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Advice: Overpowered Abilities
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<blockquote data-quote="MechaPilot" data-source="post: 7480568" data-attributes="member: 82779"><p>I've been in that situation before. The way I see it, there are only a few options:</p><p></p><p>1) Modify the spell. Make it less powerful, make it cost a higher level spell slot, make it require a material component and then you carefully control the distribution of said component.</p><p></p><p>2) Remove the spell and let the player pick something else.</p><p></p><p>3) Make the encounters tougher to compensate. This is pretty easy to do, but you should consider the party mix. If you have a party that's partly optimized and partly non-optimized, this can lead to some PCs being significantly more at-risk for death than others. I'm not fond of this solution, because it seems like this is best implemented without talking to the player(s), and that doesn't feel quite right to me. That said, I have done this. I have one player whose character is highly optimized, and I count that PC as two characters when figuring out the XP budget for an encounter.</p><p></p><p>No matter which option you choose, you should clearly identify why the spell is problem so you can communicate that to your player when you talk to him/her about it, and about which solution the player might prefer.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7480568, member: 82779"] I've been in that situation before. The way I see it, there are only a few options: 1) Modify the spell. Make it less powerful, make it cost a higher level spell slot, make it require a material component and then you carefully control the distribution of said component. 2) Remove the spell and let the player pick something else. 3) Make the encounters tougher to compensate. This is pretty easy to do, but you should consider the party mix. If you have a party that's partly optimized and partly non-optimized, this can lead to some PCs being significantly more at-risk for death than others. I'm not fond of this solution, because it seems like this is best implemented without talking to the player(s), and that doesn't feel quite right to me. That said, I have done this. I have one player whose character is highly optimized, and I count that PC as two characters when figuring out the XP budget for an encounter. No matter which option you choose, you should clearly identify why the spell is problem so you can communicate that to your player when you talk to him/her about it, and about which solution the player might prefer. [/QUOTE]
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