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Dealing with optimizers at the table
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<blockquote data-quote="auburn2" data-source="post: 8223337" data-attributes="member: 6855259"><p>None of those things is game breaking IMO. They all bring unique abilities to the table, but when built, or especially when optimized around these builds they all have weaknesses, in some cases glaring weaknesses.</p><p></p><p>Put a party of those 4 you mention into tomb of annihilation and play it as written and the party will be seriously UNOPTIMIZED for the campaign. They will end up spending a year wandering around the jungle lost, on the rare occasion they are not lost; they lack divination spells and will not be able to figure out many of the clues they do find. If they don't starve to death, there is a high chance they will get killed in random encounters they can't avoid with stealth in the jungle and they will get slaughtered by traps if they make it in to the tomb itself ..... and that is assuming your sorcadin can turn undead, if he can't-add that as a another glaring weakness. A lame Ranger-Cleric-Wizard-Rogue party is going to be better "optimized" for this particular campaign, due in large part to the class-specific skills they bring to the table (Ranger natural explorer, Cleric Undead and divination, Rogue stealth and traps, wizard-rituals like comprehend languages). Yeah in a straight-up Party-V-Party duel the "optimized group" beats this "lame group", but the "optimized group" probably can't find the fight in the first place.</p><p></p><p>As far as the spells you mention -</p><p>1. Hypnotic pattern is overhyped and hardly gamebreaking. It was my go-to offensive 3rd level spell for my last bladesinger and it is a good spell, but not game breaking. First, it is tough to pull off to maximum effect without catching allies unless the caster wins initiative. Second, as soon as the charmed are damaged the spell is broken, meaning you get exactly one with advantage hit on each enemy before it is over. Third about 25-30% of the bad guys are going to save, and on their action they are going to shake the ones in the stupor out of it. I cast this a lot, and it was effective but I almost never had this last more than three rounds, and the main effect was a penalty to action economy for the enemy, with "lost" actions both for the charmed and uncharmed, but little else. Often I and others at my table never even got to take advantage of an attack on a charmed enemy because we were buys focusing on trying to kill the ones who were not charmed, lest they free all their brethren. It is a good spell, no doubt, but hardly game breaking.</p><p></p><p>2. Simulacrum is a very powerful spell. You also need to be 13th level to cast it, it takes 12 hours, costs $1500 and has no equipment (to include no spellbook if you duplicate a wizard). This is probably the most powerful 7th level spell, however I need to point out that taking any of the "gamebreaking" multiclasses you mention means it is going to take longer to reach a level to get access to this spell.</p></blockquote><p></p>
[QUOTE="auburn2, post: 8223337, member: 6855259"] None of those things is game breaking IMO. They all bring unique abilities to the table, but when built, or especially when optimized around these builds they all have weaknesses, in some cases glaring weaknesses. Put a party of those 4 you mention into tomb of annihilation and play it as written and the party will be seriously UNOPTIMIZED for the campaign. They will end up spending a year wandering around the jungle lost, on the rare occasion they are not lost; they lack divination spells and will not be able to figure out many of the clues they do find. If they don't starve to death, there is a high chance they will get killed in random encounters they can't avoid with stealth in the jungle and they will get slaughtered by traps if they make it in to the tomb itself ..... and that is assuming your sorcadin can turn undead, if he can't-add that as a another glaring weakness. A lame Ranger-Cleric-Wizard-Rogue party is going to be better "optimized" for this particular campaign, due in large part to the class-specific skills they bring to the table (Ranger natural explorer, Cleric Undead and divination, Rogue stealth and traps, wizard-rituals like comprehend languages). Yeah in a straight-up Party-V-Party duel the "optimized group" beats this "lame group", but the "optimized group" probably can't find the fight in the first place. As far as the spells you mention - 1. Hypnotic pattern is overhyped and hardly gamebreaking. It was my go-to offensive 3rd level spell for my last bladesinger and it is a good spell, but not game breaking. First, it is tough to pull off to maximum effect without catching allies unless the caster wins initiative. Second, as soon as the charmed are damaged the spell is broken, meaning you get exactly one with advantage hit on each enemy before it is over. Third about 25-30% of the bad guys are going to save, and on their action they are going to shake the ones in the stupor out of it. I cast this a lot, and it was effective but I almost never had this last more than three rounds, and the main effect was a penalty to action economy for the enemy, with "lost" actions both for the charmed and uncharmed, but little else. Often I and others at my table never even got to take advantage of an attack on a charmed enemy because we were buys focusing on trying to kill the ones who were not charmed, lest they free all their brethren. It is a good spell, no doubt, but hardly game breaking. 2. Simulacrum is a very powerful spell. You also need to be 13th level to cast it, it takes 12 hours, costs $1500 and has no equipment (to include no spellbook if you duplicate a wizard). This is probably the most powerful 7th level spell, however I need to point out that taking any of the "gamebreaking" multiclasses you mention means it is going to take longer to reach a level to get access to this spell. [/QUOTE]
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