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GM : Spellcaster Arms Race
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<blockquote data-quote="Helldritch" data-source="post: 8195069" data-attributes="member: 6855114"><p>Why would I want to rein in spell casters as they finally get to the level where they can be game changers?</p><p></p><p>At some point, if a spell caster has wizard eye, I hand over a map of the dungeon/keep/fort/cave that the arcane eye can get into. They now know the layout? So what? What the player sees is a picture at that moment in time. I change room content here and there, giving them an approximate idea but not a perfect pictures. Maybe some were walking a side corridor to an other room/area...</p><p></p><p>I use varied encounters, so they know that dispel magic, counter spell and even silence, anti-magic and other "counters" can be used against them. </p><p>The key here, is to avoid monotype encounters at the very design step. Once a DM understands that 10 orcs with 5 orogs is a good encounter for their group but that 6 orcs, 2 orogs, 1 Eye of Gruumsh and 1 War chief is way better, they will see their game improve a lot.</p><p>Also, change the spell allotment of your NPC casters when expecting troubles. Have your orcs have bows. At high level, use spells like haste and bless. Use the same tactics that your players are using! If a monster has a longsword and uses it two hand, have it get a shield. Way better AC and a single point of damage is not that bad. But that 2 points of AC can be very deadly at times.</p><p></p><p>And monsters are not in stasis waiting for the players to come to them. They can and will go after the players. Especially after the players left to have a long rest...</p><p></p><p>Allow nova once in a while but be clear about it. Sometimes, I go for the 6-8 encounters mark, sometimes I go for the 1 encounter. But whenever I go for only one encounter, the players will be sure that it is meant to be only one encounter. If I have to go and use the "You hear a voice in your head saying: Go all in! Know your god is with you!" I will.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8195069, member: 6855114"] Why would I want to rein in spell casters as they finally get to the level where they can be game changers? At some point, if a spell caster has wizard eye, I hand over a map of the dungeon/keep/fort/cave that the arcane eye can get into. They now know the layout? So what? What the player sees is a picture at that moment in time. I change room content here and there, giving them an approximate idea but not a perfect pictures. Maybe some were walking a side corridor to an other room/area... I use varied encounters, so they know that dispel magic, counter spell and even silence, anti-magic and other "counters" can be used against them. The key here, is to avoid monotype encounters at the very design step. Once a DM understands that 10 orcs with 5 orogs is a good encounter for their group but that 6 orcs, 2 orogs, 1 Eye of Gruumsh and 1 War chief is way better, they will see their game improve a lot. Also, change the spell allotment of your NPC casters when expecting troubles. Have your orcs have bows. At high level, use spells like haste and bless. Use the same tactics that your players are using! If a monster has a longsword and uses it two hand, have it get a shield. Way better AC and a single point of damage is not that bad. But that 2 points of AC can be very deadly at times. And monsters are not in stasis waiting for the players to come to them. They can and will go after the players. Especially after the players left to have a long rest... Allow nova once in a while but be clear about it. Sometimes, I go for the 6-8 encounters mark, sometimes I go for the 1 encounter. But whenever I go for only one encounter, the players will be sure that it is meant to be only one encounter. If I have to go and use the "You hear a voice in your head saying: Go all in! Know your god is with you!" I will. [/QUOTE]
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