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It's so hard to die!
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<blockquote data-quote="CleverNickName" data-source="post: 8271641" data-attributes="member: 50987"><p>Heh. I'd call that a special case for sure. I'm sure I could contrive a way to make the Fireball spell into an actual threat, but usually it translates to about 12-15 points of damage for a 3rd level spell slot. Not bad, but there are better options.</p><p></p><p>If combat is too easy and death is too uncommon for your game table, maybe the enemy spellcasters should think outside the box. Counter the cleric's healing, silence the bard, banish the fighter. Force the players to do more than just "spam the A-button" every round. Things will get more interesting and exciting in a hurry.</p><p></p><p>And slightly off-topic: a lot of times when my game felt too easy, it was because the rules weren't being interpreted correctly. For example, I recently discovered that Darkvision doesn't work exactly the way my players want it to work...it's considered dim light, so even though their characters could "see," it still imposes Disadvantage. The tone of the game changed dramatically when I started enforcing that.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8271641, member: 50987"] Heh. I'd call that a special case for sure. I'm sure I could contrive a way to make the Fireball spell into an actual threat, but usually it translates to about 12-15 points of damage for a 3rd level spell slot. Not bad, but there are better options. If combat is too easy and death is too uncommon for your game table, maybe the enemy spellcasters should think outside the box. Counter the cleric's healing, silence the bard, banish the fighter. Force the players to do more than just "spam the A-button" every round. Things will get more interesting and exciting in a hurry. And slightly off-topic: a lot of times when my game felt too easy, it was because the rules weren't being interpreted correctly. For example, I recently discovered that Darkvision doesn't work exactly the way my players want it to work...it's considered dim light, so even though their characters could "see," it still imposes Disadvantage. The tone of the game changed dramatically when I started enforcing that. [/QUOTE]
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