overgeeked
Open-World Sandbox
10ft movement. 1 HP. -2 across the board. AC8.Want to really challenge them? Give them an escort quest.
evil grin
And all the assassins of the Assassin's Guild are out to get them.
10ft movement. 1 HP. -2 across the board. AC8.Want to really challenge them? Give them an escort quest.
evil grin
Says you.
It’s simple. In my games when shield is used on AC 20+ characters, a conversation is had. It doesn’t happen again.
Yeah, its the same problem with those stupid abilities that are "after you roll but before the result is known". Whoever designed that needs to be put in the stocks. It's such a negative play experience.Yeah that would slow the game down to a crawl and really break the flow if we were constantly pausing for "reaction windows", I'd rather just deal with it being annoying until 5.5e launches and Silvery Barbs is gone
To be clear, I play with a regular group and I’m both Dm and player. What’s good for the goose is good for the gander. We’re talking about agreements that build up over many many years of playing. One of which is - if you build a character that’s hyper tuned in one area to be invulnerable then it will end in tears.That seems pretty bad. If this is an issue it should be mentioned before play, not after a character gets it and uses it.
To be clear, I play with a regular group and I’m both Dm and player. What’s good for the goose is good for the gander. We’re talking about agreements that build up over many many years of playing. One of which is - if you build a character that’s hyper tuned in one area to be invulnerable then it will end in tears.
Nobody is being penalized here. Nobody is missing out on fun times. It’s about exercising a little self-control for the good of the table. Not every issue in the game is going to be conveniently identified before the campaign starts.
A few things:I'm running a 10th level campaign, and one of my players finally did it, they went a Sorcadin.
So I have a character with a 27 AC with shield, +3 add to all saving throws (but often its a +5 to saves to due to 2 other paladins in the party, which also includes resistance to spells). They also have a really high grapple check so they use that to throw down on a lot of the monsters. And throw in some silvery barbs and absorb elements for even more resistance and chaos bringing.
Now here's the trick, this particular game is low magic (no spells higher than 2nd level). I can have some monsters with higher magic because that's how the monster rolls, but I can't have dungeons with high level spells, npcs casting wall of force, etc etc.
Anyone have any good recommendations on good traps, npcs, or monsters to use against this kind of character?
And lastly, lets not get into any debates about changing shield, multiclassing, etc. The character is build has been running for a bit now, I don't want to go back and make new houserules.