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General Tabletop Discussion
*TTRPGs General
How do you 'nudge' your players away from tank mentality? (and high magic games)
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<blockquote data-quote="Victim" data-source="post: 3101910" data-attributes="member: 78"><p>I'd say alot depends on buffs. If the no magic item party has plenty of time to set up, they can compensate for their lack of items with spells. Magic Vestments remove much of the need for magic armor and last along time, bull's strength can replace a strength item, etc. And the team with items would have a tough time forcing effective dispels through 4 caster levels.</p><p></p><p>I'd certainly consider the lower level team with items to be more effective at general adventuring though, since they'll be far more effective without buffs, will have access to scrolls and wands to increase their endurance, aren't especially vulnerable to dispeling, can bypass DR, and will have better countermeasures for many scenarios - like fly and see invis potions so the whole group handle those kinds of attackers.</p></blockquote><p></p>
[QUOTE="Victim, post: 3101910, member: 78"] I'd say alot depends on buffs. If the no magic item party has plenty of time to set up, they can compensate for their lack of items with spells. Magic Vestments remove much of the need for magic armor and last along time, bull's strength can replace a strength item, etc. And the team with items would have a tough time forcing effective dispels through 4 caster levels. I'd certainly consider the lower level team with items to be more effective at general adventuring though, since they'll be far more effective without buffs, will have access to scrolls and wands to increase their endurance, aren't especially vulnerable to dispeling, can bypass DR, and will have better countermeasures for many scenarios - like fly and see invis potions so the whole group handle those kinds of attackers. [/QUOTE]
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How do you 'nudge' your players away from tank mentality? (and high magic games)
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