So is it better to change the character or change the game


Advice


I'm sure there has been a couple of different threads about this but I'm playing in the Kingmaker AP, one of the players is a witch that has the sleep hex. As a group we were able to go through a dungeon with little trouble over all especially since the witch was able to put a good majority of the bad guys to sleep, usually before they were able to act, which was very frustrating for the gm. So a couple of crazy house rule suggestions have been tossed around to try to balance things out. The player is willing to switch characters just to make things easy for everyone. So should the player switch characters or should some crazy house rule be put in place, possibly nerfing the character?

Grand Lodge

Couldn't he just throw a few undead or constructs at the witch, and allow him to still shine once in a while?

Avoid random houserules.


I don't know the AP, but...
Note that I despise nerfing when simple tactics should work.

I'd say simply switch the character if you can't handle it...

1) So the bad guys are what... lining up to attack you one at a time?
1a) that hex is NOT area effect and affects only 1 person a time (two with a feat) at a range of 30'.
2) Bad guys don't have bows?
3) Bad guys are failing ALL their saves?
4) Bad guys don't have a witch of their own?
5) Bad guys don't have someone who can wake them up?
6) Bad guys don't have some undead handy?

The witch is essentially a 1-trick pony. Effective, but not insurmountable.


If the player is willing to switch characters, then that might be your best bet. If you have excessive rules to nerf their character they will have less fun then the other players (since they are not restricted, and stuck in that character). The character will have the ability to play something new and not feel like they will be restricted.

Another option is to make the bosses and important NPCs immune to sleep. You could have the higher ranked officers in your campaign all be Elves and/or Half-Elves. A couple of intelligent undead mutants for the big muscle fights, and you have yourself a fair fight for the rest of the group. You witch will still be able mess with the grunts (much like the Wizard in my groups polymorphs them for fun) and feel like they are powerful, but now they just know that there are people powerful enough to be showered in magic powder and not just fall over.


Trust me, there's encounters where the witch won't make it a walk through. Also, your DM should be using the wandering monster tables, where very tough encounters are to be found. Lastly, word should start to get around about the witch if people escape your party, leading to smart enemies targeting him at the outset in ambush.

But, yes, this is an adventure path where illusionists, enchanters, and witches get to shine. Why this should be less "fun" than the typical "I cast fireball" or battlefield control spells, I don't get.


I have seen other people frustrated with the Sleep hex and suggest limiting it in some way, such as only usable a certain number of times per day, or cap the HD it can work on (usually the Witch's level, so it will scale up as she levels.) I personally would not go this route but it is an option.

As blackbloodtroll suggested, add some encounters against things that are immune to mind affects. Constructs, undead, oozes, swarms, etc -- most of the Witch's hexes and a lot of their spells are mind affecting spells and won't work on such creatures. Or, if it's specifically the Sleep hex that's really giving you trouble, just find something that is immune to sleep...like elves.

Lastly, you could try increasing the number of (intelligent) foes you're fighting. The Sleep hex can only be used on one creature per turn, and a sleeping creature can be woken up using a standard action by one of its allies.


blackbloodtroll wrote:

Couldn't he just throw a few undead or constructs at the witch, and allow him to still shine once in a while?

Avoid random houserules.

That was exactly what I was thinking for big muscle fights. Anyone that your GM doesn't want to just fall over and derail the campaign should be immune too. A Witch can still shine, just not every fight. One of my friends used to play an Illusionist Wizard that casted nothing but Save or Die spells on the big bosses. Eventually my DM got really mad at him, so I suggested that he started gearing certain encounters to be immune to Illusion spells.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Ask the witch to save the sleep hex for dire situations only. Players can regulate their actions far easier than the DM can.


TriOmegaZero wrote:
Ask the witch to save the sleep hex for dire situations only. Players can regulate their actions far easier than the DM can.

We are still low level so the spellcasters do run out of spells and have a limited selection. So some times it came down to use the hex or do nothing.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Aid Another.


TriOmegaZero wrote:
Aid Another.

Light Crossbow.

I was in the same position with my Witch for a while. From the DM's perspective, change a few Humans into Half-Elves. Not all. Just some. Smarter adversaries count for a lot, as well.

From the player's perspective, does he not have Evil Eye? This is how I made other characters shine instead of negating most encounters with Slumber. Evil Eye serves a dual-purpose, as well. You can try it against some opponents to make pseudo-Knowledge checks, while it also is one of the great force multipliers of the party.


Serisan wrote:
TriOmegaZero wrote:
Aid Another.

Light Crossbow.

I was in the same position with my Witch for a while. From the DM's perspective, change a few Humans into Half-Elves. Not all. Just some. Smarter adversaries count for a lot, as well.

From the player's perspective, does he not have Evil Eye? This is how I made other characters shine instead of negating most encounters with Slumber. Evil Eye serves a dual-purpose, as well. You can try it against some opponents to make pseudo-Knowledge checks, while it also is one of the great force multipliers of the party.

The player from what I am aware only has 2 hexes slumber and I don't know what the other one is maybe charm.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

I'm in the "ask the player to tone it down" camp. No need to reroll or nerf the ability, or anything like that. Maybe tweak some of the encounters a bit, sure, but just ask for a little restraint. I often build a "win button" into my characters for dire circumstances, but I don't pull it out every encounter. Just like I don't use all of my crazy GM knowledge about monsters and spells and such when I'm playing, because that just seems like overkill.
Of course, it's nice to be able to pull out a minor miracle when things are going to hell. Don't take that ability from your player, just ask them to use some restraint.


I would rather change my character than deal with a lot of house rules aimed specifically at me, or made because of me. I would also play down(not to my full ability) if it made the game better for the group, within reason of course. :)


Lynli Kelborn wrote:
I'm sure there has been a couple of different threads about this but I'm playing in the Kingmaker AP, one of the players is a witch that has the sleep hex. As a group we were able to go through a dungeon with little trouble over all especially since the witch was able to put a good majority of the bad guys to sleep, usually before they were able to act, which was very frustrating for the gm. So a couple of crazy house rule suggestions have been tossed around to try to balance things out. The player is willing to switch characters just to make things easy for everyone. So should the player switch characters or should some crazy house rule be put in place, possibly nerfing the character?

I played a witch once in a Kingmaker campaign, and found the Sleep hex was ruining encounters. I voluntarily stopped using the hex. Naturally, the first mob I didn't use the hex on was one that was immune to sleep. Sometimes you can't lose for trying.

I think the Sleep hex shouldn't be used againsta a single opponent since it can make what was to be a big fight anti-climactic. I don't see a problem with using it on one of several opponents.


Thac20 wrote:
I think the Sleep hex shouldn't be used againsta a single opponent since it can make what was to be a big fight anti-climactic. I don't see a problem with using it on one of several opponents.

This. The Witch class is meant for debuffing and crowd control. When there is a BBEG debuff him all you want, when there is a crowd use all the sleep/save-or-suck spells you please. When you start confusing it and use crowd control on a single target it can get less fun for your allies.


I'm with MaggieCat. The GM can come up with opponents immune to sleep... elves, undead, etc. Asking a witch not to use her best spell is a little like asking a fighter not to use his best weapon. I can't see any IC logic for it. Just make some of the BBEGs into elves and youre set.


Apocalypso wrote:
I'm with MaggieCat. The GM can come up with opponents immune to sleep... elves, undead, etc. Asking a witch not to use her best spell is a little like asking a fighter not to use his best weapon. I can't see any IC logic for it. Just make some of the BBEGs into elves and youre set.

Same here. The character should be wanting to win a fight as quick as possible. The GM is there to make sure the game is fun for everyone, and therefor be changing encounters to better fit all the players.


when I ran KM I had a witch in the party. For the first few levels she was owning fights, but later on when enemies got decent will save, and being within 30 feet became more dangerous it was less of an issue.

I still don't think it was as annoying as evil eye though.


oh look this issue again.... nothing new here...moving along...


My group's experience (party of 6-7, from levels 4-7 so far) is that the witch's slumber hex is far from OP - I've yet to see her land it against a BBEG as opposed to mooks.

IMHO the problem is that the witch slumber hex doesn't scale well at lower levels (DC = 10 + 1/2 witch level + INT modifier):

At level 1 the DC is 14 and CR 3 monster will have a good save of 6 (needs to roll an 8+ to save).
At level 5 the DC is 16 and a CR 7 monster will have a good save of 10 (needs to roll a 6+ to save).
At level 10 the DC is 20 and a CR 12 monster will have a good save of 15 (needs to roll a 5+ to save).

As time goes on the slumber hex will become less and less of an issue. Alternatively, the GM can work with the player and substitute an alternate hex (I'd suggest misfortune) and allow the witch to retake slumber at level 4 or 6.


Definitely change character if your defining move is putting balance out of whack. You can ask the GM to print out a diploma for beating the game if it makes you feel any better.

I had the same issue with my character in Kingmaker when I played a cleric/shadowdancer. My GM thought that the shadow was broken and wanted to either remove it or nerf it into the ground.

My argument was basically that my character had nothing else going for it, since it basically built around having the shadow as a companion and couldn't do much on her own. If it was getting nerfed to the point of uselessness I might as well reroll.

Apparently that was worse than the shadow, so we kept playing as per RAW although the GM wasn't happy whenever I got to use it. We TPK'd pretty hard only a few levels after I got it though, so I guess it wasn't that powerful.

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