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Are players who are tactically effective difficult to run?
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<blockquote data-quote="Kahuna Burger" data-source="post: 545679" data-attributes="member: 8439"><p>honestly, I think when characters reach a certain level, its fun to take them out for a slaughter once in a while. Make your 10/+1 damage reduction good for something. Have the SR 12 actually stop a magical attack. Choose a target and make it not exist anymore. Whats the point of being high level if the rest of the world is too? You might as well just play around 6th for the rest of your character's life if your DM responds to every improvement by eliminating all chances for it to work. (character has an ethereal travel or teleportation ability that they payed out the nose for? Wow! Suddenly every important location is under a massive dimensional lockdown... um, except that it doesn't effect the opponents, only you....)</p><p></p><p>I think there is as much to be gained from investigating, choosing the right target and setting up the perfect fight as having a "challenging" fight where for all the good your leveling up has done you might as well be back at first wacking goblins. Especially at higher levels I would certainly let my players have a cakewalk fight if it was one that they planned and set up. </p><p></p><p>A good in game reason for a relitively easy fight would be to accomplish a character goal that you don't want to just hand to them. Said deepwood sniper had massive ranged damage, wild lore, herbalism and safe poison use - and yet was arguing over found dc 15 poisons with the party rogue. If I want to go a gargantuen scorpion hunting, why not? It's so easy I'm not allowed to do it? And yet no dm would say "ok I guess you can just have some dc 36 (2d6 str) poison kicking around at no cost." But if everything has to be a "challenge" you forbid characters to take sensible actions because they would be too easy.</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 545679, member: 8439"] honestly, I think when characters reach a certain level, its fun to take them out for a slaughter once in a while. Make your 10/+1 damage reduction good for something. Have the SR 12 actually stop a magical attack. Choose a target and make it not exist anymore. Whats the point of being high level if the rest of the world is too? You might as well just play around 6th for the rest of your character's life if your DM responds to every improvement by eliminating all chances for it to work. (character has an ethereal travel or teleportation ability that they payed out the nose for? Wow! Suddenly every important location is under a massive dimensional lockdown... um, except that it doesn't effect the opponents, only you....) I think there is as much to be gained from investigating, choosing the right target and setting up the perfect fight as having a "challenging" fight where for all the good your leveling up has done you might as well be back at first wacking goblins. Especially at higher levels I would certainly let my players have a cakewalk fight if it was one that they planned and set up. A good in game reason for a relitively easy fight would be to accomplish a character goal that you don't want to just hand to them. Said deepwood sniper had massive ranged damage, wild lore, herbalism and safe poison use - and yet was arguing over found dc 15 poisons with the party rogue. If I want to go a gargantuen scorpion hunting, why not? It's so easy I'm not allowed to do it? And yet no dm would say "ok I guess you can just have some dc 36 (2d6 str) poison kicking around at no cost." But if everything has to be a "challenge" you forbid characters to take sensible actions because they would be too easy. Kahuna Burger [/QUOTE]
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