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General Tabletop Discussion
*Dungeons & Dragons
reducing dominance of ranged: cantrips
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<blockquote data-quote="neogod22" data-source="post: 6990608" data-attributes="member: 6857879"><p>Well the game doesn't need to be tweaked as in you limiting casters and ranged attackers. There are multiple ways to limit ranged attackers, it's called cover. Walls, doors, turns all limit ranged attackers. If you are using intelligent monsters, they may have a counter, goblins use bows and have nimble escape. Some monsters may be spell casters also. Or have really fast monsters move into melee range with the ranged attackers. </p><p></p><p>As far as your second point, spell caster of all sorts should be rare. Unless the characters are in a big city, or a town that has something like a mage college (which would probably be in a big city anyway), the locals might be lucky to have a real cleric living there, or a druid that comes by every few months. In your world, mages can be as rare as you want them to be, and the cantrip mend is a very slow process. It may be good for repairing small things like clothing and armor, but anything major, you put a ridiculous time frame on it, or say it's beyond the spell's ability. </p><p></p><p>Using firebolt to melt locks, there are a few things you can do to stop a caster from casting. Binding and gagging them would be the easiest way. Most spells require a verbal and somatic components so binding and gagging usually works. Also if the characters get captured in a major city or a place where spell casters are prevalent, they would probably have some special cells that can prevent casters from escaping. I don't think limiting players and their strategies a good idea because then they will think you are picking on them and the game becomes not fun. Remember, the players are the heroes, it's not your job as a DM to kill them, but to make it the best story possible. </p><p></p><p>Sent from my SM-T813 using Tapatalk</p></blockquote><p></p>
[QUOTE="neogod22, post: 6990608, member: 6857879"] Well the game doesn't need to be tweaked as in you limiting casters and ranged attackers. There are multiple ways to limit ranged attackers, it's called cover. Walls, doors, turns all limit ranged attackers. If you are using intelligent monsters, they may have a counter, goblins use bows and have nimble escape. Some monsters may be spell casters also. Or have really fast monsters move into melee range with the ranged attackers. As far as your second point, spell caster of all sorts should be rare. Unless the characters are in a big city, or a town that has something like a mage college (which would probably be in a big city anyway), the locals might be lucky to have a real cleric living there, or a druid that comes by every few months. In your world, mages can be as rare as you want them to be, and the cantrip mend is a very slow process. It may be good for repairing small things like clothing and armor, but anything major, you put a ridiculous time frame on it, or say it's beyond the spell's ability. Using firebolt to melt locks, there are a few things you can do to stop a caster from casting. Binding and gagging them would be the easiest way. Most spells require a verbal and somatic components so binding and gagging usually works. Also if the characters get captured in a major city or a place where spell casters are prevalent, they would probably have some special cells that can prevent casters from escaping. I don't think limiting players and their strategies a good idea because then they will think you are picking on them and the game becomes not fun. Remember, the players are the heroes, it's not your job as a DM to kill them, but to make it the best story possible. Sent from my SM-T813 using Tapatalk [/QUOTE]
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reducing dominance of ranged: cantrips
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