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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Helldritch" data-source="post: 6935837" data-attributes="member: 6855114"><p>Time constrain can be used for some adventures. But hey, if you do that all the time all you get from experienced players is something like this:"We need you to kill xyz but unfortunately you have 15 hours to do it or poor prince/princess will die".</p><p>First you'll have a yes lets do this. After four or five times:" Ok, we'll pass the delay for now. Find an other group, or pay up the ransom. It will be cheaper for you. And why did you wait soooo long to tell us? Nope, we'll wait for the delay after that we'll clone your son/daughter and everyone will be happy" Or even a simple:"Find somebody else".</p><p></p><p>Too much of one thing leads to boredom. The time constrain should not be used in every campaings, much less in every adventures.</p><p></p><p></p><p></p><p>Again a shenanigan that should be used sparingly. Not every dungeons have these. If they start to pop in every adventures, it will again feel like an artificial difficulty. I used things like that in only a few dungeons and I would never shut down access to a single school of magic, it is like removing all weapons from fighters and saying:" Hey! That's the dungeon I made. Sorry for you guys!" That one I could use once in while, and not in every campaing 'cause you would see good players leaving for good. I like my players. </p><p></p><p></p><p></p><p>Again, I would not use that in every campaing. Beholders are not to be triffled with. One is good, two is not. Using monsters that shut down all players ability is not a good thing if you use it too often.</p><p></p><p></p><p></p><p>That one is good but then again, it is to be used sparingly. There are other way to challenge such a party. Riddles and puzzle locks for examples. </p><p></p><p></p><p></p><p>Yep, could be good. But to discover the problem only 12 hours before it comes to fruitition seems awkward. Such evil plans (whatever they maybe) will have deities send dreams of portent to a few selective clerics who will then find the appropriate group to do the job a lot more before it happens. But for a single day adventure yep, that could work. But then again, don't over use that one.</p><p></p><p></p><p></p><p>Good plot twist in there. </p><p></p><p></p><p></p><p>Fully agree with you on the last part. Yeah! Common ground in here.</p><p></p><p>And at the same time, you have to be careful. This is a game. Yes challenge is good. But seeing your abilities getting shut down all the time (like a dungeons with only DC 25 traps with a group of rogues) is far from being fun. When a group do such a set up it is to have a magical answer for almost anything. The DM will have to surprise such a group with cleverness and deviousness. I personnaly prefer the wave after wave of monsters or sending resistant fellows. Fast ennemies with spell back up (and where are those back ups?) forcing players to use such spells like dispel magic, detect invisible, and many others.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 6935837, member: 6855114"] Time constrain can be used for some adventures. But hey, if you do that all the time all you get from experienced players is something like this:"We need you to kill xyz but unfortunately you have 15 hours to do it or poor prince/princess will die". First you'll have a yes lets do this. After four or five times:" Ok, we'll pass the delay for now. Find an other group, or pay up the ransom. It will be cheaper for you. And why did you wait soooo long to tell us? Nope, we'll wait for the delay after that we'll clone your son/daughter and everyone will be happy" Or even a simple:"Find somebody else". Too much of one thing leads to boredom. The time constrain should not be used in every campaings, much less in every adventures. Again a shenanigan that should be used sparingly. Not every dungeons have these. If they start to pop in every adventures, it will again feel like an artificial difficulty. I used things like that in only a few dungeons and I would never shut down access to a single school of magic, it is like removing all weapons from fighters and saying:" Hey! That's the dungeon I made. Sorry for you guys!" That one I could use once in while, and not in every campaing 'cause you would see good players leaving for good. I like my players. Again, I would not use that in every campaing. Beholders are not to be triffled with. One is good, two is not. Using monsters that shut down all players ability is not a good thing if you use it too often. That one is good but then again, it is to be used sparingly. There are other way to challenge such a party. Riddles and puzzle locks for examples. Yep, could be good. But to discover the problem only 12 hours before it comes to fruitition seems awkward. Such evil plans (whatever they maybe) will have deities send dreams of portent to a few selective clerics who will then find the appropriate group to do the job a lot more before it happens. But for a single day adventure yep, that could work. But then again, don't over use that one. Good plot twist in there. Fully agree with you on the last part. Yeah! Common ground in here. And at the same time, you have to be careful. This is a game. Yes challenge is good. But seeing your abilities getting shut down all the time (like a dungeons with only DC 25 traps with a group of rogues) is far from being fun. When a group do such a set up it is to have a magical answer for almost anything. The DM will have to surprise such a group with cleverness and deviousness. I personnaly prefer the wave after wave of monsters or sending resistant fellows. Fast ennemies with spell back up (and where are those back ups?) forcing players to use such spells like dispel magic, detect invisible, and many others. [/QUOTE]
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