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*Dungeons & Dragons
Advice on helping high level non-flexible casters feel useful versus magic immune creatures
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<blockquote data-quote="Raif" data-source="post: 7394714" data-attributes="member: 6948032"><p>First of - thanks for all the replies!</p><p></p><p>Just a few clarifications:</p><ul> <li data-xf-list-type="ul">This is specifically for the <strong>end of campaign boss fight</strong>, not other fights along the way. Not everyone has to be the shining light in combat all the time and anyone who wanted to be that always is certianly not who I would want to play with.</li> <li data-xf-list-type="ul">Not talking about legendary resistances and stuff like that, I feel that is tactital play on the players behalf to get rid of those.</li> <li data-xf-list-type="ul">I am in total agreement that D&D is a group objective game, Chad the Sorcerer isn't always going to be dealing mega-damage and needs to learn to be a productive member of the group - this does mean keeping an expanded repertoire.</li> <li data-xf-list-type="ul">I should have specified I am more talking about classes who cannot swap their prepared spell list - namely sorcerer, bard, warlock who try to go for themes in their spells. For example a blasty draconic sorcerer, or a debuffing bard, or the straight EB warlock. Wizards and the like can swap daily and if they don't choose spells that assist in this case that's on them.</li> </ul><p></p><p>I totally should have given more information I suppose - my fault. The specifics of the fight is that it is indeed against a god type creature that has magic immunity to certain level spells (most likely 5th and lower). There will be lots of need for inter-party cooperation of spells to get the barbarian flying or in reach, protections from spells, creating cover, assisting with conditions like blind, and other stuff like that.</p><p></p><p>I'm not looking for a way to make a caster in this position "shine", just want to make them have mechanical fun by giving either objectives (minions, mcguffins or otherwise) that need to be done or a way to ensure that they feel part of the fight. </p><p></p><p>One of the best examples for what I would be looking for is from Critical Role in their end fight. Their gunslinger had no magical weapon and could do nothing to their end boss but instead he was ensuring that nothing was creeping up on their spellcasters by obliterating the bosses waves of adds. It played to his strength, gave him a feeling of "Yes, I'm helping in the best way I can" and not feel left out. This is a small, but perfect solution to this.</p><p></p><p>The reason for the concern is that I don't want the player(s) after the high of finishing the campaign say "well, I didn't really feel like I did much during the fight".</p><p></p><p>Revealing the information ahead of time is gold, I never thought of that. It will mitigate that slightly for the permanent choice spell selected classes a bit, giving them time to re-choose 3-4 spells. Also, I have been heavily weighing on just straight up removing the magic immunity and just staying with the pretty much immune to all debilitating conditions.</p></blockquote><p></p>
[QUOTE="Raif, post: 7394714, member: 6948032"] First of - thanks for all the replies! Just a few clarifications: [LIST] [*]This is specifically for the [B]end of campaign boss fight[/B], not other fights along the way. Not everyone has to be the shining light in combat all the time and anyone who wanted to be that always is certianly not who I would want to play with. [*]Not talking about legendary resistances and stuff like that, I feel that is tactital play on the players behalf to get rid of those. [*]I am in total agreement that D&D is a group objective game, Chad the Sorcerer isn't always going to be dealing mega-damage and needs to learn to be a productive member of the group - this does mean keeping an expanded repertoire. [*]I should have specified I am more talking about classes who cannot swap their prepared spell list - namely sorcerer, bard, warlock who try to go for themes in their spells. For example a blasty draconic sorcerer, or a debuffing bard, or the straight EB warlock. Wizards and the like can swap daily and if they don't choose spells that assist in this case that's on them. [/LIST] I totally should have given more information I suppose - my fault. The specifics of the fight is that it is indeed against a god type creature that has magic immunity to certain level spells (most likely 5th and lower). There will be lots of need for inter-party cooperation of spells to get the barbarian flying or in reach, protections from spells, creating cover, assisting with conditions like blind, and other stuff like that. I'm not looking for a way to make a caster in this position "shine", just want to make them have mechanical fun by giving either objectives (minions, mcguffins or otherwise) that need to be done or a way to ensure that they feel part of the fight. One of the best examples for what I would be looking for is from Critical Role in their end fight. Their gunslinger had no magical weapon and could do nothing to their end boss but instead he was ensuring that nothing was creeping up on their spellcasters by obliterating the bosses waves of adds. It played to his strength, gave him a feeling of "Yes, I'm helping in the best way I can" and not feel left out. This is a small, but perfect solution to this. The reason for the concern is that I don't want the player(s) after the high of finishing the campaign say "well, I didn't really feel like I did much during the fight". Revealing the information ahead of time is gold, I never thought of that. It will mitigate that slightly for the permanent choice spell selected classes a bit, giving them time to re-choose 3-4 spells. Also, I have been heavily weighing on just straight up removing the magic immunity and just staying with the pretty much immune to all debilitating conditions. [/QUOTE]
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