times your group rolls you. That's D&D They're meant to learn from the experience and prepare better next time. I almost TPK'd my group at level 13 with a Arcanist Mind Flayer because they just charged in there expecting to roll it. Nope. Next Mind Flayer they came across (CR16 Arcanist combined with a Beholder) they were way more careful, prepared properly, and wasted it instead. [/QUOTE]
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