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Class choices that didn't sync well with the campaign.
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<blockquote data-quote="MostlyHarmless42" data-source="post: 8093919" data-attributes="member: 6845520"><p>Personally I feel as though it would potentially fall under a "speak with your DM about potential campaign hurdles/build issies" umbrella. While neither the DM or player is really at fault here, it doesn't change that multiple builds are sort of sub optimized by certain types of campaigns, and it isn't just an Avernis related problem. A forest druid or ranger with poorly chosen favored enemies would equally be feeling issues too.</p><p></p><p>What I'd suggest as a good fix is speaking with your DM homebrewing some magic items or if not them feats. They are quite a good work around for this sort of things. Perhaps let you find an item that bypasses Devil's sight for your darkness spells (obviously requiring attunement), or in the case of a necromancer/spore druid I'd give them something that would let them animate devil corpses (same statblock as humanoid zpmbies/skeletons, just let's you use fiend corpses). There is even precedent for this latter example in the module with someone called Mad Magie (more specifically one of her crew). I will not say more to keep from spoiling, but if you name drop that as a reference they could look up what I'm talking about. The point is it's about working with the player to keep certain subclasses from being too handicapped.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 8093919, member: 6845520"] Personally I feel as though it would potentially fall under a "speak with your DM about potential campaign hurdles/build issies" umbrella. While neither the DM or player is really at fault here, it doesn't change that multiple builds are sort of sub optimized by certain types of campaigns, and it isn't just an Avernis related problem. A forest druid or ranger with poorly chosen favored enemies would equally be feeling issues too. What I'd suggest as a good fix is speaking with your DM homebrewing some magic items or if not them feats. They are quite a good work around for this sort of things. Perhaps let you find an item that bypasses Devil's sight for your darkness spells (obviously requiring attunement), or in the case of a necromancer/spore druid I'd give them something that would let them animate devil corpses (same statblock as humanoid zpmbies/skeletons, just let's you use fiend corpses). There is even precedent for this latter example in the module with someone called Mad Magie (more specifically one of her crew). I will not say more to keep from spoiling, but if you name drop that as a reference they could look up what I'm talking about. The point is it's about working with the player to keep certain subclasses from being too handicapped. [/QUOTE]
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