Ravilah said:
I was just wondering if anyone (specifically DMs) has ever found that by about level 10, most PCs have Spot/Listen checks so out of this world that nothing short of a shadowdancer wearing a Cloak of Elvenkind at Midnight has much chance of successfully staying unseen or unheard.
By the same token, my players seem to crank out 18-20+ on their saves (their WEAK saves) with annoying regularity. It's at the point where I don't bother throwing a spell at them unless it has negative effects even with a successful save.
I mean, it's not like they always roll above a 20, but since a villain/monster only has an average of 3-5 rounds before it's taken down, I find it imprudent to waste a precious round on something that has such a good chance of being shrugged off.
My players are all better at crunching numbers and putting together powerful class combos than I am. And I hesitate to pile a lot of magic items on my evil wizards, ect. lest the players then get to loot them--making them more unstoppable than ever.
It just occurred to me that that this sounds a bit like it's DM vs. Player. Well it IS dammit!
<Ahem> Sorry. Not really. I just can't seem to find the happy medium between easy and impossible. And just once in a while I'd like my players to get surprised in an ambush.
Sorry for the rant.
R
Ahhhh....now you've seen the truth. D&D is flawed. Its like a video game where in later levels you just trash anything that isn't either: as big as the screen, or the final boss.
A few tips. Start over for one since if you throw in these new rules now, you might piss of your players.
First, I guess, even though you didnt say it, that your players also almost able to hit anything you throw at them, they never miss. This, like everything else, but be limited.
Make their progression every other level: don't let them get the +2 to their attack, untill third level, and then their +3 at forth. Same thing with the skill points, hold them back every other level. This will help with that. Also, take out the exp rules. Now make the game so that level growth is based upon RP'ing, and involvment in the game. Set a standard. Now make it so that it takes two nights of gaming to reach second level, and three nights of gaming to reach third. I did this with a part for 3years, and they went to epic level at a nice pace that didn't make anyone mad; but that might not work for your group.
IF they don't go for these things, give them what they want. And see how long it takes them to become bored with how powerful they are, how easy things have become.
The key to a good game is making the simple things, unique. Making the magical things rare, and wonderous. Make it so that their is only One flaming sword in the world, give it a name and a history...do this with a few other items.
But for all of this to work as I've said, you must tone down magic in many ways. It takes some work, but you can do it if you want.
If you have questions, just ask. I've recently found that low level magic grity style worlds are my thing, I don't think I will ever play Forgotten Realms level of gameplay again.
Later.
Game On