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<blockquote data-quote="Meridius" data-source="post: 5056830" data-attributes="member: 84798"><p>@DrunkonDuty</p><p>Heh, thanks for the concern, but understanding English generally isn't a problem, even with made-up words. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> Sometimes I just cannot seem to think up the word I'm looking for when explaining myself. Which usually results in more words to say the same <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>My characters face mainly large hordes of goblins and hobgoblins (which I've increased in level a bit to keep the challenge). However, one of my other players asked me to send in the big guys one at a time. That's the main problem with her harden air and false wall weaves (among others), they are a potential way of making such an encounter EXTREMELY easy. A creature that laughs in the face of fireballs and lightning bolts shouldn't be subdued by a single other spell in my humble opinion. Neither should it be stopped by a single wall of air.</p><p></p><p>But anyway, my average goblin deals about 1d6 damage, and the odd lucky goblin 1d6+1. The heavier guys are usually full fledged fighters, and deal up to 1d12+4. I do plan some REAL single monsters (dragon-level danger) in the near future.</p><p>I rarely fling fireballs or other heavy damage spells at them. They are only at the point of foiling the big bad evil guy's minor plans one time too often... </p><p>I basically want strong opponents (and heavy objects, like ships) to be able to easily smash the effect, while massed weaker opponents should feel the spell.</p><p></p><p>She hardly ever ties off weaves, but it's something I work on as well. I plan to introduce the changes by introducing a little side-story. Basically, she always insisted she is 'from another world' (the WoT world). Using that, I think I'm going to say the 'soul of this planet' does not like weaving in it's current form or is hurt by it and retaliates by attacking her mind. So she needs to weave more carefully, I also have a Great Wyrm Sage ready on their path, who may, next to his original purpose in the campaign also offer her some advice and may teach her to do the weaving in a more careful way. Which also might teach the character (not the player) some humility. I want her to FEEL alien.</p><p></p><p>Suffocation by the way is normally ruled by 2*con-score in rounds of holding breath, and after that a DC10 +1 for each subsequent round of constitution-check (or was it a fortitude save?)</p><p></p><p>I don't experience it as 'bending over backwards' by the way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>@Thornir Alekeg</p><p>That little accident with the ships sinking was bad judgement from my part. I later did it off with "that ship was in a very bad state of repair". </p><p></p><p>I might introduce something like a tie-off-weave-check. Which decides how long the weave will hold. But for now, there aren't many problems with tying off weaves to be honest. </p><p></p><p>@Wepwawet:</p><p>I based the hardness for 'false wall' on a stone wall, and the wall of air on a wooden wall. I could tone it down since it's air and a 'false' wall I'm talking about <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>@everyone:</p><p>Thank you for your concern. But I'm not going to throw her character out. I'm stubborn, and quite convinced I can make it work (may or may not be a bad habit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />). I've let her on for quite a while ago now, and I don't feel like it's necessary, nor desirable, to eliminate the character completely.</p><p></p><p>I've managed pretty well until now, but I do feel I should do something about the near unlimited potential of a few unbalanced spells. I understand the spells as written are a bit broken, so as a DM I feel it's my job to fix it so that it is fun for all of us. She's quite engaged with her character, and that's something I can only encourage. Yes, I probably won't allow it ever again, but on this campaign I've allowed it, and I'll fix whatever is broken, since I should've thrown the character out ages ago if I would go with that solution, I chose not to. It's a great learning opportunity, and I like seeing her and others having fun. I just want to make dungeon- and encounter creation to be a bit more free and easy.</p></blockquote><p></p>
[QUOTE="Meridius, post: 5056830, member: 84798"] @DrunkonDuty Heh, thanks for the concern, but understanding English generally isn't a problem, even with made-up words. :P Sometimes I just cannot seem to think up the word I'm looking for when explaining myself. Which usually results in more words to say the same ;) My characters face mainly large hordes of goblins and hobgoblins (which I've increased in level a bit to keep the challenge). However, one of my other players asked me to send in the big guys one at a time. That's the main problem with her harden air and false wall weaves (among others), they are a potential way of making such an encounter EXTREMELY easy. A creature that laughs in the face of fireballs and lightning bolts shouldn't be subdued by a single other spell in my humble opinion. Neither should it be stopped by a single wall of air. But anyway, my average goblin deals about 1d6 damage, and the odd lucky goblin 1d6+1. The heavier guys are usually full fledged fighters, and deal up to 1d12+4. I do plan some REAL single monsters (dragon-level danger) in the near future. I rarely fling fireballs or other heavy damage spells at them. They are only at the point of foiling the big bad evil guy's minor plans one time too often... I basically want strong opponents (and heavy objects, like ships) to be able to easily smash the effect, while massed weaker opponents should feel the spell. She hardly ever ties off weaves, but it's something I work on as well. I plan to introduce the changes by introducing a little side-story. Basically, she always insisted she is 'from another world' (the WoT world). Using that, I think I'm going to say the 'soul of this planet' does not like weaving in it's current form or is hurt by it and retaliates by attacking her mind. So she needs to weave more carefully, I also have a Great Wyrm Sage ready on their path, who may, next to his original purpose in the campaign also offer her some advice and may teach her to do the weaving in a more careful way. Which also might teach the character (not the player) some humility. I want her to FEEL alien. Suffocation by the way is normally ruled by 2*con-score in rounds of holding breath, and after that a DC10 +1 for each subsequent round of constitution-check (or was it a fortitude save?) I don't experience it as 'bending over backwards' by the way. :) @Thornir Alekeg That little accident with the ships sinking was bad judgement from my part. I later did it off with "that ship was in a very bad state of repair". I might introduce something like a tie-off-weave-check. Which decides how long the weave will hold. But for now, there aren't many problems with tying off weaves to be honest. @Wepwawet: I based the hardness for 'false wall' on a stone wall, and the wall of air on a wooden wall. I could tone it down since it's air and a 'false' wall I'm talking about :P @everyone: Thank you for your concern. But I'm not going to throw her character out. I'm stubborn, and quite convinced I can make it work (may or may not be a bad habit :P). I've let her on for quite a while ago now, and I don't feel like it's necessary, nor desirable, to eliminate the character completely. I've managed pretty well until now, but I do feel I should do something about the near unlimited potential of a few unbalanced spells. I understand the spells as written are a bit broken, so as a DM I feel it's my job to fix it so that it is fun for all of us. She's quite engaged with her character, and that's something I can only encourage. Yes, I probably won't allow it ever again, but on this campaign I've allowed it, and I'll fix whatever is broken, since I should've thrown the character out ages ago if I would go with that solution, I chose not to. It's a great learning opportunity, and I like seeing her and others having fun. I just want to make dungeon- and encounter creation to be a bit more free and easy. [/QUOTE]
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