Viggrizzor

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Organized Play Member. 8 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




I have a group of players that include a bard who can use Weird Words. They are about to fight a boss who has a thundering weapon. Can I have the boss' spellcaster cast Silence on the boss, negating the bard's attack and have the boss still use her Thundering polearm?


I don't really have a specific topic-I just want to rant a bit and maybe get some feedback. I'm currently running the Jade Regent campaign and we are in book 4. I have a couple of players who pride themselves on some really well thought out character builds-along with excellent craft item checks. One of them is a Cleric negative energy channeler that requires a DC 25 will save from everything in a 30 ft radius or they take 8d6 dm-that he then heals-and he can do this at least 12 times a day. (he sucks in everything else-I was only able to take him out with an army of archers-that were specifically targeting him).
I've also got a player Witch that can cast Icy Tomb Hex with a DC Fort save of 31. They were up against the Swine Shogun and the monster failed the save (I rolled a 1-it happens) in the second round of combat-and with dead minions-courtesy of the channeler-it's game over. I'm not trying to kill the players or be malicious, but I do get frustrated especially when I plan an exciting combat and it's over with a Hex that I think is broken (the boss would have had to roll a 20 to pass the save.)
So now the player (who's a good friend) is pissed off-I'm irritated with his legal and legit HeroLab builds and I don't know what to do. I'm not a newbie GM by any stretch-but I don't want to adjust the module to break the players because it's not fair-I pride myself on not too much metagaming and having the monsters have knowledge of the players that they shouldn't is just as bad as the opposite IMHO-but I'm not having a huge amount of fun and I don't want to adjust the module-I want them to feel challenged and come out victorious because of good roleplaying and exciting combat-not a "save or die" roll.
They player of the Witch did point out that I do have a bit of me vs. them mentality-that I want to "win" as the GM by killing players, so maybe that's part of it too-but I'm really just looking for feedback. Thanks for reading. I love the game and always have-I'm just wondering what to do-beyond sitting down with my buddy over a beer.