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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: 6935637" data-attributes="member: 6788736"><p>Tiny hut and Rope trick arent all that useful when you have been given a time limit or time constraint for your quest (and most if not all quests should come with one).</p><p></p><p>Adding a time constraint doesnt make the adventure mathmatically harder, it just ensures you as DM have a framework for your encounters and resource expenditure.</p><p></p><p>There are other methods you can use as well. Take for example a magic pillar that must absorb the energy of one spell of each of the schools of magic in order to function (granting a boon and allowing the adventure to progress). It comes with a riddle the PCs must decypher to figure out how to make it work, and if the PCs dont solve it, and advance through the linked magic portal, the portal shuts down access to one school of magic for 24 hours for each spell school not used for all who venture through it.</p><p></p><p>Encounters with Beholders become much deadlier against casters than fighters. Throw a few of them at the party. Setting the adventure on the planes, with the PCs benefactor granting them a 'runestone of planar travel' that requiries the several expenditures of a spell slot of at least 'X' level to function, etc etc etc.</p><p></p><p>You also design encounters and challenges expecting them to use spells to overcome them. The entrance to the dungeon is 500m up a sheer cliff wall (requiring flight to ascend) etc. You factor in tactics used by the party, and include choke points and situations where those tactics are less than optimal (a one way magic portal that severs communication with their familliars).</p><p></p><p>Just with those ideas, we have planar travel, weird magic items, runic traps designed by archmages of aeons past, a combat encounter with a Beholder, a one way magic portal. Sounds like a great adventure for high level Wizards to engage in. Perhaps they're hunting for the relics of a great Archmage of history, in an effort to recover his robes of the archamge and staff of power before the great ritual he started 1000 years ago comes to fruition... scheduled to occur in just 12 hours time!</p><p></p><p>For another intresting combat encounter, they encounter the archmages simulacrum and his apprentice (an archmage and a mage) and a bunch of animated object mooks. The apprentice thinks the simulacrum is the real archmage!</p><p></p><p>There are plenty of ways to structure an adventure for a party of even high level Wizards that doesnt involve 'ramping up the difficulty'. It just requires a different way of thinking and different methods of challenging the Players. Maintining the resource drain is one such method, but there are other ways of going about it as well.</p><p></p><p>You dont need to make the encounters harder (inflating CR). You just need to tailor them to your party.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6935637, member: 6788736"] Tiny hut and Rope trick arent all that useful when you have been given a time limit or time constraint for your quest (and most if not all quests should come with one). Adding a time constraint doesnt make the adventure mathmatically harder, it just ensures you as DM have a framework for your encounters and resource expenditure. There are other methods you can use as well. Take for example a magic pillar that must absorb the energy of one spell of each of the schools of magic in order to function (granting a boon and allowing the adventure to progress). It comes with a riddle the PCs must decypher to figure out how to make it work, and if the PCs dont solve it, and advance through the linked magic portal, the portal shuts down access to one school of magic for 24 hours for each spell school not used for all who venture through it. Encounters with Beholders become much deadlier against casters than fighters. Throw a few of them at the party. Setting the adventure on the planes, with the PCs benefactor granting them a 'runestone of planar travel' that requiries the several expenditures of a spell slot of at least 'X' level to function, etc etc etc. You also design encounters and challenges expecting them to use spells to overcome them. The entrance to the dungeon is 500m up a sheer cliff wall (requiring flight to ascend) etc. You factor in tactics used by the party, and include choke points and situations where those tactics are less than optimal (a one way magic portal that severs communication with their familliars). Just with those ideas, we have planar travel, weird magic items, runic traps designed by archmages of aeons past, a combat encounter with a Beholder, a one way magic portal. Sounds like a great adventure for high level Wizards to engage in. Perhaps they're hunting for the relics of a great Archmage of history, in an effort to recover his robes of the archamge and staff of power before the great ritual he started 1000 years ago comes to fruition... scheduled to occur in just 12 hours time! For another intresting combat encounter, they encounter the archmages simulacrum and his apprentice (an archmage and a mage) and a bunch of animated object mooks. The apprentice thinks the simulacrum is the real archmage! There are plenty of ways to structure an adventure for a party of even high level Wizards that doesnt involve 'ramping up the difficulty'. It just requires a different way of thinking and different methods of challenging the Players. Maintining the resource drain is one such method, but there are other ways of going about it as well. You dont need to make the encounters harder (inflating CR). You just need to tailor them to your party. [/QUOTE]
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