• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Combat balance question (my players stay out!)

I agree with a few of the above posters. You don't need to use more powerful, or even different threats. Just have them use different tactics. If the enemy is spread out among the PCs, the area effect spells won't do much good. And at the level you're playing at, precision effect spells, like Mass Suggestion or Horrid Wilting aren't available yet.

Also, the Paladin will be strongest against low AC, high HD monsters like giants (though they're also good against him, they're good against everybody).
 

log in or register to remove this ad

Since this is a socially oriented world with PCs following suit, (lucky you...), Get them involved in a social event, such as a murder mystery, or as gaurds for a minor nobles daughter. The Wizard will have to memorize non-combat spells, and the other two will hopefully use alot of thei slots/points in trying to ferret out the clues of the situation.

Combine with the above innocent bystander clause, when the dozen or so goons crash the party to kidnap the girl, the Paladin will keep busy.

It could really be interesting for the murder mystery idea if every one is disarmed. You could see the Paladin cleaving with a fire poker. :)
 
Last edited:


Jondor_Battlehammer said:
Since this is a socially oriented world with PCs following suit, (lucky you...), Get them involved in a social event, such as a murder mystery, or as gaurds for a minor nobles daughter. The Wizard will have to memorize non-combat spells, and the other two will hopefully use alot of thei slots/points in trying to ferret out the clues of the situation.


Great suggestion Jondor_Battlehammer! A lot of GM's miss this tactic for dealing with spellcasters. Just to build on what you've suggested.

It doesn't have to be social situations that suck out the spells from your casters either. If your crawling in a dungeon, throw some manuever challenges at them. Give them challenges that can be solved with a levitate or a spider climb. Suck out the knock by using magic locks on doors they want to get thru. Have a guard that can easily be defeated with use of invisibility. Throw in a wide river to make them cast water walk and fly spells. The more spells the spend/dedicate to solving the navigation of the dungeon, the less area of effect spells they are packing/have at their disposal.

Teach the casters to be prepared for all challenges and they won't be so focused on just dropping damage from a far.
 


Agreeing with most of what has been said... its all about the challenges...

every spell dedicated or used for "non-fireball" needs is a good sign of campaign variety.

Do they need to cross a chasm or fissure that doesn't have convenient lasso points? gaseous form or fly could allow someone to get across.
Are they dealing with magical effects and such so that dispel magics seem necessary?

Also, initial encounters are set by scenario terrain, and enemies starting out relatively close can be on the group quickly. Hopefuly initiative rolls tend to have some of the mass go before the mages at times.

And finally, multiple engagement endurance is one of the tank's strengths and one of the wizard's weaknesses. So, on occasion, you need to throw such a scenario at them. So, wave after wave is appropriate for once in a while. one of the most enjoyable engagements for my spellcasters was a sort of impromptu extra planar scavenger hunt where the PCs were on a clock and did not have time to sleep yet had numerous adversaries. by the final few encounters, the mages who did not conserve, were struggling to find ways to help and all of them had used spells in very imaginative ways.



All of course in moderation.
 
Last edited:

Antimagic Cone (Su): A beholder's central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed -- even the beholder's own eye rays. Once each round, during its turn, the beholder decides whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye).

-The Gneech :cool:
 

I had a DM that would make illusions of monsters. Every once in a while we would just throw every offensive spell we had at them. Just to run into the real deal a few seconds later.

Try having your casters exhaust spells and rely on the tanks a little. Or put some explosive materials around. I had a player kill half his party because he had the need to throw fireballs at the first opportunity.

Needless to say we started being a little more cautious when tossing spells around.
 

Into the Woods

Remove ads

Top