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Panicing D&D 3.5 DM!
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<blockquote data-quote="On Puget Sound" data-source="post: 5514652" data-attributes="member: 68988"><p>It's important not to let this become a DM vs player power struggle. This player has a fun concept, a vision that he wants his character to pull off. Let him... some of the time.</p><p></p><p>For him, and for each other character in your party, every group of 5 or 6 encounters should include:</p><p>1 "star" encounter that really lets that character shine, where his unique abilities will let him "win". For an undead army raiser, that would probably be an open field battle with many weak foes, or with one strong enemy that can be contained by the horde. </p><p></p><p>1 "nemesis" encounter that seriously challenges the character, that aims at his weaknesses or deficiencies. This does NOT mean making the character powerless or helpless, but it should take away his standard best tactic or reduce its effectiveness, forcing him to rely on others and/ or find a different trick. An enemy cleric that can evaporate his army on round one is not cool, but one who can wrest control of some minions from him, creating a tug of war for dominance, is great fun. One character's nemesis encounter is frequently another character's star encounter.</p><p></p><p>And 3 or 4 normal encounters, where each character can use their abilities reasonably well. If these tend to turn into star encounters for one PC, that's where balance issues come in.</p><p></p><p>When I played 3.5 I had a spiked-chain tripster, and the GM was effective at doing this for my group; for every time I ended round one with seven opponents prone and threatened, there was also an ooze or swarm incident.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5514652, member: 68988"] It's important not to let this become a DM vs player power struggle. This player has a fun concept, a vision that he wants his character to pull off. Let him... some of the time. For him, and for each other character in your party, every group of 5 or 6 encounters should include: 1 "star" encounter that really lets that character shine, where his unique abilities will let him "win". For an undead army raiser, that would probably be an open field battle with many weak foes, or with one strong enemy that can be contained by the horde. 1 "nemesis" encounter that seriously challenges the character, that aims at his weaknesses or deficiencies. This does NOT mean making the character powerless or helpless, but it should take away his standard best tactic or reduce its effectiveness, forcing him to rely on others and/ or find a different trick. An enemy cleric that can evaporate his army on round one is not cool, but one who can wrest control of some minions from him, creating a tug of war for dominance, is great fun. One character's nemesis encounter is frequently another character's star encounter. And 3 or 4 normal encounters, where each character can use their abilities reasonably well. If these tend to turn into star encounters for one PC, that's where balance issues come in. When I played 3.5 I had a spiked-chain tripster, and the GM was effective at doing this for my group; for every time I ended round one with seven opponents prone and threatened, there was also an ooze or swarm incident. [/QUOTE]
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