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General Tabletop Discussion
*Dungeons & Dragons
Dealing with a Heavily Armored Paladin?
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<blockquote data-quote="aco175" data-source="post: 6902589" data-attributes="member: 27385"><p>I agree with having monsters with <em>pack tactics<em> and advantage from flanking (if you use that option) as being tools that overcome a high AC. I also agree that magic armor is overpowered, especially heavy armor. I gave the party a <em>ring of protection +1</em> that I thought would go to the mage or thief who have an AC around 14, but the party gave it to the fighter who already had a 20 AC. I may give +1 leather or such but I do not plan on magic plate mail unless is is magic without having +1 or such.</em></em></p><p><em><em></em></em></p><p><em><em>After you give out the magic and allow the players to use it, it should be part of them. bike other abilities or spells that they take. I wouldn't like always running into situations where my spells were taken away, or my abilities became useless just because the DM needed it to make things challenging. Things like dungeons always not allowing teleportation or divination spells to work or locks that are just un-pickable become stale fast when it feels like your character is being picked on. These situations should only be used sparingly at most. Same goes for gotcha situations like attacking when PCs are washing their clothes, bathing, going the bathroom, before they can study spells in the morning, etc...</em></em></p><p><em><em></em></em></p><p><em><em>If this is a problem to your campaign you should talk to the players and explain that you need to take the power away. As a player I would go along with it if posed this way. Maybe my character could save the party is a way that makes great game play and removes the item in question.</em></em></p></blockquote><p></p>
[QUOTE="aco175, post: 6902589, member: 27385"] I agree with having monsters with [I]pack tactics[I] and advantage from flanking (if you use that option) as being tools that overcome a high AC. I also agree that magic armor is overpowered, especially heavy armor. I gave the party a [I]ring of protection +1[/I] that I thought would go to the mage or thief who have an AC around 14, but the party gave it to the fighter who already had a 20 AC. I may give +1 leather or such but I do not plan on magic plate mail unless is is magic without having +1 or such. After you give out the magic and allow the players to use it, it should be part of them. bike other abilities or spells that they take. I wouldn't like always running into situations where my spells were taken away, or my abilities became useless just because the DM needed it to make things challenging. Things like dungeons always not allowing teleportation or divination spells to work or locks that are just un-pickable become stale fast when it feels like your character is being picked on. These situations should only be used sparingly at most. Same goes for gotcha situations like attacking when PCs are washing their clothes, bathing, going the bathroom, before they can study spells in the morning, etc... If this is a problem to your campaign you should talk to the players and explain that you need to take the power away. As a player I would go along with it if posed this way. Maybe my character could save the party is a way that makes great game play and removes the item in question.[/I][/I] [/QUOTE]
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Dealing with a Heavily Armored Paladin?
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