Unbalanced party power


Advice

Dark Archive

I am GM'ing for a party of six players and having a worsening problem of balance within the party. The problem is that four of the players are new either to Pathfinder or to TTRPGs entirely. (I myself am coming back to it after not playing since 2.0.) The other two are veterans and built much more powerful characters than the other four.

They're dominating all the encounters and it feels like it's starting to suck the fun out of the game. I've got a paladin who never gets to do anything because the fully optimized inquisitor has already shredded every combatant on the field.

What should I do?


Well this might be a bit late that's for sure but many times a group that's part vets and part newer players can benefit greatly from making their PC's as a group where the vets can help the newer players in creating their PC's.

Something that can be done at this point? Allow the weaker PC's to trade out some glaringly bad choices if they like.

Though a lot of times it can be not so much the feats/abilities as it is the vets have a better grasp on tactics. This is harder to deal with.

Dark Archive

When this happens in my games, I always do a few things first.

1) Assess how well the newbies are acquainted with the rule set, and what parts of the rules they NEED to know for their PC's. Sometimes it's as simple as someone not knowing what the CAN do to help.

2) Have an honest (Private) discussion with your veterans, and kindly ask them to help mentor and try to engage more actively with the new players in game. To be fair, for realism sake maybe your player with the Inquisitor would be well to remember that the average Paladin is Charisma based (Meaning they would almost certainly be the ones leading any kind of non-hostile role play encounter, espescially when dealing with Good aligned NPC's and people of higher status), and much more resilient than even the tankiest Inquisitor would be. Every encounter being resolved by the divine bard before of the holy crusader of goodness and personality can get a word/sword in edgewise doesn't make any sense in the big picture.

3) Change your encounters such that the typical strategy the veteran players are using to steamroll with wont work, and that the party will have to play off the strengths these new players bring. Remember, no PC can be "optimized" against every situation, no matter how hard they try.

4) If none of these things work, or the players are unwilling to help, there is always the nuclear option of arming a few well prepared NPC's to hard counter against these optimized characters, or simply doing something to take them out of the battle. A well placed illusion will can very easily take a PC who is hasty combat out of the picture on the first round of initiative. Any spellcaster that can afford a few potions or magic items can easily afford to bring a specifically prepared scroll to "solve" a threat pretty handily. Also, fear effects.


If an inquistor can shred an entire encounter meant for six players, then the encounter wasn't challenging enough in the first place. Add more enemies!


Matthew Downie wrote:
If an inquistor can shred an entire encounter meant for six players, then the encounter wasn't challenging enough in the first place. Add more enemies!

He has a point. While Inq is one of my favorite classes its not that good. I hate to say this but have you taken a look at him to make sure everything is on the up and up?


Are you really telling us that most enemies are dead before everyone got one turn? If that's the case just up the bad guys 2 or 3 notches.

If the new guys just get less chance to shine you could tailor the treasure to their PCs a little. Like the next magic items are exactly their trademark weapons and happen to be a little stronger than the current stuff. (Might not work if the vets use the same weapons).

An example might be that the group finds a "weapon the pally uses" that is a consacreted weapon of his deity. So who could use it if not the pally? That it is +2 where everyone else just has a +1 weapon is pure coincidence.


Carbon D. Metric wrote:


2) Have an honest (Private) discussion with your veterans, and kindly ask them to help mentor and try to engage more actively with the new players in game. To be fair, for realism sake maybe your player with the Inquisitor would be well to remember that the average Paladin is Charisma based (Meaning they would almost certainly be the ones leading any kind of non-hostile role play encounter, espescially when dealing with Good aligned NPC's and people of higher status), and much more resilient than even the tankiest Inquisitor would be. Every encounter being resolved by the divine bard before of the holy crusader of goodness and personality can get a word/sword in edgewise doesn't make any sense in the big picture.

I definitely agree with this point. In a group with lopsided experience, the Vets should be helping out the new guys more.

Not making choices, but if the new player is up for a feat choice, give him a list of 8-10 feats to choose from, as opposed to 100+ that he might be going through. Helping through the mechanics of battle so they get combat down.


Could you please show us the builds?

Sovereign Court

Homebrew, module, or AP? Also, what was the point buy or rolling method?

Grand Lodge

I am surprised that the two veterans were not willing to give build advice to the newer players.

I consider myself a veteran of sorts, and often offer build advice to newer players.

In fact, when in a game of mostly newer gamers, I tend to focus on buffer builds, as I find my enjoyment hinges on the enjoyment of all.


As everyone else said, get the people who know how to make characters give some advice to the people who don't, and let them redo their builds. That's the best option really. Maybe also ask if the people who know the rules sit next to people who don't so they can try to help with questions the new players might have on how their abilities work.

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