Aegeus

joined 1 year ago
[–] Aegeus@ttrpg.network 1 points 9 months ago (2 children)

Did one of your spellcasters know the Gate spell? If so, what stopped the PCs from pulling the BBEG out of their lair and beating them up from the comfort of their homes? I'm having trouble coming up with challenges that don't actively oppose the abilities of high-level PCs. Just saying 'no' and refusing to let a spell take normal effect would very likely seem unfair, no matter how logical the in-game explanation might seem.

[–] Aegeus@ttrpg.network 0 points 9 months ago* (last edited 9 months ago) (1 children)

I like your approach to speed up combat, although I inevitably will have to look up stuff and I would understand if my players would view it as unfair if only they have to skip their turn while this wouldn't apply to NPCs.

We have repeatedly debated the matter of spells for almost a year while never quite reaching a consensus. I understand your opinion on winning D&D, I just think that the game will not be able to develop any depth anymore if the preparation can't be relied on, being replaced by an inflation of poorly thought through plot hooks made up on the spot.

[–] Aegeus@ttrpg.network 2 points 9 months ago

We will dive into that style of play as well, yes. But there are perils left in the game world that can't be taken care of by lower-level NPC adventurers. Thanks for your feedback!

 

Hope I'm right here with this, sorry if the question is too specific for this community.

Our long-term D&D campaign has reached PC level 17. Now's the time for implementing mechanics that fasten up combat (we all don't like how long it takes), as well as addressing spells that the GM (me) fears to be game-breaking (mostly 9th level spells, full list below).

Sooo... I'd be thankful for any helpful suggestions. My current ideas for the combat aspect include shock damage, Instinct and Morale checks from Worlds Without Number, but those probably don't suffice yet. And I'm having trouble conveying to the spellcasters that toning down some spells is necessary in order to maintain a functional game that doesn't tear apart hours of preparation every session. Feel free to point out any potential counter-arguments to my view on that as well.

I'm really determined to keep this game running. Thank you all so much in advance!

List of spells that require revision or more exact definition (in my opinion): Wish, Meteor Swarm, Invulnerability, Gate, True Polymorph, Leomund's Tiny Hut, Rope Trick