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A Paladin Problematic
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<blockquote data-quote="Raikun" data-source="post: 5392461" data-attributes="member: 95943"><p>Nah, you're being far more flippant...he's right, it's very easy to work around that power, and he's given several legitimate, serious ideas on how to do so. Off the top of my head, I thought of probably half a dozen encounter ideas to accomplish this, and with a little effort could probably come up with a lot more.</p><p></p><p></p><p></p><p>Fortunately, a DM doesn't have to build an "entire campaign's worth of encounter's" around it. Just one encounter a day. And by the time the Paladin gets that power, there shouldn't be that many "days" left before the campaign is over.</p><p></p><p></p><p></p><p>Not really. DMs also have to design encounters around the obscene burst damage a Ranger can put out when breaking out his dailies, or his ability to take out two minions before a battle starts. DMs also have to design encounters around the sheer level of healing and self preservation characters get in the epic tier. Designing encounters to match the player's capabilities to keep them challengied is part of a DM's job.</p><p></p><p>Yes, that power has a pretty heavy impact. It's an Epic tier Daily...it's SUPPOSED to have a heavy impact. If the DM can't handle it, that's on him really. (Though not necessarily his fault...there really isn't enough material out there on how to handle DMing Epic tier play, which is covered in another thread in itself).</p><p></p><p>But there really should be a good share of encounters that the players can walk all over. It's fun to feel powerful sometimes...which leads to one of my off-the-top-of-my-head ideas...if the DM is leading up to an epic boss encounter, have an encounter before it that throws waves of smaller bad guys that could be really challenging, that highly encourages the Paladin to use that daily. Once used, the waves of bad guys become trivial, letting the characters feel powerful...but once it's over *THEN* the BBEG comes out with his Close and Area attacks. No Tremorsense or Truesight necessary.</p></blockquote><p></p>
[QUOTE="Raikun, post: 5392461, member: 95943"] Nah, you're being far more flippant...he's right, it's very easy to work around that power, and he's given several legitimate, serious ideas on how to do so. Off the top of my head, I thought of probably half a dozen encounter ideas to accomplish this, and with a little effort could probably come up with a lot more. Fortunately, a DM doesn't have to build an "entire campaign's worth of encounter's" around it. Just one encounter a day. And by the time the Paladin gets that power, there shouldn't be that many "days" left before the campaign is over. Not really. DMs also have to design encounters around the obscene burst damage a Ranger can put out when breaking out his dailies, or his ability to take out two minions before a battle starts. DMs also have to design encounters around the sheer level of healing and self preservation characters get in the epic tier. Designing encounters to match the player's capabilities to keep them challengied is part of a DM's job. Yes, that power has a pretty heavy impact. It's an Epic tier Daily...it's SUPPOSED to have a heavy impact. If the DM can't handle it, that's on him really. (Though not necessarily his fault...there really isn't enough material out there on how to handle DMing Epic tier play, which is covered in another thread in itself). But there really should be a good share of encounters that the players can walk all over. It's fun to feel powerful sometimes...which leads to one of my off-the-top-of-my-head ideas...if the DM is leading up to an epic boss encounter, have an encounter before it that throws waves of smaller bad guys that could be really challenging, that highly encourages the Paladin to use that daily. Once used, the waves of bad guys become trivial, letting the characters feel powerful...but once it's over *THEN* the BBEG comes out with his Close and Area attacks. No Tremorsense or Truesight necessary. [/QUOTE]
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