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Warlock in party with Quasit breaking story
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<blockquote data-quote="Gwarok" data-source="post: 7132140" data-attributes="member: 12249"><p>A classic DM conundrum, but one of my favorites. I really enjoy when my players get stealthy and don't just go kicking down doors. And they should be rewarded for doing so. As mentioned by several others before me, your player took that pact with the knowledge that he/she was giving up some other cool things. And if your players who have access to magic are going up against a castle full of bad guys that don't have it, they are going to be at an advantage with the tactical data. One option is to simply have all your bad guys have counters to this, which is a poor move and sounds like an option you wish to avoid. But they should have some counters every now and then, and things like Hallow, Forbiddance, and Private Sanctum allow for ongoing protection against this sort of intrusion, aren't totally out of the realm of possibility for even mid level opponents. But if they are going up against mundane enemies, they should be able to get the drop on them. </p><p></p><p>When a warlock I play with hit 13th, he selected "Etherealness", and let me tell you, that is tough. He was going into a dragon den I'd literally built off the old video game "Dragonslayer" and was able to scout the whole thing before going in. At first I thought it would be bad for the session, but turned out the players REALLY like being the ones with the initiative while stalking a dragon in it's own home. Also, he uses it to spy on the entire city he's in, all the major players. And when he does run into a room or building he can't go into because it is magically warded, he knows there is something up there and goes in physically by sneaking around, which he's also super duper good at. Basically roll with it, you're the DM. Not every fight has to be perfectly balanced, or an ideal challenge. In fact, when you have clearly intended an encounter to be that way, and the players do something clever to turn that balanced challenging fight into a one way bloodbath in their favor, they will never be happier. Players love to see shock and surprise on your face as much as you love to see it on theirs. </p><p></p><p>But I'd give them some sort of nemesis that would be able to challenge them appropriately, a recurring bad guy. Or a team of them.</p></blockquote><p></p>
[QUOTE="Gwarok, post: 7132140, member: 12249"] A classic DM conundrum, but one of my favorites. I really enjoy when my players get stealthy and don't just go kicking down doors. And they should be rewarded for doing so. As mentioned by several others before me, your player took that pact with the knowledge that he/she was giving up some other cool things. And if your players who have access to magic are going up against a castle full of bad guys that don't have it, they are going to be at an advantage with the tactical data. One option is to simply have all your bad guys have counters to this, which is a poor move and sounds like an option you wish to avoid. But they should have some counters every now and then, and things like Hallow, Forbiddance, and Private Sanctum allow for ongoing protection against this sort of intrusion, aren't totally out of the realm of possibility for even mid level opponents. But if they are going up against mundane enemies, they should be able to get the drop on them. When a warlock I play with hit 13th, he selected "Etherealness", and let me tell you, that is tough. He was going into a dragon den I'd literally built off the old video game "Dragonslayer" and was able to scout the whole thing before going in. At first I thought it would be bad for the session, but turned out the players REALLY like being the ones with the initiative while stalking a dragon in it's own home. Also, he uses it to spy on the entire city he's in, all the major players. And when he does run into a room or building he can't go into because it is magically warded, he knows there is something up there and goes in physically by sneaking around, which he's also super duper good at. Basically roll with it, you're the DM. Not every fight has to be perfectly balanced, or an ideal challenge. In fact, when you have clearly intended an encounter to be that way, and the players do something clever to turn that balanced challenging fight into a one way bloodbath in their favor, they will never be happier. Players love to see shock and surprise on your face as much as you love to see it on theirs. But I'd give them some sort of nemesis that would be able to challenge them appropriately, a recurring bad guy. Or a team of them. [/QUOTE]
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