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Expertise is RUINING THE GAME!
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<blockquote data-quote="tglassy" data-source="post: 7632159" data-attributes="member: 6855204"><p>I don’t mean to talk down to you. But at the same time this entire thread is just another “I don’t know how to challenge powerful characters so here’s how I nerf them” thread that I see popping up all the time. You’re worried about a Rogue who can hide from anything come lvl eleven when a Sorcerer can cast Invisibility at lvl 5, or Greater Invisibility at lvl 9, and do anything the Rogue can do. Or at lvl 3, the Warlock can cast Invisibility on himself and send his Imp to scout the entire Dungeon. The Rogue is vastly outdone if even a little magic is involved. Even being able to unlock any lock isn’t special, as Knock and Silence, so Knock stays quiet, are both lvl 2 spells. In fact, everything a Rogue can do can be done better with a 2nd lvl spell. Sure, it’s a limited resource, but you usually only need them a few times. </p><p></p><p>I’ve said it a hundred times on these threads, if you feel like you need to nerf a higher lvl character, you’re not giving them the right challenges. If you don’t like running higher level campaigns, then say that to your group and have them roll new lvl 1 characters every time they get too powerful. </p><p></p><p>Picking locks and hiding are trivial to a higher lvl anything-with-those-skills. So have them, but don’t count on them to be the main challenges. Let the player feel like they’ve graduated from having to worry about failing those threats, and now they can start worrying about other threats. Like Rival Assassins/Thieves Guilds, high level heists and figuring out how to steal a priceless artifact from the city museum.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7632159, member: 6855204"] I don’t mean to talk down to you. But at the same time this entire thread is just another “I don’t know how to challenge powerful characters so here’s how I nerf them” thread that I see popping up all the time. You’re worried about a Rogue who can hide from anything come lvl eleven when a Sorcerer can cast Invisibility at lvl 5, or Greater Invisibility at lvl 9, and do anything the Rogue can do. Or at lvl 3, the Warlock can cast Invisibility on himself and send his Imp to scout the entire Dungeon. The Rogue is vastly outdone if even a little magic is involved. Even being able to unlock any lock isn’t special, as Knock and Silence, so Knock stays quiet, are both lvl 2 spells. In fact, everything a Rogue can do can be done better with a 2nd lvl spell. Sure, it’s a limited resource, but you usually only need them a few times. I’ve said it a hundred times on these threads, if you feel like you need to nerf a higher lvl character, you’re not giving them the right challenges. If you don’t like running higher level campaigns, then say that to your group and have them roll new lvl 1 characters every time they get too powerful. Picking locks and hiding are trivial to a higher lvl anything-with-those-skills. So have them, but don’t count on them to be the main challenges. Let the player feel like they’ve graduated from having to worry about failing those threats, and now they can start worrying about other threats. Like Rival Assassins/Thieves Guilds, high level heists and figuring out how to steal a priceless artifact from the city museum. [/QUOTE]
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