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General Tabletop Discussion
*Dungeons & Dragons
Disintegrate + Glyph of Warding + Demiplane. HELP WITH POWER GAMER
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<blockquote data-quote="Jaelommiss" data-source="post: 7279653" data-attributes="member: 6775925"><p>What's wrong with this? If the victim isn't able to Plane Shift under their own power then he doesn't even need to Disintegrate them. Just leave them there a few days to die of dehydration. Let him waste close to two months, several thousand GP of reagents making needless Glyphs of Warding, and one of his highest level spell slots on that adventuring day. There's still a saving throw involved, and pretty much any legendary monster is going to NOPE away from an offensive Plane Shift.</p><p></p><p>If it's a problem, add a feature to a monster that lets it turn a spell back on the caster after a successful saving throw. Or, instead of using a single, powerful enemy (something that has been known to fall victim to the action economy for several editions now) use two not-quite-as-powerful-but-still-rather-dangerous enemies. Or four of them. Or thirty of them. </p><p></p><p>Balance is a numbers game, and the DM has a far larger range of possible numbers than the players ever will.</p><p></p><p>See, this player is trying to play smart, but he's doing tons more work than he needs to. His plan is to Plane Shift an enemy into a death trap. Foolishly, he believes that he has to create the death trap, as though the multiverse wasn't already filled with them. There are far easier ways to do this. Fighting a demon? Plane Shift it to Mount Celestia. Slaadi? Send it to Mechanus. Dragons, especially firebreathing ones, tend not to do too well under twenty miles of ocean in the Elemental Plane of Water or an equal amount of mountain in the Elemental Plane of Earth. If a player wants to waste his resources for literally no benefit, why not let him?</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 7279653, member: 6775925"] What's wrong with this? If the victim isn't able to Plane Shift under their own power then he doesn't even need to Disintegrate them. Just leave them there a few days to die of dehydration. Let him waste close to two months, several thousand GP of reagents making needless Glyphs of Warding, and one of his highest level spell slots on that adventuring day. There's still a saving throw involved, and pretty much any legendary monster is going to NOPE away from an offensive Plane Shift. If it's a problem, add a feature to a monster that lets it turn a spell back on the caster after a successful saving throw. Or, instead of using a single, powerful enemy (something that has been known to fall victim to the action economy for several editions now) use two not-quite-as-powerful-but-still-rather-dangerous enemies. Or four of them. Or thirty of them. Balance is a numbers game, and the DM has a far larger range of possible numbers than the players ever will. See, this player is trying to play smart, but he's doing tons more work than he needs to. His plan is to Plane Shift an enemy into a death trap. Foolishly, he believes that he has to create the death trap, as though the multiverse wasn't already filled with them. There are far easier ways to do this. Fighting a demon? Plane Shift it to Mount Celestia. Slaadi? Send it to Mechanus. Dragons, especially firebreathing ones, tend not to do too well under twenty miles of ocean in the Elemental Plane of Water or an equal amount of mountain in the Elemental Plane of Earth. If a player wants to waste his resources for literally no benefit, why not let him? [/QUOTE]
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Disintegrate + Glyph of Warding + Demiplane. HELP WITH POWER GAMER
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