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How do i deal with an overwhelming Mage?
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<blockquote data-quote="GreyICE" data-source="post: 6012727" data-attributes="member: 6684526"><p>First of all, I'd tend to view a player like that as a challenge. But it would also kick into something that I don't do often, but do occasionally enjoy: "Antagonistic Roleplay." </p><p></p><p>In general, I like my parties to feel challenged. But believe it or not, I don't enjoy TPKs. Okay, the threat of one should be there, and the threat means sometimes it happens, but in general it doesn't verge into antagonistic roleplay. </p><p></p><p>Lets look at player motivation. Clearly this guy likes being the big cheese, and the other players are okay with that. As a DM, they're probably used to him being in charge, and as long as everyone is having fun there's no reason to disrupt that dynamic. Instead, use a combination of techniques to make him satisfied and make yourself satisfied.</p><p></p><p>1) Stroke his ego</p><p></p><p>He wants to be running the world? Cool. He's a character with a goal. But if he's as good as you say, he'll become notorious. People will drop their weapons and run at the sight of him, only to regroup later for an 'overwhelming' attack. He gets to feel like a badass. You get an in-system excuse for why things are suddenly going against the mage. Bonus points if you include familiars to observe him, etc.</p><p></p><p>2) Adaptable enemies</p><p></p><p>Let him set off a trap with mage hand. Then let him try a second time. They reset the trap with a heavier spring, it triggers on 50 pounds. Good luck, mage hand. It makes him feel badass (in that the enemies care about HIM, personally) without breaking your campaign.</p><p></p><p>Diplomacy, Bluff, Intimidation? Rely on other skills. I have yet to see a character successfully bluff a toxic forest, or Intimidate the desert heat. If the rest of the party gets a chance to shine, it feels less like him running the show. NPCs are fully capable of no-sirring ridiculous stuff, no matter how good the Bluff/Diplomacy skills are. As for Intimidate, it has consequences. If he overrelies on it, he's going to start getting attacked. Fun things?</p><p></p><p>- Someone he's cheated/tricked/scared with Bluff/Intimidate has him poisoned. Use the disease track. Yes, suddenly the game becomes a little about him curing himself, but he's going to need the party to do so (some diseases have a WICKED disease track). </p><p></p><p>- Something he's negotiated with Diplomacy falls apart out of hand, as someone backstabs him. Remember, just as the party is duplicitous, it's okay for NPCs to be lying backstabbing bastards. Done in a particularly memorable way, the PCs will want the little rat's head. </p><p></p><p>- Magic missile can target the world, as long as you're being consistent, but remember it doesn't have to do much. Most stone/brick/metal has damage resistance of some form, often high enough to completely negate magic missile damage. And magic missile is not a physical thing, it doesn't push things or set things off. Make him make an Arcana check to do non-standard things with powers. Have interesting things happen if he fails.</p><p></p><p>- Have him get a terrible reputation. Trip his ally and run from a big thing? Cool. But any NPCs in the area tell their friends who tell their friends, and suddenly no one likes him anymore. If he wants to run the world, he needs to make friends. I'd be FINE with imposing a +20 DC to a bluff/diplomacy check to make allies if he's a known backstabber. Watch him try and make DC 45 Diplomacy checks. Make sure the NPC hems and haws and more or less brings up how he backstabs people. That probably boosts Intimidate, actually, but remember that Intimidate has consequences. </p><p></p><p>A couple +20 modifiers and he might try to start getting a good reputation out of sheer selfpreservation.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6012727, member: 6684526"] First of all, I'd tend to view a player like that as a challenge. But it would also kick into something that I don't do often, but do occasionally enjoy: "Antagonistic Roleplay." In general, I like my parties to feel challenged. But believe it or not, I don't enjoy TPKs. Okay, the threat of one should be there, and the threat means sometimes it happens, but in general it doesn't verge into antagonistic roleplay. Lets look at player motivation. Clearly this guy likes being the big cheese, and the other players are okay with that. As a DM, they're probably used to him being in charge, and as long as everyone is having fun there's no reason to disrupt that dynamic. Instead, use a combination of techniques to make him satisfied and make yourself satisfied. 1) Stroke his ego He wants to be running the world? Cool. He's a character with a goal. But if he's as good as you say, he'll become notorious. People will drop their weapons and run at the sight of him, only to regroup later for an 'overwhelming' attack. He gets to feel like a badass. You get an in-system excuse for why things are suddenly going against the mage. Bonus points if you include familiars to observe him, etc. 2) Adaptable enemies Let him set off a trap with mage hand. Then let him try a second time. They reset the trap with a heavier spring, it triggers on 50 pounds. Good luck, mage hand. It makes him feel badass (in that the enemies care about HIM, personally) without breaking your campaign. Diplomacy, Bluff, Intimidation? Rely on other skills. I have yet to see a character successfully bluff a toxic forest, or Intimidate the desert heat. If the rest of the party gets a chance to shine, it feels less like him running the show. NPCs are fully capable of no-sirring ridiculous stuff, no matter how good the Bluff/Diplomacy skills are. As for Intimidate, it has consequences. If he overrelies on it, he's going to start getting attacked. Fun things? - Someone he's cheated/tricked/scared with Bluff/Intimidate has him poisoned. Use the disease track. Yes, suddenly the game becomes a little about him curing himself, but he's going to need the party to do so (some diseases have a WICKED disease track). - Something he's negotiated with Diplomacy falls apart out of hand, as someone backstabs him. Remember, just as the party is duplicitous, it's okay for NPCs to be lying backstabbing bastards. Done in a particularly memorable way, the PCs will want the little rat's head. - Magic missile can target the world, as long as you're being consistent, but remember it doesn't have to do much. Most stone/brick/metal has damage resistance of some form, often high enough to completely negate magic missile damage. And magic missile is not a physical thing, it doesn't push things or set things off. Make him make an Arcana check to do non-standard things with powers. Have interesting things happen if he fails. - Have him get a terrible reputation. Trip his ally and run from a big thing? Cool. But any NPCs in the area tell their friends who tell their friends, and suddenly no one likes him anymore. If he wants to run the world, he needs to make friends. I'd be FINE with imposing a +20 DC to a bluff/diplomacy check to make allies if he's a known backstabber. Watch him try and make DC 45 Diplomacy checks. Make sure the NPC hems and haws and more or less brings up how he backstabs people. That probably boosts Intimidate, actually, but remember that Intimidate has consequences. A couple +20 modifiers and he might try to start getting a good reputation out of sheer selfpreservation. [/QUOTE]
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