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General Tabletop Discussion
*Pathfinder & Starfinder
Wizard + Dungeon Door = Invincible Wizard?
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<blockquote data-quote="Appleseeth" data-source="post: 4593585" data-attributes="member: 72496"><p>I've been a bit annoyed with the party's wizard lately. I've been sending them through a sizeable dungeon, with doors and every combat, he simply sits behind the door and attacks from there, while the rest of the part moves in and actually engages the enemy. I know this is part of the wizard's job, but I was wondering if I'm missing something in my encounter design that could improve upon that might get the wizard to move into the actual encounter area. </p><p></p><p>Should I use more lurkers? I don't use many as it is. The entire party also has taken Improved Initiative, so the start of every combat usually goes like so:</p><p>1. Wizard: blow up everyone in the room.</p><p>2. Everyone in the party attacks the monsters and blocks the path to the wizard.</p><p>3. Monster go.</p><p></p><p>I like to go with some simulationism in my game, and some things to just make the game better. I use unrealistically large encounter areas, but not every room can have a 10-20 foot wide doorway. I also like to keep the encounters in theme, which kinda prohibits me from say, attaching say, vine horror to a gnoll encounter group.</p><p></p><p>Any suggestions?</p></blockquote><p></p>
[QUOTE="Appleseeth, post: 4593585, member: 72496"] I've been a bit annoyed with the party's wizard lately. I've been sending them through a sizeable dungeon, with doors and every combat, he simply sits behind the door and attacks from there, while the rest of the part moves in and actually engages the enemy. I know this is part of the wizard's job, but I was wondering if I'm missing something in my encounter design that could improve upon that might get the wizard to move into the actual encounter area. Should I use more lurkers? I don't use many as it is. The entire party also has taken Improved Initiative, so the start of every combat usually goes like so: 1. Wizard: blow up everyone in the room. 2. Everyone in the party attacks the monsters and blocks the path to the wizard. 3. Monster go. I like to go with some simulationism in my game, and some things to just make the game better. I use unrealistically large encounter areas, but not every room can have a 10-20 foot wide doorway. I also like to keep the encounters in theme, which kinda prohibits me from say, attaching say, vine horror to a gnoll encounter group. Any suggestions? [/QUOTE]
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Wizard + Dungeon Door = Invincible Wizard?
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