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Things your table should do, but doesn't do- The Fun v. Efficiency Thread
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<blockquote data-quote="Esker" data-source="post: 7631384" data-attributes="member: 6966824"><p>Obviously you're entitled to do what you want and prohibit certain mechanics that you don't like. And you said you don't feel like arguing about this any more, which is fine; I won't take offense or treat it as an admission of anything if you stop responding. But since this is a forum that other people read as well, I just want to point out (for posterity, or something?) that there are a whole lot of ways that encounters involving a single melee-focused enemy can become trivialized with the right rolls. In the case of the Champion, a failed save or two on a hold person, say, and it's over, or at least it will be very quickly. Yes, they will probably either save or use indomitable and then save, but maybe not. Or how about Heat Metal? Cast it on the greatsword, and they have to resort to the shortbow, just as they would if they want to avoid approaching the PAM+Sentinel fighter.</p><p></p><p>I am certainly not advocating for modifying every formidable melee type to have reach or ranged attacks, because a character who has invested in this combo should be able to use it, but encounters against solo melee types have high potential to be boring regardless of this particular combo, and so make bad boss fights. So if using melee types, give them backup, or occasionally don't and let the fighter feel awesome when they shut down the bad guy with a few good attack rolls.</p><p></p><p>Or ban or house rule the Sentinel+PAM combo. I'm not telling you what to do at your table. I'm just saying I don't think it actually breaks anything in encounters that aren't already easily trivialized.</p></blockquote><p></p>
[QUOTE="Esker, post: 7631384, member: 6966824"] Obviously you're entitled to do what you want and prohibit certain mechanics that you don't like. And you said you don't feel like arguing about this any more, which is fine; I won't take offense or treat it as an admission of anything if you stop responding. But since this is a forum that other people read as well, I just want to point out (for posterity, or something?) that there are a whole lot of ways that encounters involving a single melee-focused enemy can become trivialized with the right rolls. In the case of the Champion, a failed save or two on a hold person, say, and it's over, or at least it will be very quickly. Yes, they will probably either save or use indomitable and then save, but maybe not. Or how about Heat Metal? Cast it on the greatsword, and they have to resort to the shortbow, just as they would if they want to avoid approaching the PAM+Sentinel fighter. I am certainly not advocating for modifying every formidable melee type to have reach or ranged attacks, because a character who has invested in this combo should be able to use it, but encounters against solo melee types have high potential to be boring regardless of this particular combo, and so make bad boss fights. So if using melee types, give them backup, or occasionally don't and let the fighter feel awesome when they shut down the bad guy with a few good attack rolls. Or ban or house rule the Sentinel+PAM combo. I'm not telling you what to do at your table. I'm just saying I don't think it actually breaks anything in encounters that aren't already easily trivialized. [/QUOTE]
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Things your table should do, but doesn't do- The Fun v. Efficiency Thread
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