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General Tabletop Discussion
*Dungeons & Dragons
How do i deal with an overwhelming Mage?
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<blockquote data-quote="Al'Kelhar" data-source="post: 6011567" data-attributes="member: 7884"><p>Sounds like the player is playing a typical 4E controller wizard. I too run a 4E wizard who primarily targets Will and has quite a few pyschic and illusion spells. I have no qualms about saying I optimise. But my wizard (now 15th level) rarely "ruins" encounters and the party as a whole frequently challenged by the bad guys.</p><p></p><p>Don't nerf the wizard or pick on him; that will breed resentment. Just design your encounters bearing a few things in mind.</p><p></p><p>Make sure you know the wizard's powers quite well and that the player is not "creatively over-reaching". Bear in mind range, burst areas, and effects, particularly. Very few non-blasty wizard powers actually have ranges over 10, for example.</p><p></p><p>Use Large creatures and large encounter areas that provide enemies with freedom of movement. Powers with bursts and blasts will not hit many Large or larger creatures, particularly if they're reasonably spread. Larger areas allow spreading of enemies, and make it difficult for controllers to control (what use is a wall 8 or a 3-square zone when the bad guys can still get around it?). (My DM is taking us through the Against the Giants series, and my wizard is hating it...).</p><p></p><p>Two words: blocking terrain.</p><p></p><p>And get your bad guys right up in the PCs faces. Although quite a few of the charm spells are ally-friendly, there aren't all that many. The wizard will need to work out whether to attack his allies or try some other tactic.</p><p></p><p>Use artillery that can pound the wizard from beyond his best range (see comment above). Intelligent, or intelligently-commanded, artillery will usually focus-fire on a ranged controller/striker.</p><p></p><p>Use lurkers that can sneak up on the wizard without being noticed. Similarly, have reinforcements arrive from the direction closest to the wizard.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 6011567, member: 7884"] Sounds like the player is playing a typical 4E controller wizard. I too run a 4E wizard who primarily targets Will and has quite a few pyschic and illusion spells. I have no qualms about saying I optimise. But my wizard (now 15th level) rarely "ruins" encounters and the party as a whole frequently challenged by the bad guys. Don't nerf the wizard or pick on him; that will breed resentment. Just design your encounters bearing a few things in mind. Make sure you know the wizard's powers quite well and that the player is not "creatively over-reaching". Bear in mind range, burst areas, and effects, particularly. Very few non-blasty wizard powers actually have ranges over 10, for example. Use Large creatures and large encounter areas that provide enemies with freedom of movement. Powers with bursts and blasts will not hit many Large or larger creatures, particularly if they're reasonably spread. Larger areas allow spreading of enemies, and make it difficult for controllers to control (what use is a wall 8 or a 3-square zone when the bad guys can still get around it?). (My DM is taking us through the Against the Giants series, and my wizard is hating it...). Two words: blocking terrain. And get your bad guys right up in the PCs faces. Although quite a few of the charm spells are ally-friendly, there aren't all that many. The wizard will need to work out whether to attack his allies or try some other tactic. Use artillery that can pound the wizard from beyond his best range (see comment above). Intelligent, or intelligently-commanded, artillery will usually focus-fire on a ranged controller/striker. Use lurkers that can sneak up on the wizard without being noticed. Similarly, have reinforcements arrive from the direction closest to the wizard. Cheers, Al'Kelhar [/QUOTE]
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