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Dungeons & Dra.. What's a DM to Do? How do i deal with my players being too strong...
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Switch to Forum Live View How do i deal with my players being too strong for their level?
3 months ago  ::  Mar 06, 2013 - 12:46PM #21
MrCustomer
Date Joined: Aug 3, 2007
Posts: 2,385
If it is because of gear then the problem isn't as bad as you would think. They might be more powerful now, but that gear will be outdated as they level, all you have to do is decrease the amount of treasure they get from encounters and in a level or two the problem will have fixed itself.

You can also slowly increase the difficulty of encounters by adding a couple of weaker enemies into the mix and by making the terain favour the enemy more, slowly increasing rather then trying to turn it right up to difficult (and killing them all)

Then again, if everyone dies, it is a good opportunity to reboot the game, but I would look at that as a very last resort.    
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3 months ago  ::  Mar 07, 2013 - 4:28AM #22
zippy-zippy-no
Date Joined: Jan 15, 2012
Posts: 152
I'd encourage having a few skill challenges; try a "normal" skill challenge where a single player rolls to win a single success/fail so each character can theoretically shine ... or more likely the wizard to steal all the rolls and shine. Having a group skill challenge is a way to make sure everyone gets the chance to shine, especially if you ask them what they do, not what they roll (or to justify their role by describing what they are doing in character).
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3 months ago  ::  Mar 07, 2013 - 9:09AM #23
Centauri
Date Joined: Jul 21, 2004
Posts: 9,680

Mar 7, 2013 -- 4:28AM, zippy-zippy-no wrote:

I'd encourage having a few skill challenges; try a "normal" skill challenge where a single player rolls to win a single success/fail so each character can theoretically shine ... or more likely the wizard to steal all the rolls and shine. Having a group skill challenge is a way to make sure everyone gets the chance to shine, especially if you ask them what they do, not what they roll (or to justify their role by describing what they are doing in character).


Good idea. I recommend mixing skills into combat. Give them something they can't just smash. Don't make succeeding at it mandatory, and make failing it (such as by not attemtping it) interesting, and make attempting it cost something, like a standard action, or standing in a risky location for a round.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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