I'm a PC and I'm way too powerful


Advice

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Our group has a Rotating DM cycle. Every time we change DM's we have an entire new set of characters in an entire new world. Coming up in four weeks we will be returning to our original game.

The DM for this game has a past of giving each character one home brewed item or change to the character. I am concerned that he has gone to far this time and I specifically won't be able to be touched.

First off, I once was a paladin now the GM has home brewed a class called a "Harbringer of Pelor" My character had all of his paladin levels changed by having a divine after life intervention by Pelor. Pelor was brought back into the game.

Harbringer of Pelor is the best of both worlds of a Paladin / Cleric. All the spells of a cleric and paladin. BaB of a Paladin, Save of a Paladin, Abilities from both. Essentially my 10th level "Harbringer" is a 20th level character.

Next I was given a Bless that gives me an additional 1d6 Holy damage to any enemy I strike, if it is an evil outsider it does an additional 2d8. Along with this bless I have a large amount of additional smites. 9/day

Another special Item I was given was a Tabard of the Scarlet Rose. This Tabard Gives a DR 2/- That stacks with other DR such as adamantite. +3 AC to stack on armor. And Shield other level 5 3/day.

ALSO, He has made me a half celestial. On top of the rest of this he has given us obtuse amounts of gold.

I am level 10 running around with a +10 Weapon, +5 adamantite armor, and a unnecessary amount of magical items.

Wait, I almost forgot. He also gave me a Staff of Light (Homebrewed with 12 or so spells on it)

My character has gone through what started as deadly situations to now a walk in the park.

How do I make my DM Realize that he has given out to much and gone to far?

Dark Archive

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would just tell him the next time you see him that you believe that you are way too powerful, if he does not believe you, get one (or two) of the other players together and discuss whether they believe that you are very powerful. If they agree then have them help you convince the DM.

If, in the end, he decides that you are not too powerful, then find a roleplaying reason to not use all of your resources all the time.

Who knows, the DM may be making you super-powerful so that the party CAN trudge through 10-20 encounters a day by making you the bastion of the party.


Congratulations, you have been subjected to the Artifact Sword fix, something known to happen once non full spellcasters reach level 10 and would still like to keep playing the game!

What? You want to return your grand prize? What do you want to do that for? You do know what you're up against here right?

Well, if you're sure I'll make this easy for you.

Rocks fall, Paladin dies.


I suppose I forgot an important part of my question. The DM Claims to be making up his own encounters to create a major challenge to counter act the groups power. But it is not just me that is overpowered. Our wizard just got a staff in our off session RP that makes a staff of the Magi look like a tooth pick.

Everyone in the group is just as powerful. There are 6 of us. The only reason one person has died was because he stepped on a 40 d6 trap.

The DM's creation of BBEG's and Monsters have been a joke.Myself and another player have brought it up to our DM that we are way to strong.

On the Role playing aspect, it would seem that I am one of the few people who "Role Play" or ask questions before killing. All my "Role playing" has got me has been "Shut up and go with it."

hack and slash has been an understatement of the game.

I don't want to hurt the DM's feelings but overpowered walks on imaginative beaches aren't why I play the game. >_<


Zenyu wrote:


How do I make my DM Realize that he has given out to much and gone to far?

Depends on how your DM likes to be criticized. The other question is what benefits has he given to other players?

Two classes as one is a gestalt character and I've run campaigns like that in the past. If they are well planned it's fine, but there is a slow down as everyone has more rules to search through.

If any one character becomes too powerful all encounters tend to focus on that character and make the game feel boring or non climatic to others.

Personally I'd point out to the DM how powerful your character has become and suggest a way to tone it back down to match everyone else.

A pathfinder option for clerics is to give them a full base attack bonus in exchange for their domain access (no powers or bonus spells). If he simply wants you to be more "cleric" like after your divine experience I'd suggest the following.

Channel Energy now only requires 1 use of lay on hands instead of 2.

You gain domain access to 1 domain of Pelor (choose what they are) granting you the domain powers and bonus spells to your spell list.

The blessing would be something on its own, maybe allow you to sacrifice a lay on hands attempt to add 1d6 holy damage and align your weapon for 1 minute.

The half celestial part works itself out due to the pathfinder rules, don't worry too much about it.

The Tabard could instead give you shield other 2/day and 2 extra smite attacks.

The gold...just donate it your faith in the name of Pelors ever shining light.

Just make sure everyone is as powerful as the next person or roughly so to avoid player problems, game problems are far easier to contend with.


Mistah Green wrote:

Congratulations, you have been subjected to the Artifact Sword fix, something known to happen once non full spellcasters reach level 10 and would still like to keep playing the game!

What? You want to return your grand prize? What do you want to do that for? You do know what you're up against here right?

Well, if you're sure I'll make this easy for you.

Rocks fall, Paladin dies.

Complete and total bunk with no facts to support it.

Liberty's Edge

I'm sorry if I offend anyone out there, but this story reminds me of when I used to play D&D at 10-12 years-old. LOL! Ahem. Sorry. :(

You just need to take him aside and say "you've made me too powerful." I would also explain that you appreciate the gifts, but you'd rather he support your ideas for your character build, rather than build the character for you. A character with too much DM stamp on it ceases to be a PC and becomes an NPC you're playing for the DM.

If you prefer the passive aggressive approach, go on an in-game rampage for a few games, destroying everything, then say, "I may be too powerful. Perhaps we should scale this back."

Your choice.

Dark Archive

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Zenyu wrote:

I suppose I forgot an important part of my question. The DM Claims to be making up his own encounters to create a major challenge to counter act the groups power. But it is not just me that is overpowered. Our wizard just got a staff in our off session RP that makes a staff of the Magi look like a tooth pick.

Everyone in the group is just as powerful. There are 6 of us. The only reason one person has died was because he stepped on a 40 d6 trap.

The DM's creation of BBEG's and Monsters have been a joke.Myself and another player have brought it up to our DM that we are way to strong.

On the Role playing aspect, it would seem that I am one of the few people who "Role Play" or ask questions before killing. All my "Role playing" has got me has been "Shut up and go with it."

hack and slash has been an understatement of the game.

I don't want to hurt the DM's feelings but overpowered walks on imaginative beaches aren't why I play the game. >_<

I hate to ask this but do you like how the game plays?

Or would you rather have a more roleplaying centered game?

If you really don't like how the game is going (hack-n-slash) bring it up with the DM...

If that doesn't work...

Well you need to decide if the game is right for you, if not then you may need to find a new game. Or perhaps DM your own?

Liberty's Edge

You can always retire from the adventuring life.


I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".
When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.


AvalonXQ wrote:

I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".

When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.

Actually, I appreciate that. Only because I would go out my way to point that out. I was actually thinking about the proper use of "To, Too" while typing this.

Liberty's Edge

AvalonXQ wrote:

I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".

When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.

I'm "terribly" offended. (No one talks like that, by the way.) You're incredibly rude. I'm sure there's a grammar thread somewhere missing you terribly.


dusparr wrote:
Zenyu wrote:

I suppose I forgot an important part of my question. The DM Claims to be making up his own encounters to create a major challenge to counter act the groups power. But it is not just me that is overpowered. Our wizard just got a staff in our off session RP that makes a staff of the Magi look like a tooth pick.

Everyone in the group is just as powerful. There are 6 of us. The only reason one person has died was because he stepped on a 40 d6 trap.

The DM's creation of BBEG's and Monsters have been a joke.Myself and another player have brought it up to our DM that we are way to strong.

On the Role playing aspect, it would seem that I am one of the few people who "Role Play" or ask questions before killing. All my "Role playing" has got me has been "Shut up and go with it."

hack and slash has been an understatement of the game.

I don't want to hurt the DM's feelings but overpowered walks on imaginative beaches aren't why I play the game. >_<

I hate to ask this but do you like how the game plays?

Or would you rather have a more roleplaying centered game?

If you really don't like how the game is going (hack-n-slash) bring it up with the DM...

If that doesn't work...

Well you need to decide if the game is right for you, if not then you may need to find a new game. Or perhaps DM your own?

The game started out very interestingly but, then took a turn towards the "LOLBRO I GOTS SWORD OF DOOM" road.

I am good friends with the DM outside of sessions and I have pointed it out to him numerous amount of times to bring in more roleplaying. Which he has gotten better at but still is no where near par.

I am trying to get my foot in the door to take a spot in the rotating cycle. With my foot in I plan to force them to roleplay in some sense, because many players haven't ever been put on the spot for it.


"I ... am a gawd."

"What? No you're not."

"Not THE God, just A gawd."


Zenyu wrote:
I am trying to get my foot in the door to take a spot in the rotating cycle. With my foot in I plan to force them to roleplay in some sense, because many players haven't ever been put on the spot for it.

WHOA DUDE TIME OUT!

Are you sure you want to force someone else to do things your way?

This is very close to "Bad/wrong fun", while I agree that if you aren't having fun you should try to help change things some -- but it could be everyone else is enjoying the way things are... please be sure to double check before you "force" something that might not be wanted onto other people.

I tell you missionaries -- Sheesh!

Dark Archive

Pathfinder Roleplaying Game Superscriber

To me this sounds more like a conflict in game style or wants from the game. Sounds like the OP is looking for a more role playing, basic fantasy game. While the DM wants to run a high powered high fantasy hack and slash.


Zenyu wrote:

I suppose I forgot an important part of my question. The DM Claims to be making up his own encounters to create a major challenge to counter act the groups power. But it is not just me that is overpowered. Our wizard just got a staff in our off session RP that makes a staff of the Magi look like a tooth pick.

Everyone in the group is just as powerful. There are 6 of us. The only reason one person has died was because he stepped on a 40 d6 trap.

The DM's creation of BBEG's and Monsters have been a joke.Myself and another player have brought it up to our DM that we are way to strong.

On the Role playing aspect, it would seem that I am one of the few people who "Role Play" or ask questions before killing. All my "Role playing" has got me has been "Shut up and go with it."

hack and slash has been an understatement of the game.

I don't want to hurt the DM's feelings but overpowered walks on imaginative beaches aren't why I play the game. >_<

If this were a 3.5 game I'd identify with you. But PF does naturally gravitate towards mindless flash and slash (though it usually does so via all caster parties, not increasing wealth dramatically).


The sky is falling!!! The sky is falling!!! Chicken little, please shut yer trap.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Kerym Ammath wrote:
The sky is falling!!! The sky is falling!!! Chicken little, please shut yer trap.

What was the point of this post?


Abraham spalding wrote:
Zenyu wrote:
I am trying to get my foot in the door to take a spot in the rotating cycle. With my foot in I plan to force them to roleplay in some sense, because many players haven't ever been put on the spot for it.

WHOA DUDE TIME OUT!

Are you sure you want to force someone else to do things your way?

This is very close to "Bad/wrong fun", while I agree that if you aren't having fun you should try to help change things some -- but it could be everyone else is enjoying the way things are... please be sure to double check before you "force" something that might not be wanted onto other people.

I tell you missionaries -- Sheesh!

Force may have been the wrong word. Let me rephrase this.

In all the groups I have ever played for D&D or PF. The question why has never been asked. And the Why Not has never been answered.

One does not simply work for the king. There is a process in which you are selected to work for the king.
Puzzles are not simply a roll of the dice to figure out, but a chance for minds to collaborate towards a common goal.

If players start a campaign at a level higher than one, they did not simply originate at that level. They had a past, or how some would say a story.

This might just be me, but when I am apart of a roleplaying group I think of it as writing a story with a large group of people that you get to interact with and delve as far as you wish. Not just a game that you kill stuff to beat the game.


Oh I understand the why of what you are doing -- and don't really disagree with it -- it's the how and to whom I'm concerned for.

I've seen great groups go down in flames when someone in them decides they are going to "teach" everyone else so they'll stop doing things with "bad/wrong fun".

I agree that the "why" is very important and enjoy developing backstory, current story and future possibilities very much -- I think it is part of the richness of the RPG experience -- I only urge caution at the "forcing" part -- it could be the group doesn't worry about the "why" because to them it's a headache they don't want to deal with.


Zenyu wrote:

Our group has a Rotating DM cycle. Every time we change DM's we have an entire new set of characters in an entire new world. Coming up in four weeks we will be returning to our original game.

The DM for this game has a past of giving each character one home brewed item or change to the character. I am concerned that he has gone to far this time and I specifically won't be able to be touched.

First off, I once was a paladin now the GM has home brewed a class called a "Harbringer of Pelor" My character had all of his paladin levels changed by having a divine after life intervention by Pelor. Pelor was brought back into the game.

Harbringer of Pelor is the best of both worlds of a Paladin / Cleric. All the spells of a cleric and paladin. BaB of a Paladin, Save of a Paladin, Abilities from both. Essentially my 10th level "Harbringer" is a 20th level character.

Next I was given a Bless that gives me an additional 1d6 Holy damage to any enemy I strike, if it is an evil outsider it does an additional 2d8. Along with this bless I have a large amount of additional smites. 9/day

Another special Item I was given was a Tabard of the Scarlet Rose. This Tabard Gives a DR 2/- That stacks with other DR such as adamantite. +3 AC to stack on armor. And Shield other level 5 3/day.

ALSO, He has made me a half celestial. On top of the rest of this he has given us obtuse amounts of gold.

I am level 10 running around with a +10 Weapon, +5 adamantite armor, and a unnecessary amount of magical items.

Wait, I almost forgot. He also gave me a Staff of Light (Homebrewed with 12 or so spells on it)

My character has gone through what started as deadly situations to now a walk in the park.

How do I make my DM Realize that he has given out to much and gone to far?

This sounds like a new DM giving out way too much power. I used to be that guy. I would try to get the group to calm him down. I would hate for him to have to learn the hard way like I did.


Dark_Mistress wrote:
Kerym Ammath wrote:
The sky is falling!!! The sky is falling!!! Chicken little, please shut yer trap.
What was the point of this post?

In reference to the post preceding it.

Liberty's Edge

Pathfinder Battles Case Subscriber

Have you and the rest of the party considered simply not using these incredibly powerful items and abilities?

There's no rule that says you have to use all of your abilities or the most powerful weapons at your disposal.

Use that fruity tabard to wrap a ham and pull out a simple +1 flaming longsword the next time you get in a fight. If your DM asks why you're not using your +12 Righteous Blade of Monty Haul, tell him it's boring.

Hell, you could just sell off all that junk, pick up some level-appropriate gear and give the remainder of your gold to charity or buy an orphanage.


Velcro Zipper wrote:

Have you and the rest of the party considered simply not using these incredibly powerful items and abilities?

There's no rule that says you have to use all of your abilities or the most powerful weapons at your disposal.

Use that fruity tabard to wrap a ham and pull out a simple +1 flaming longsword the next time you get in a fight. If your DM asks why you're not using your +12 Righteous Blade of Monty Haul, tell him it's boring.

Hell, you could just sell off all that junk, pick up some level-appropriate gear and give the remainder of your gold to charity or buy an orphanage.

Hm... I would recommend a brothel. They could use the paladin's abilities more I wagger... what with remove disease, fatigue and exhaustion and what not.

Then he can donate a large portion of the profits to an orphanage.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Somehow I knew this thread would be a riot.


Velcro Zipper wrote:

Have you and the rest of the party considered simply not using these incredibly powerful items and abilities?

There's no rule that says you have to use all of your abilities or the most powerful weapons at your disposal.

Use that fruity tabard to wrap a ham and pull out a simple +1 flaming longsword the next time you get in a fight. If your DM asks why you're not using your +12 Righteous Blade of Monty Haul, tell him it's boring.

Hell, you could just sell off all that junk, pick up some level-appropriate gear and give the remainder of your gold to charity or buy an orphanage.

For some reason whenever you attempt to get rid of a +10 holy sword of pwnage it magically appears back in your bag


Abraham spalding wrote:
Velcro Zipper wrote:

Have you and the rest of the party considered simply not using these incredibly powerful items and abilities?

There's no rule that says you have to use all of your abilities or the most powerful weapons at your disposal.

Use that fruity tabard to wrap a ham and pull out a simple +1 flaming longsword the next time you get in a fight. If your DM asks why you're not using your +12 Righteous Blade of Monty Haul, tell him it's boring.

Hell, you could just sell off all that junk, pick up some level-appropriate gear and give the remainder of your gold to charity or buy an orphanage.

Hm... I would recommend a brothel. They could use the paladin's abilities more I wagger... what with remove disease, fatigue and exhaustion and what not.

Then he can donate a large portion of the profits to an orphanage.

This is the best idear, I have ever read. It would be a good way to recruit those in the name of pelor.

Sovereign Court

"Pelors House of Ill Repute"

We provide religous experiences ... even where the sun doesn't shine


Zenyu wrote:
Abraham spalding wrote:
Velcro Zipper wrote:

Have you and the rest of the party considered simply not using these incredibly powerful items and abilities?

There's no rule that says you have to use all of your abilities or the most powerful weapons at your disposal.

Use that fruity tabard to wrap a ham and pull out a simple +1 flaming longsword the next time you get in a fight. If your DM asks why you're not using your +12 Righteous Blade of Monty Haul, tell him it's boring.

Hell, you could just sell off all that junk, pick up some level-appropriate gear and give the remainder of your gold to charity or buy an orphanage.

Hm... I would recommend a brothel. They could use the paladin's abilities more I wagger... what with remove disease, fatigue and exhaustion and what not.

Then he can donate a large portion of the profits to an orphanage.

This is the best idear, I have ever read. It would be a good way to recruit those in the name of pelor.

It's part of my secret plot to get all paladins to convert to my PrC -- The Pimpadin

Dark Archive

AvalonXQ wrote:

I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".

When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.

Wow, someone who's more of a pedant than me...

Also, it is Harbinger, not Harbringer ;)


Abraham spalding wrote:


It's part of my secret plot to get all paladins to convert to my PrC -- The Pimpadin

Please tell me that you are going to provide a write-up of that Prestige Class.

*grins*


Bruno Kristensen wrote:
AvalonXQ wrote:

I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".

When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.

Wow, someone who's more of a pedant than me...

Also, it is Harbinger, not Harbringer ;)

300% Positive it says Harbringer on my Sheet. Which is from the DM himself.


Ziesstra T'sarran wrote:
Abraham spalding wrote:


It's part of my secret plot to get all paladins to convert to my PrC -- The Pimpadin

Please tell me that you are going to provide a write-up of that Prestige Class.

*grins*

Yup but the prequisites are a little high -- for example you have to have the unarmed strike feat, divine mount and you *must* buy jeweled armor for the mount -- but you get a really kicking hat for free at first level.


You never know, he might be a bringer of har... do things make a funny noise when you squish them?

Anyhoo... my thoughts? If the DM can make appropriately world shattering encounters, this could work.
It's the equivalent of playing Epic levels without having to deal with epic level math silliness.

If everything does become just a cakewalk, well, yeah.. not so much fun.


Abraham spalding wrote:
Ziesstra T'sarran wrote:
Abraham spalding wrote:


It's part of my secret plot to get all paladins to convert to my PrC -- The Pimpadin

Please tell me that you are going to provide a write-up of that Prestige Class.

*grins*

Yup but the prequisites are a little high -- for example you have to have the unarmed strike feat, divine mount and you *must* buy jeweled armor for the mount -- but you get a really kicking hat for free at first level.

That is perfect! I can only hope Wayne Reynolds is available to do the illustration for your Pimpadin PrC guide ;)


[QUOTE="
It's part of my secret plot to get all paladins to convert to my PrC -- The Pimpadin

Now I splashed tea everywhere...


Bruno Kristensen wrote:
AvalonXQ wrote:

I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".

When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.

Wow, someone who's more of a pedant than me...

Also, it is Harbinger, not Harbringer ;)

and it is also "than I"


Zenyu wrote:

Everyone in the group is just as powerful. There are 6 of us. The only reason one person has died was because he stepped on a 40 d6 trap.

The DM's creation of BBEG's and Monsters have been a joke.Myself and another player have brought it up to our DM that we are way to strong.

40d6 traps.=> average 200 damage.

Level 10 party.

You provided your own answer.

He _MEANS_ to challenge you properly, but obviously fails to do so with the stuff he creates.
Technically, it's still quite possibly to challenge you, but it will take quite an effort on his part.
You can give him some time for him to get things right...basically consider yourselves as an "epic" group...problem with that being that many DM's are not quite "fit" for challenging epic groups.

Also happens to the best, forgetting a creative player has this or that ability/spell/immunity ruined some very high level encounters i created.
But getting it right MOST of the time is whats important. Seems your DM does not. Either fix everything up or give him time to "learn"/adjust, i guess.


Dark_Mistress wrote:
To me this sounds more like a conflict in game style or wants from the game. Sounds like the OP is looking for a more role playing, basic fantasy game. While the DM wants to run a high powered high fantasy hack and slash.

I agree, although I'd add "making up stuff as he goes along" to the description of the DM's style; I'm not keen on that kind of game, but some people like it. There's really not much you can do about it without saying "do it my way, not your way".


TriOmegaZero wrote:
Somehow I knew this thread would be a riot.

I know right? Guess he doesn't want to stay viable. If it were me I would give him the DM Stare (tm) and ask "Are you sure?"

And if he still persisted show him what 11+ play is like. It won't take long.

At least he isn't a Duelist though. Then it would be even worse.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Mistah Green wrote:


If this were a 3.5 game I'd identify with you. But PF does naturally gravitate towards mindless flash and slash (though it usually does so via all caster parties, not increasing wealth dramatically).

Your typical troll response. Having played Pathfinder Society and not some homebrew mismash of Pathfinder and 3.5, I've found that nothing can be farther from the truth.

1. It's players and/or the GM who make the game hack and slash, and that can happen in ANY ruleset. The Pathfinder Society modules I've been playing have been anything but.

2. Fighter, Paladins, and Rangers are hardly the Butt Monkey sidekicks to casters that Green seems to be intent on harping on. If they are in Green's cases, that may more attest to the faults of the WOTC products that his Pathfinder games are saddled with. Did Pathfinder totally address the imbalance between casters and noncasters. No... no change short of what was done with 4th edition could do that. However I'd argue that the gap was significantly lessened. as long as Pathfinder games are kept free of WOTC splat. I can not emphasise sufficiently how important that last is. Much of the imbalance and entropy of 3.x came from the supplemental material that was tacked on to the core set of rules. It's not that ALL WOTC splat material is a poison pill, but each has to be checked very carefully before deciding to incorporate, the magic spells in particular.


MordredofFairy wrote:
Zenyu wrote:

Everyone in the group is just as powerful. There are 6 of us. The only reason one person has died was because he stepped on a 40 d6 trap.

The DM's creation of BBEG's and Monsters have been a joke.Myself and another player have brought it up to our DM that we are way to strong.

40d6 traps.=> average 200 damage.

Level 10 party.

You provided your own answer.

He _MEANS_ to challenge you properly, but obviously fails to do so with the stuff he creates.
Technically, it's still quite possibly to challenge you, but it will take quite an effort on his part.
You can give him some time for him to get things right...basically consider yourselves as an "epic" group...problem with that being that many DM's are not quite "fit" for challenging epic groups.

Also happens to the best, forgetting a creative player has this or that ability/spell/immunity ruined some very high level encounters i created.
But getting it right MOST of the time is whats important. Seems your DM does not. Either fix everything up or give him time to "learn"/adjust, i guess.

1. How does 40d6 average to 200? 40*3.5 = 140

2. When he means to challenge us it is either instant death from something we have no chance of avoiding, or more instant death that cannot be avoided.


You're either enjoying the game or you're not. If you're not enjoying yourself, then you have a decision to make. You can either quit the game and try to find another, or you can attempt to talk to the DM/group about the monty haul campaign style and how you don't find it enjoyable.

I've played in games that were completely over the top, and they can still be fun if approached with the right mentality. In one module the characters were 100th level (1st ed maybe?) but someone else made up my character idea first (old school barbarian) so I asked if I could play a solar instead. The DM agreed and I had a blast up until the end when it all went sideways.

In another game the DM actually ran a Monty Haul campaign, and placed one of every magic item listed in the DMG (including epic items like the Eye and Hand of Vecna and the Invulnerable Coat of Arnd) in the campaign. The trick was getting them away from their current owners. ;)

Point being you can see about making your own fun, even if combats are either cakewalks or death matches. If it's just no fun, however, it's time to effect change. Good luck!

The Exchange

I played in a game like this a few years ago. The DM kept giving us bonus feats and custom magic items that were way too powerful for our low level PCs. It got so bad, I even tried to refuse some things but he insisted.

I played for a few months, but eventually moved on to another group.

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Your DM can be setting you up to teach you a lesson? Maybe.

I can think of amagic item that would pwn the description of the party so far, as long as they were in a small room. Then send in a few low level guys to mop up the party. Dust of sneezing and choking (if you breath you are stunned for 5d4 round even if you make your save) then send in a few shadows (young advanced fiendish still CR 3 with +12 incorporal touch to do 1d6 str) Unless you already had deathward up your party are now shadows.

Or he is going to hit you with a mage's disjunction and wipe all your items and make you feel dirt poor again.

Two thing I would think of doing if I over loaded a party down with loot.


OgeXam wrote:

Your DM can be setting you up to teach you a lesson? Maybe.

I can think of amagic item that would pwn the description of the party so far, as long as they were in a small room. Then send in a few low level guys to mop up the party. Dust of sneezing and choking (if you breath you are stunned for 5d4 round even if you make your save) then send in a few shadows (young advanced fiendish still CR 3 with +12 incorporal touch to do 1d6 str) Unless you already had deathward up your party are now shadows.

Or he is going to hit you with a mage's disjunction and wipe all your items and make you feel dirt poor again.

Two thing I would think of doing if I over loaded a party down with loot.

Gawds help the campaign if a group of players become free-willed shadows ... although it could be pretty fun for a session or three. :)

The Exchange

Mistah Green wrote:

I know right? Guess he doesn't want to stay viable. If it were me I would give him the DM Stare (tm) and ask "Are you sure?"

And if he still persisted show him what 11+ play is like. It won't take long.

At least he isn't a Duelist though. Then it would be even worse.

More rubbish from Mistah Green. Obvious troll is obvious.

Back on topic: As others have mentioned, I'd bring it up before the next session. Let him know that your personal preference is to play closer to the standard power levels, because most of the fun comes from overcoming the challenges that the campaign throws at you. Being totally godlike takes away the challenge, and thus takes away the fun.


Important question - how other players are reacting to this? Did the GM gave ubergoodies to everyone (or seems to plan to do so)? Are other players fine with this or feeling similar to you?


[answering the OP]
Uhmm, I understand your problem.
That GM changed the game and did it wrong. Looks like he has no idea how much overpowered you are and how to challenge the PCs, CRs and encounter generation rules are almost useless now.
I don't know what your GM tries to acomplish with those changes, looks like the only outcome is making things harder for the GM and not fun for the players.
I would ask him why is he using those house rules. If he pretends to have a party of Supermen he failed, you are just a bunch of guys with a lot of magic items in a world with traps that deal 40d6 damage, same stuff, different numbers.
If someone makes a lot of modifications he should have a clear idea about how it changes the game, doesn't seem to be the case.

The good thing is that the next GM won't have to deal with all previous errors (If I understand how you guys run your games)

IMHO someone that comes with that kind of game won't change his mind because the players are unhappy and may get offended if you tell him all the problems with that campaign -which will make things even worse. Tell him basic things that make the game boring, like encounters being too easy. Let him run his little experiment until the campaign ends, he should realize what's going wrong and change his mind the next time he GMs.

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