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General Tabletop Discussion
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SKR's problem with certain high level encounters
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<blockquote data-quote="wyrdrune_wolf" data-source="post: 333843" data-attributes="member: 5945"><p>I've had problems with save-or-die (or taken out of the fight) spells since many years ago in 2e. I've tried many variations on solutions and am still working on such today.</p><p></p><p>High level play is inherently harder to balance if for no other reason than your players can take many different routes, one player might be a hardcore powergamer and another might just want to be a courtier and if you're trying to keep them both happy and having fun you have to tailor encounters very carefully.</p><p></p><p>The effigy for example may not work best for a generic fight, or for even some parties, but perhaps there is a party whose composition leaves one particular player is a good position to defeat the enemy for whatever reason, so the gm can use that for to let that player shine.</p><p></p><p>Just a few random thoughts.</p></blockquote><p></p>
[QUOTE="wyrdrune_wolf, post: 333843, member: 5945"] I've had problems with save-or-die (or taken out of the fight) spells since many years ago in 2e. I've tried many variations on solutions and am still working on such today. High level play is inherently harder to balance if for no other reason than your players can take many different routes, one player might be a hardcore powergamer and another might just want to be a courtier and if you're trying to keep them both happy and having fun you have to tailor encounters very carefully. The effigy for example may not work best for a generic fight, or for even some parties, but perhaps there is a party whose composition leaves one particular player is a good position to defeat the enemy for whatever reason, so the gm can use that for to let that player shine. Just a few random thoughts. [/QUOTE]
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SKR's problem with certain high level encounters
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