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D&D 3E
29th-Nov-2004 08:43 am
Ok, I'm running a campaign in the underdark, but one of the players is way to powerful. He is killing all the enemies way before the rest of the group even gets a chance to help. Any suggestions on how to adjust the campaign?
29th-Nov-2004 01:59 pm (UTC)
Take the focus away from combat. Put in a riddle or a puzzle that must be solved.

Or, as a nice twist, pull the old dream sequence on the characters. You could have a dream, for example, where the characters realise that sometimes they have sometimes to make hard choices and not use brute force. In a dream this could be represented by a creature that, no matter what, can't seen to be beaten (but which just beats people up, rather than killing them as that would be a bit mean) and which the group can only get past by making a hard choice (again go with dream symbolism here; perhaps have two friendly NPCs on either end of a set of scales and have the monster tell them that whoever the scale tips against will die but they must tip the scales to get past him).

Put in creatures which are immune to the too-powerful character's attacks. One of the common errors players make in D&D is to assume their characters have read the Monster Manual! If a warrior has never fought a black pudding before they he shouldn't know what it's immune too. In theory, a fighter doesn't even known to use fire against trolls until someone tells her. If the player assumes his character knows stuff, then ask why. Sometimes character backgrounds include training, etc, and this should let them know the vulnerabilities of common problems.

Really, though, this is going to be long term issue for you. It sounds like you've lost the all-important game balance. You have to address the problem character. Is the player min-maxing? Does the character have a too powerful weapon? You need to talk to the player in the first and perhaps plot to rid the character of the weapon in the second instance. Have it knicked.
29th-Nov-2004 02:25 pm (UTC)
A few more details would be helpful

Please list all the characters race/level/class/magic items
29th-Nov-2004 02:31 pm (UTC)
He's a weretiger Lv 1 Barbarian. he has a +1 keen great sword.
29th-Nov-2004 02:46 pm (UTC)
I like the puzzle idea. More riddles and what not will be good and since he is a barbarian (dont mean to stereotype but) he might not get the hints and be slower at solving riddles and traps than the rest of the group. Killing things is fun and deserves proper experience, but solving that puzzle or way to get from A to B without doing C and D will kill someone is and should be just as rewarding.

And the Barb was made to pretty much kill like he is doing...if he has the skill and power you might want to let him use it. Next time he fights he could roll a one (anygod forbid) but it's all about the roll of the dice sometimes. SO maybe when he's fighting and killing a billion goblins that one time he rolls a one....his greatsword flies from his hands and ends up at the other end of the field in a river or something.

If you dont like that he's too powerful (which is true) use that to your advantage and give him a monster to put him in check. One on one battle. Last man standing. Or somehow have him and the group seperate and have him solve a puzzle while the rest of the group fights something.

There are many options here, but to be fair to the player and his character I wouldn't kill him just yet hehe
29th-Nov-2004 03:09 pm (UTC)
Any suggestions on how to adjust the campaign?

More enemies attacking from different directions. Ten trolls in a melee pit, with two dozen goblin archers on a ledge above them. Or three dozen goblins in the pit. (Or, since they'd be CR 1/3 creatures, a whole darn tribe of 200, + 10 3rd level sergants, 2 4th level lietenants, 18 worgs, 3 dire wolves, and an 8th level "goblin king." Make all the sergants and the king barbarians...)

Also--are you using 3.0 or 3.5?
29th-Nov-2004 03:15 pm (UTC)
I'm using 3.0

thats just insane, and yet, I like it.
29th-Nov-2004 04:11 pm (UTC) - Combat suggestions...
From reading the RA Salvatore novels, it's not uncommon for the drow to loose a horde of kobolds against their enemies to wear down the initial defenses. If the barbarian doesn't have Great Cleave, he's going to be in a world of trouble.

If any fighters are wearing plate mail, he's going to be announcing their presence to everything in the area. That gives the baddies time to set up an ambush.

Also, what is the barbarian's fighting style? If he charges ahead of the group, that can be used against him. When the barbarian charges at someone, he can't be checking for traps. Since he's still 1st level, he can be flanked. And wouldn't it be awful if he charged a construct (can't be critted), only to get swarmed by allied creatures? :D
29th-Nov-2004 05:27 pm (UTC) - Re: Combat suggestions...
I like the idea of lots of kobalds.
29th-Nov-2004 04:44 pm (UTC)
One of the main points here is that he's not trying to make one encounter to challenge this party, but how to challenge them over and over.

The problem seems to be one of balance. Am I the only one who seems to think there is a balance problem?
29th-Nov-2004 05:49 pm (UTC)
I'm going to agree with the kobolds Idea (more kobolds is always good). Think about putting in something resistant to magical weapons (only weak to non-magical ones)

...or making something reallly smelly atack them. Tigers have a good sense of smell. maybe the thing could knock him out from stench. some sort of jelly/pudding/jel/ooze/cube thing?
29th-Nov-2004 05:51 pm (UTC)
So, a giant puking ass monster, would be a good idea...LOL.
29th-Nov-2004 07:12 pm (UTC)
A level 9 or 10 barbarian should be killing everything in sight.

29th-Nov-2004 08:37 pm (UTC)
Looking at this from a tactical standpoint, as your monsters/enemies should be doing, if the Weretiger Barbarian with the +1 Keen Greatsword is beating the crap out of you, overwhelm him.

If he's taking everybody and everything out before the rest of the party can get there to help: leave him alone.

This is a barbarian.

Outsmart him and remove him from combat whenever possible.
29th-Nov-2004 10:01 pm (UTC)
hold person is a surprisingly tricky spell for this.

The barbarian sees a group of Drow down the corridor. He runs foward, greatsword at the ready(did he name his sword? I always thought that was important). The drow fire crossbows laden with sleep poison at him. Make 6 fortitude saves dc 16. Meanwhile, the rest of the party comes up from behind him. Make spot checks (vs. the hide of the drow levitating above them among the stalagtites, concealed by a globe of darkness). Anyone who failed the spot checks is considered surprised (partial actions only). The drow from above fire their darts. The rest of the party can make fortitude saves. So all of the sudden, the barbarian finds himself 60' in front of the party, surrounded by 6 Drow and weakened by sleep poison. The rest of their party finds the larger group of Drow right on top of them, and must fight to defend themselves.

Scenario two. Ogre magi shouts a challenge from the passage ahead. Barbarian runs at him, only to fall into the pit trap concealed by the silent image spell. Caught 60' down, he must try to escape. The party meanwhile has to deal with the ogre mage.

Result... pretty soon the barbarian will not run ahead, but stay with the group.

Here's the problem. Now the barbarian stays with the group, but one of three things happen...

1. You have to tailor every single encounter to him specifically. The party meets two mind flayers and a canaloth, or 6 ogres and 2 drow priestesses.
2. Everything balances out. All of the sudden the barbarian is not taking down 3-4 enemies a turn. This is unlikely
3. The party realizes their unique skills and how to work in concert, balancing the encounters by taking a greater role in things.

As I stated before, you have to take another look at the balance of the party. At first (class) level, he only gets a +10 to hit, but does tremedous damage. Your paladin however gets two attacks at +13/+8 or so(depending on stats and feats). This means the barb can do 2d6 +9 so max 21dmg a round. Your paladin, using a longsword does 1d8+3/1d8+3, so max 22dmg per round. Now if your barb is raging, that could be higher, but still, your paladin should be kicking way more ass. Your wizard should be able to shoot magic missles or a lightning bolt or fireball at a good range, which would do 1d4+1X4 (max 20 dmg)/7d6 dmg (max 42dmg)/7d6 dmg (max 42 dmg). The druids should have some really nasty spells by this point, and the rogue can do 4d6(max 24) sneak attack damage.

Basically, I'm not sure why this character is doing so much more damage to so many more opponents before the rest of your party can even get there.
30th-Nov-2004 07:05 am (UTC)
How powerful are we talking about here? Is he several levels ahead of the PC's? Does he hoard all the magic items? If I could get a level and class of all the PC's, including him, I could give you better suggestions.
30th-Nov-2004 07:16 pm (UTC)
*points up*

1st-Dec-2004 11:29 pm (UTC)
the main thing would to be yes, alter encounters a bit to adjust for the challenge. When starting my game, I told my players I'd be very unrestrictive on what they play. I also told them that I'd do whatever I had to to challenge them. Upping the EL, going with high CR traps, etc.
One of the main problems with games like D&D, is while it's built for just about anyone to play, different people build different characters. I don't like the idea of penalizing pcs just because a player or two put a little more thought or strategy into the building of their character than others.
Two people could both build 10th level human fighters, and come out with two very different characters, in concept and power. It's all a matter of rolls, knowledge, and deviousness.
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