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Help me balance encounters for Magic Items and Feats
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<blockquote data-quote="tetrasodium" data-source="post: 8302028" data-attributes="member: 93670"><p>I've had a group like that before that went to about 13th or 14th level, about the only way it can get worse is if the warlock takes a couple levels in sorcerer for extra spell slots. Pretty much anything shy of death by massive damage is certain to get someone casting healing word/warlok's divine light. Shy of getting rid of death saves & making it so 0 or -10 is instant death rather than just dropping them till someone can toss their weakest (preferably ranged) heal using the bonus action they probably were not going to use on the very next round it's not going to matter what you do.</p><p></p><p> The other thing you can do is always have a bunch of ranged attackers that shoot+interrupt anyone casting a heal spell/using divine light or regularly use antimagic fields & such. Throwing armies to the party that turn combat into a slog can help. <em>None</em> of those are good solutions & it becomes extremely obvious triggering an arms race escalation of player vrs GM over time with frustrated players winding up feeling like they are forced into it. The rogue & barbarian have such high damage compared to the cleric & artificer that it generally won't matter what the rogue/cleric do as long as they immediately stand the others up. The warlock is not too far behind the rogue & bararian so sifts from doesn't matter+ heal fallen allies with an unused BA.</p><p></p><p></p><p>If you look at <a href="https://docs.google.com/spreadsheets/d/1BGyYy9W5Vf9xeNyIrTrJog9YdkJOTImyhmklvdKKMtI/edit?usp=sharing" target="_blank">the math</a>, the damage disparity is so bad that you can literally just give cleric & artificer specific <a href="https://5e.tools/items/illusionists-bracers-ggr.html" target="_blank">illusionist's bracers</a> from ggtr, just make sure that the warlock can't use them with eldritch blast. From there scale things with something more meaningful than resistant to nonmagical b/p/s damage used by nobody & sometimes old style DR so at least casting that heal has <em>some</em> opportunity cost. Making healing word a level 3 or so spell will also give healing word a cost but do nothing about the warlock's divine light</p><p></p><p>You can also do things like raise ac by 4-5 on everything & cut hp by 40-60% as works best. </p><p></p><p></p><p>I was never able to find a good solution I was happy with without treading towards heartbreak territory but IMO & IME WotC set you up to fail in this situation and considers you viewing it as a problem in need of addressing about some kind of abhorrent killergm type badwrongfun not worth even admitting might be a problem at some tables.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8302028, member: 93670"] I've had a group like that before that went to about 13th or 14th level, about the only way it can get worse is if the warlock takes a couple levels in sorcerer for extra spell slots. Pretty much anything shy of death by massive damage is certain to get someone casting healing word/warlok's divine light. Shy of getting rid of death saves & making it so 0 or -10 is instant death rather than just dropping them till someone can toss their weakest (preferably ranged) heal using the bonus action they probably were not going to use on the very next round it's not going to matter what you do. The other thing you can do is always have a bunch of ranged attackers that shoot+interrupt anyone casting a heal spell/using divine light or regularly use antimagic fields & such. Throwing armies to the party that turn combat into a slog can help. [I]None[/I] of those are good solutions & it becomes extremely obvious triggering an arms race escalation of player vrs GM over time with frustrated players winding up feeling like they are forced into it. The rogue & barbarian have such high damage compared to the cleric & artificer that it generally won't matter what the rogue/cleric do as long as they immediately stand the others up. The warlock is not too far behind the rogue & bararian so sifts from doesn't matter+ heal fallen allies with an unused BA. If you look at [URL='https://docs.google.com/spreadsheets/d/1BGyYy9W5Vf9xeNyIrTrJog9YdkJOTImyhmklvdKKMtI/edit?usp=sharing']the math[/URL], the damage disparity is so bad that you can literally just give cleric & artificer specific [URL='https://5e.tools/items/illusionists-bracers-ggr.html']illusionist's bracers[/URL] from ggtr, just make sure that the warlock can't use them with eldritch blast. From there scale things with something more meaningful than resistant to nonmagical b/p/s damage used by nobody & sometimes old style DR so at least casting that heal has [I]some[/I] opportunity cost. Making healing word a level 3 or so spell will also give healing word a cost but do nothing about the warlock's divine light You can also do things like raise ac by 4-5 on everything & cut hp by 40-60% as works best. I was never able to find a good solution I was happy with without treading towards heartbreak territory but IMO & IME WotC set you up to fail in this situation and considers you viewing it as a problem in need of addressing about some kind of abhorrent killergm type badwrongfun not worth even admitting might be a problem at some tables. [/QUOTE]
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