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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Flamestrike" data-source="post: 6932448" data-attributes="member: 6788736"><p>I know wizards have a lot of synergies. But as an experienced DM (and the bloke designing the encounters and adventures for them) I can take that into account.</p><p></p><p>Its harder to do (designing an adventure that challenges and entertains) for casters (an adventure for a party of 15th level Rogues is a very different adventure than one I design for a party of 15th level Wizards) but its possible.</p><p></p><p>Its like the common mistake of a DM designing an adventure for high level casters like this: 'The PCs must storm the tower, level by level, defeating waves of creatuers, in order to defeat the BBEG at the top of the tower'. DM spends hours of prep time statting out a series of encounters the PCs must bypass, and riddles etc they need to overcome.</p><p></p><p>On game day, the high level casters simply scry the tower, fly to the roof, and disintegrate their way in and nova the BBEG to paste in one round. Next minute the DM ragequits the campaign.</p><p></p><p>Thats not a problem with 'high level PCs being powerhouses'. Its a problem with the DM not designing his adventure for the party he has before him. The tower adventure would be great for a party of (say) Rogues (sneak in, assasinate the BBEG). For casters, its the wrong choice.</p><p></p><p></p><p></p><p>Is one of the many tricks a DM can use. I tend to avoid overusing gimmicks like anti-magic and the like, however they can (and should) rear their heads from time to time.</p><p></p><p></p><p></p><p>I dont know what you're doing, but have you considered what prep you are doing, is missing some vital things?</p><p></p><p>Like time limits on quests, examining encounters (and the adventuring day) as a whole and specifically designing a mix of encounters for the group?</p><p></p><p></p><p></p><p>Exactly. Its like the (common) mistake of DMs to throw a single hard difficulty encounter at the group (while ignoring the Adventuring day guidelines), and then helplessly sit there while the PC nova the crap out of it and rest.</p><p></p><p>The common mistake at this point is for the DM to then increase the difficulty of his encounters. </p><p></p><p>All this does is encourage nova strikes (and nova builds) and creates the 5 minute work day. Heck, it necesetates them. Rather than stop PCs from nova striking and power gaming, this DM is now making it mandatory at his table (and making several classes obsolete in the process).</p><p></p><p>Rather than throw harder encounters at the PCs, throw more of them between rests, enforce time limits on them, mix up encounters with different types of critters and mix up terrain and so forth.</p><p></p><p>That way no one build, class or PC will dominate, and all get a chance to shine.</p><p></p><p></p><p></p><p>He's going the wrong way. He needs to push more encounters per adventuring day on the party. Simple time limits for quests is enough. You cant be dropping multiple fireballs and hypnotic patterns every encounter, and there will be plenty of encounters where multiple fireballs and hypnotic patters are not the way to go to win the encounter anyway (bless + GWM might be the better choice).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6932448, member: 6788736"] I know wizards have a lot of synergies. But as an experienced DM (and the bloke designing the encounters and adventures for them) I can take that into account. Its harder to do (designing an adventure that challenges and entertains) for casters (an adventure for a party of 15th level Rogues is a very different adventure than one I design for a party of 15th level Wizards) but its possible. Its like the common mistake of a DM designing an adventure for high level casters like this: 'The PCs must storm the tower, level by level, defeating waves of creatuers, in order to defeat the BBEG at the top of the tower'. DM spends hours of prep time statting out a series of encounters the PCs must bypass, and riddles etc they need to overcome. On game day, the high level casters simply scry the tower, fly to the roof, and disintegrate their way in and nova the BBEG to paste in one round. Next minute the DM ragequits the campaign. Thats not a problem with 'high level PCs being powerhouses'. Its a problem with the DM not designing his adventure for the party he has before him. The tower adventure would be great for a party of (say) Rogues (sneak in, assasinate the BBEG). For casters, its the wrong choice. Is one of the many tricks a DM can use. I tend to avoid overusing gimmicks like anti-magic and the like, however they can (and should) rear their heads from time to time. I dont know what you're doing, but have you considered what prep you are doing, is missing some vital things? Like time limits on quests, examining encounters (and the adventuring day) as a whole and specifically designing a mix of encounters for the group? Exactly. Its like the (common) mistake of DMs to throw a single hard difficulty encounter at the group (while ignoring the Adventuring day guidelines), and then helplessly sit there while the PC nova the crap out of it and rest. The common mistake at this point is for the DM to then increase the difficulty of his encounters. All this does is encourage nova strikes (and nova builds) and creates the 5 minute work day. Heck, it necesetates them. Rather than stop PCs from nova striking and power gaming, this DM is now making it mandatory at his table (and making several classes obsolete in the process). Rather than throw harder encounters at the PCs, throw more of them between rests, enforce time limits on them, mix up encounters with different types of critters and mix up terrain and so forth. That way no one build, class or PC will dominate, and all get a chance to shine. He's going the wrong way. He needs to push more encounters per adventuring day on the party. Simple time limits for quests is enough. You cant be dropping multiple fireballs and hypnotic patterns every encounter, and there will be plenty of encounters where multiple fireballs and hypnotic patters are not the way to go to win the encounter anyway (bless + GWM might be the better choice). [/QUOTE]
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