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*TTRPGs General
Anyone with their prefered Min/Maxing tricks?
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<blockquote data-quote="mirivor" data-source="post: 1638059" data-attributes="member: 7478"><p>Learning power gaming won't solve your DM'ing troubles. Instead look to other devices to challenge your players. Use the standard giants and such but give them a twist. Perhaps a crafty malignant wizard guides their steps, making them much more formidable than normal. Heck, toss a group of goblins at them and let them delight in their power... right up until they realize that they face a band of adventurers like themselves... a 10th level goblin party, as it where. There are a ton of things that you can do to help the task of DM'ing at higher levels. Take standard monsters and give them twists. My cousin once tossed 4 skeletons against a higher level party, the members of which where tossing coins to see who would kill the "lowly" skeletons when all four shot one magic missile from each finger at the party (40D4 + 40). Yowza! </p><p></p><p>Another scenario, should you really want to scare your players, is a mounted opponent with good support. In particular, a lance-wielding fighter/cavalier type. A mounted charge with a lance is devestating. Toss in some support spells, such as Expeditious Retreat, and your players will dread the thunder of hooves on the battlefield. Even a high level monk would have trouble catching a swift steed rolling along at some ungodly rate (150, after the spell, right?). </p><p></p><p>I could sit here all day and hack up ideas, but I repeat that you should look to strategy and clever play as opposed to powergaming. That gets very old, mostly because the players come to expect and even anticipate it. Later!</p></blockquote><p></p>
[QUOTE="mirivor, post: 1638059, member: 7478"] Learning power gaming won't solve your DM'ing troubles. Instead look to other devices to challenge your players. Use the standard giants and such but give them a twist. Perhaps a crafty malignant wizard guides their steps, making them much more formidable than normal. Heck, toss a group of goblins at them and let them delight in their power... right up until they realize that they face a band of adventurers like themselves... a 10th level goblin party, as it where. There are a ton of things that you can do to help the task of DM'ing at higher levels. Take standard monsters and give them twists. My cousin once tossed 4 skeletons against a higher level party, the members of which where tossing coins to see who would kill the "lowly" skeletons when all four shot one magic missile from each finger at the party (40D4 + 40). Yowza! Another scenario, should you really want to scare your players, is a mounted opponent with good support. In particular, a lance-wielding fighter/cavalier type. A mounted charge with a lance is devestating. Toss in some support spells, such as Expeditious Retreat, and your players will dread the thunder of hooves on the battlefield. Even a high level monk would have trouble catching a swift steed rolling along at some ungodly rate (150, after the spell, right?). I could sit here all day and hack up ideas, but I repeat that you should look to strategy and clever play as opposed to powergaming. That gets very old, mostly because the players come to expect and even anticipate it. Later! [/QUOTE]
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Anyone with their prefered Min/Maxing tricks?
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