Yair
Community Supporter
My current party is too strong, and I'm considering what rules to change to make the game challenging again. I'm running a pre-written adventure and would like to stick to it, so I don't want to change the opponents to match their strength - I want to lower their power with as little changes and retrofitting as possible.
The characters are powerful in several ways:
1) We are using a very generous point-buy system to purchase Abiltiy Scores.
2) We are allowing nearly all splatbook additions. The two chief offenders here seem to be spells from the Spell Compendium (dragon breath, orb of force, true strike IIRC their names), and dual-wand wielding plus a magic item that allows to apply metamagic feats to wands (I think from Complete Arcane).
3) We are using Action Points, although limited to adding +1d6 (instead of higher dice at higher levels).
The party is currently at level 10, and I count them as being at level 11 but they are still far too powerful for their level.
I think the addition of spltabook content is the real culprit, multiplying the PC's power. The double-wand wielder can unleash more than 32d6 damage in a single round. However, nerfing this will undermine his character concept greatly. A nerf that leaves him viable might be welcomed...
The main problem there is a particular character that uses the Metamagic Wandgrip (Complete Mage) and the Double Wand Wielder (Complete Arcane). So instead of firing, say, a fireball doing 10d6 damage, he is capable of firing two wands of Empowered fireball plus another Quickened (not-Empowered) fireball, for a total of 40d6 of damage in a single round. Now, money prevents him from doing that high - but he still gets to around 32d6 per round...
The other problem is action points. The massive amount of action points (about 10) means that they become a common, trivial resource, greatly expanding the PC's power. They practically mean the PCs have a good chance of making any roll they miss by 3, and with a bit of luck even a greater miss.
So, I'm fishing for ideas. Any advice welcome.
The characters are powerful in several ways:
1) We are using a very generous point-buy system to purchase Abiltiy Scores.
2) We are allowing nearly all splatbook additions. The two chief offenders here seem to be spells from the Spell Compendium (dragon breath, orb of force, true strike IIRC their names), and dual-wand wielding plus a magic item that allows to apply metamagic feats to wands (I think from Complete Arcane).
3) We are using Action Points, although limited to adding +1d6 (instead of higher dice at higher levels).
The party is currently at level 10, and I count them as being at level 11 but they are still far too powerful for their level.
I think the addition of spltabook content is the real culprit, multiplying the PC's power. The double-wand wielder can unleash more than 32d6 damage in a single round. However, nerfing this will undermine his character concept greatly. A nerf that leaves him viable might be welcomed...
The main problem there is a particular character that uses the Metamagic Wandgrip (Complete Mage) and the Double Wand Wielder (Complete Arcane). So instead of firing, say, a fireball doing 10d6 damage, he is capable of firing two wands of Empowered fireball plus another Quickened (not-Empowered) fireball, for a total of 40d6 of damage in a single round. Now, money prevents him from doing that high - but he still gets to around 32d6 per round...
The other problem is action points. The massive amount of action points (about 10) means that they become a common, trivial resource, greatly expanding the PC's power. They practically mean the PCs have a good chance of making any roll they miss by 3, and with a bit of luck even a greater miss.
So, I'm fishing for ideas. Any advice welcome.
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