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<blockquote data-quote="Tyros" data-source="post: 252461" data-attributes="member: 3169"><p>I'm wondering what kinds of baddies you're throwing at your party. Every DM has this scenario where the magic-user (be it sorcerer or wizard) buffs people ahead of time with the various day-long attribute increasing spells. So did I, much in the same scenario that you're describing. It worked great against hill giants and such. And why not? That poor player that worked the mage from first level deserves to have his chance to look good and feel he's contributing to the party's success.</p><p></p><p>However, that's really not solving your problem, which I can see has a lot of abuse potential. As a DM, you need to continually challenge the players. In my example with the hill giants, they clobbered them, sure. But later <strong>that day</strong> the party encountered a couple more giants with their little ratman wizard boss. he had already prepared a couple of spells in advance, the spells being stoneskin and improved invisibility. The first thing he did as the hill giants lumbered toward the party was to prepare dispel magic and waited until the buffs started to get heaped on the party. I won't get into the details of the battle, but the party had a pyrric victory.</p><p></p><p>The main point would be to challenge the players. If they're continually buffing themselves with BS then you can bet your sweet butt the opposition should be too. Sure, the party can crush the first thing they fight, but even a band of orcs has allies, and eventually they will work their way up to a point where the opposition has spell capability. But hey, let 'em have their fun and kick some butt.</p><p></p><p>I've seen endless threads about the "fly, improved invisibility, and haste" spell combo. I've thought about house ruling the spells to be higher level, less effective (haste, cough), but that tends to confuse new players, and I've already got pages of house rules. My personal solution if you don't like a spell, is not to take it out of the game, but don't let players take it automatically when they earn a level. Make them find it through gameplay. Players tend to get pissy if you take away their good spells.</p><p></p><p>On a side note, I've never been very pleased with the stat buff spells that last all day and was thinking of shortening their duration to one hour total. It's only a second level spell after all. Anyone concur with that opinion?</p></blockquote><p></p>
[QUOTE="Tyros, post: 252461, member: 3169"] I'm wondering what kinds of baddies you're throwing at your party. Every DM has this scenario where the magic-user (be it sorcerer or wizard) buffs people ahead of time with the various day-long attribute increasing spells. So did I, much in the same scenario that you're describing. It worked great against hill giants and such. And why not? That poor player that worked the mage from first level deserves to have his chance to look good and feel he's contributing to the party's success. However, that's really not solving your problem, which I can see has a lot of abuse potential. As a DM, you need to continually challenge the players. In my example with the hill giants, they clobbered them, sure. But later [B]that day[/B] the party encountered a couple more giants with their little ratman wizard boss. he had already prepared a couple of spells in advance, the spells being stoneskin and improved invisibility. The first thing he did as the hill giants lumbered toward the party was to prepare dispel magic and waited until the buffs started to get heaped on the party. I won't get into the details of the battle, but the party had a pyrric victory. The main point would be to challenge the players. If they're continually buffing themselves with BS then you can bet your sweet butt the opposition should be too. Sure, the party can crush the first thing they fight, but even a band of orcs has allies, and eventually they will work their way up to a point where the opposition has spell capability. But hey, let 'em have their fun and kick some butt. I've seen endless threads about the "fly, improved invisibility, and haste" spell combo. I've thought about house ruling the spells to be higher level, less effective (haste, cough), but that tends to confuse new players, and I've already got pages of house rules. My personal solution if you don't like a spell, is not to take it out of the game, but don't let players take it automatically when they earn a level. Make them find it through gameplay. Players tend to get pissy if you take away their good spells. On a side note, I've never been very pleased with the stat buff spells that last all day and was thinking of shortening their duration to one hour total. It's only a second level spell after all. Anyone concur with that opinion? [/QUOTE]
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