My group has a rule about dead PCs and their treasure. A dead PCs treasure never goes to the other PCs, it goes to the family or anyone other than the other PCs. This way, one PC will never become rich by scavenging on dead PCs. It makes treasure much more balanced. We also divide our treasure equally and all new PCs have treasure according to their level.
I'm DMing for my group right now, and I have to hold back to make sure I don't kill my friend's 11th level wizard. He's just too fragile. At this level the DM has a good number of tactics to use against the PCs:
1.Archers: A 9th level ranger with evasion and greater magic weapon on his bow can cut down a caster in no time.
2.Against Invisibility: Invisibility purge, see invisible, glitterdust, true seeing. NPCs can have casters too, who are built to survive at least two fireballs.
3.Teleport or D.Door: One time I had an enemy sorcerer teleport with two raging orc barbarians next to the wizard. The look on his face was priceless.
4.Feeblemind: Knocked him out on the first round.
5.Against Fly: You can have casters too. Let them cast fly on their friends and go after the sorcerer.
Basically, I don't try to wear down my wizard's spells because it would take too long and he would never be in danger. It's much easier to go straight for him. Never have them fight just melee creatures. I always make sure that my PCs face a group of enemies with a variety of abilities that make them almost as adaptable as the PCs.
I'm DMing for my group right now, and I have to hold back to make sure I don't kill my friend's 11th level wizard. He's just too fragile. At this level the DM has a good number of tactics to use against the PCs:
1.Archers: A 9th level ranger with evasion and greater magic weapon on his bow can cut down a caster in no time.
2.Against Invisibility: Invisibility purge, see invisible, glitterdust, true seeing. NPCs can have casters too, who are built to survive at least two fireballs.
3.Teleport or D.Door: One time I had an enemy sorcerer teleport with two raging orc barbarians next to the wizard. The look on his face was priceless.
4.Feeblemind: Knocked him out on the first round.
5.Against Fly: You can have casters too. Let them cast fly on their friends and go after the sorcerer.
Basically, I don't try to wear down my wizard's spells because it would take too long and he would never be in danger. It's much easier to go straight for him. Never have them fight just melee creatures. I always make sure that my PCs face a group of enemies with a variety of abilities that make them almost as adaptable as the PCs.