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Group Dynamics: Min/Max vs RPers
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<blockquote data-quote="Eldritch_Lord" data-source="post: 5527761" data-attributes="member: 52073"><p>Dandu has covered the mechanical side of things well, as he usually does, so let me address the flavor side of things and some of the finer mechanical details to help allay your concerns on that front.</p><p></p><p></p><p></p><p>Whisper gnomes aren't really broken <em>per se</em>, just very good for specialized stealth types. They get +2 Dex/-2 Cha over the basic gnome, have 30' move instead of 20' move, have darkvision and trade out the racial bonuses and SLAs for others--the +2 Dex, self-only <em>silence</em>, and full move are nice for a scout, but not exceptionally powerful in the grand scheme of things.</p><p></p><p></p><p></p><p>A "cloistered" cleric does not necessarily mean one who spends his days reading in a monastery, merely one who "spends more time than other clerics in study and prayer and less in martial training." A cloistered cleric of Fharlanghn would be one who, for example, spent lots of time communing with his god on quiet walks in the woods rather than traveling the roads beating up brigands to protect travelers. Knowledge Devotion is a quite logical choice for a ranger, as well, given that they focus on knowing particular enemies particularly well and Knowledge Devotion is essentially the same but more so.</p><p></p><p>Power-wise, this build isn't particularly abusive, just a bit focused. And count yourself lucky that you have someone who at least goes for a flavorful build like Swift Hunter + cleric of Fharlanghn rather than something more obviously ripped off the CO boards. <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=";)" /> If you're looking for counters, remember that skirmish damage is precision-based, and that uncommon senses like blindsight and tremorsense can still detect him (assuming he didn't pick up the Darkstalker feat, which is likely, or you'd probably have noticed that already).</p><p></p><p></p><p></p><p>This one is a bit less flavorful, but still not too ridiculous. The feat is Craven, which adds +character level to sneak attack damage in exchange for a penalty to saves against fear, so there's that weakness, in addition to the usual weakness of crit-immune or -resistant foes. Also, I'm betting that Dandu's right and that special material is kaorti resin, a material created by Far Realms creatures who are quite secretive and wouldn't be likely to give their weapons to just anyone. Remember that just because something exists by RAW doesn't mean it's easy to acquire, so while a kaorti resin weapon isn't overpowered, you should feel free to ask him to swap it out if you weren't aware of the flavor implications and feel it's too much.</p><p></p><p>Also, remember that a sneak attack doesn't necessarily hit people precisely <em>per se</em>, it just hits a vital area when they're unable to defend themselves; sneaking up and smacking a big spiked ball on a chain into your skull will hurt pretty damn bad even if you're an inch or so off-center. Also, he had to spend a feat to use the spiked chain effectively. For that investment, I'd say it isn't too good.</p><p></p><p></p><p></p><p>It's tricky to help out an Enchantment-based caster while hindering the other two, since precision immunity and mind-affecting immunity usually come together as noted above. Rather than introducing lots of undead and constructs, I'd suggest that your BBEG start using big, tough ECL+1 or +2 troops with DR, fast healing, and other physical defensive measures (miss chance and concealment as already mentioned would be good too, but you don't want to make the martial PCs <em>completely</em> useless) to mitigate the martial characters' damage output, as well as fairly powerful attacks to ensure that the other PCs have to worry about defense. That way, your martial characters have a challenge since they can't one-shot things anymore, and the enchanter can have fun occasionally turning enemies against each other.</p><p></p><p>I hate to keep echoing Dandu, but he's right: Your wizard could easily be outperforming the martial characters with the right tactics, so neither punishing the martial characters for doing well nor going too easy on the wizard is the right solution. While Enchantment isn't the strongest school out there, he doesn't have to be a pure enchanter; illusions, fogs, and such fit well into the "mystery and mental manipulation" niche. I'd suggest pointing the wizard to some wizard handbooks online or other spell selection guides to give him some tips on good wizard tactics. Just letting him actually act before the other two annihilate the opposition should probably be good enough, but we can always give more tactical advice if he needs it.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 5527761, member: 52073"] Dandu has covered the mechanical side of things well, as he usually does, so let me address the flavor side of things and some of the finer mechanical details to help allay your concerns on that front. Whisper gnomes aren't really broken [I]per se[/I], just very good for specialized stealth types. They get +2 Dex/-2 Cha over the basic gnome, have 30' move instead of 20' move, have darkvision and trade out the racial bonuses and SLAs for others--the +2 Dex, self-only [I]silence[/I], and full move are nice for a scout, but not exceptionally powerful in the grand scheme of things. A "cloistered" cleric does not necessarily mean one who spends his days reading in a monastery, merely one who "spends more time than other clerics in study and prayer and less in martial training." A cloistered cleric of Fharlanghn would be one who, for example, spent lots of time communing with his god on quiet walks in the woods rather than traveling the roads beating up brigands to protect travelers. Knowledge Devotion is a quite logical choice for a ranger, as well, given that they focus on knowing particular enemies particularly well and Knowledge Devotion is essentially the same but more so. Power-wise, this build isn't particularly abusive, just a bit focused. And count yourself lucky that you have someone who at least goes for a flavorful build like Swift Hunter + cleric of Fharlanghn rather than something more obviously ripped off the CO boards. ;) If you're looking for counters, remember that skirmish damage is precision-based, and that uncommon senses like blindsight and tremorsense can still detect him (assuming he didn't pick up the Darkstalker feat, which is likely, or you'd probably have noticed that already). This one is a bit less flavorful, but still not too ridiculous. The feat is Craven, which adds +character level to sneak attack damage in exchange for a penalty to saves against fear, so there's that weakness, in addition to the usual weakness of crit-immune or -resistant foes. Also, I'm betting that Dandu's right and that special material is kaorti resin, a material created by Far Realms creatures who are quite secretive and wouldn't be likely to give their weapons to just anyone. Remember that just because something exists by RAW doesn't mean it's easy to acquire, so while a kaorti resin weapon isn't overpowered, you should feel free to ask him to swap it out if you weren't aware of the flavor implications and feel it's too much. Also, remember that a sneak attack doesn't necessarily hit people precisely [I]per se[/I], it just hits a vital area when they're unable to defend themselves; sneaking up and smacking a big spiked ball on a chain into your skull will hurt pretty damn bad even if you're an inch or so off-center. Also, he had to spend a feat to use the spiked chain effectively. For that investment, I'd say it isn't too good. It's tricky to help out an Enchantment-based caster while hindering the other two, since precision immunity and mind-affecting immunity usually come together as noted above. Rather than introducing lots of undead and constructs, I'd suggest that your BBEG start using big, tough ECL+1 or +2 troops with DR, fast healing, and other physical defensive measures (miss chance and concealment as already mentioned would be good too, but you don't want to make the martial PCs [I]completely[/I] useless) to mitigate the martial characters' damage output, as well as fairly powerful attacks to ensure that the other PCs have to worry about defense. That way, your martial characters have a challenge since they can't one-shot things anymore, and the enchanter can have fun occasionally turning enemies against each other. I hate to keep echoing Dandu, but he's right: Your wizard could easily be outperforming the martial characters with the right tactics, so neither punishing the martial characters for doing well nor going too easy on the wizard is the right solution. While Enchantment isn't the strongest school out there, he doesn't have to be a pure enchanter; illusions, fogs, and such fit well into the "mystery and mental manipulation" niche. I'd suggest pointing the wizard to some wizard handbooks online or other spell selection guides to give him some tips on good wizard tactics. Just letting him actually act before the other two annihilate the opposition should probably be good enough, but we can always give more tactical advice if he needs it. [/QUOTE]
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