How would u handle this 4 man group?


Advice


Hi all. My DM and group is in need of advice for a situation that got out of hand. We the players were told by the DM that he desired to have very challenging enemies that were well above normal CRs and that we should bring our "A game" while bringing something that we each will enjoy playing. The DM did this as he likes "epic" fantasy where ur up against it but feel the roleplay and danger, which was fine to me and the others. The problem was our characters were....

1)An angel kin lunar oracle with wolf companion that switch hits between melee and casting.
2) a half elven master summoner
3) a human archeologist skill monkey wielding a long sword (me)
4) a half orc Druid. Switch hits between spell and wild shape well.

So here the problem... we took a team of 4 and made it essentially a team of 7 + summons. Those summons then make it a 10+ party for a short time. And if we went crazy we can, thx to master summoner, have 12 summons/companions in play at once without anyone using a single spell slot. 14 is the practical limit with the others summoning.

How does the DM handle this? We STRUGGLED to get level 5 but once we got there we hit our stride and we are burying the DM in bodies. We haven't even got really silly and animated undead yet.

The group feels that we have made a bad situation that we did not intend and I seek the community counsel for what is the best solutio. Perhaps restart the campaign? If we changed characters what character should be changed? Anything is welcome as the group is scratching their heads on this.

FYI we r level 8 at this time.


You control how much influence your cohort/eidolon/animal companion has. If round times or power levels are getting out of hand, utilize your minions in a less overt way. Aid another is a valid support action. Have them hang back and protect their masters instead of dog-piling every fight. They can always jump in if the going gets tough.

The GM uses restraint all the time to keep the game flowing and interesting. The BBEG doesn't gather his entire army of minions, scry you out, then teleport in with a 30 CR fight. I feel like the players share some responsibility to keeping the game running smooth.

I'm an optimizer. I love building powerful characters. It's like a puzzle to me how to make some unique character concept as effective as possible. Not all the players at my table are. I could make builds that one-shot every encounter, but I don't because the game wouldn't be fun. Instead I sometimes make more interesting yet not 100% optimal choices in build and combat.

The point is this: if you feel like you need to be reigned in, reign yourself in. If you can't or don't want to, the only ways to restore balance are to rebuild the party or have the GM supercharge the encounters.

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personally, i don't think starting over would be necessary...

if the encounters are too easy the GM can always adjust them up (just add more baddies, switch in a couple with higher CR, and/or throw the advanced simple template on some of them).

plus, there are tactics that he probably hasn't thought of:

- an evil/enemy druid. hold animal (2nd) or dominate animal (3rd) are spells that could dramatically alter combat (if one of your companions starts attacking the party instead of the enemy).

- pretty much any caster with knowledge[planes]. summoned creatures can all (potentially) be dismissed with a single dispel magic, and you're high enough level now that the summoner/eidolon needs to worry about things like banishment (knowledge[planes] would provide the enemy with this knowledge and allow it to identify the eidolon and summoned creatures).

- environmental advantage. a fight in mist/smoke against enemies that can see through it is gonna be a huge challenge no matter how many pets are stumbling around missing things; a fight where PCs are attacked from the top of a cliff will take most pets out of the fight (or at least cost the party a couple rounds/spells to get fly on them).

- ranged combat. this is sort of connected to the previous one, but you're options for dealing damage at range seem pretty limited... any archers that start more than a round or 2 away from you will get to do quite a bit of damage before you even engage; add an environmental advantage (on a cliff, in trees, etc) and it'll be even worse; make them flying archers and you'll really be in trouble.

- targeted strikes. in a random skirmish the pets/summons are a big asset but against intelligent foes who can quickly make some judgements about the PCs they might not be as handy... archers/casters/ninja/whatever may just try to avoid them and focus fire on the summoner (since killing him gets rid of the eidolon for free, and he's easily identified by the glowing rune floating above his head), or the spell caster, or the guy who's song and dance routine seem to make the pets much more deadly...

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Renegadeshepherd wrote:
How does the DM handle this?

Prevention is the best medicine. If it's too late for that, it's not too late for Fireball.


Haven't been gaming for very long myself, but it seems that if you guys are all so displeased with the imbalance it shouldn't be too hard to contrive a solution you all like.

Our game utilizes a lot of "Handwavium". With a bunch of new players we don't exactly have a problem with being too killy with optimized characters, but we're all super-strategists so the CR does have to be amped up a lot of the time.

If you guys are playing a Module I guess I should keep my mouth shut because I never have, but if you're not I don't see why a story event couldn't happen that might put some kind of curse on your group? I know that's a bit extreme but isn't it better than restarting?

Ranax, totally agree about the puzzles, but I'm hopelessly fond of putting crippling weaknesses on my characters. Addictions, phobias, one of them is a Suli Sorcerer that was cursed to be a genie-of-the-lamp, she's actually more like a wonderous item. I don't know why I love playing with such limitations.

Edit to add: Totally agree with nate lange's suggestion about environment. Forcing you guys into unfavourable terrain with enemies that aren't negatively affected is a great way. Or one time our GM decided the enemies had a wealthy benefactor and gave them MUCH better gear. It was almost TPK from a group of level 2 goblins.


Well I don't know what alignment your group is summoning but a protection from X will prevent any of those from being effective.

Protection from X is pretty standard on all peeps in our game; a potion of protection prevents mind control as well.

This is a partial help because if you don't summon alignment based creatures it doesn't help much; but most of those outsider summons are pretty boss.


If the combats are too easy, you can do one of three things:

You can have harder enemies. Could be easy or difficult, depending on if the GM is writing his own stuff or if you're running an AP or other prewritten adventures.

You can rebuild your characters to be weaker or less complicated. Give the Druid a domain instead of an AC, make the Master Summoner a regular Summoner, and so on. It's up to you to use your experience and judgment to figure out which characters to weaken and by how much.

Finally, you could accept easy combats, and be more involved in the story, roleplay, and problem solving aspects of the game.

As an aside, you can't really focus fire a Master Summoner, there's no glowing bullseye rune when you're just using your SMX SLA.


My own current GM has a simple rule: no more than 3 creatures per player on the field, INCLUDING summons. It just gets silly sometimes. I know I will restrict people purely on administrative reasons.


Thx for the posts so far there is some good stuff here.

@Ranax: I reall like ur idea of not dog piling but saving the companions for aiding or protection. I think one reason we have overlooked this was because in the earliest levels dogpiling was essentially all we could to save ourselves. Now that we got a sweet spot I will confer that.

@Nate: I appreciate that breakdown and I agree. We have a few tactical situations but never two at one time. Ranged was by far the one that scared us the most as only summoned creatures was a legitimate answer to the problem but as u can imagine it cost numerous castings. So the characters had to pick much more slack there. Am curious about the targeted strikes portion. With rules as written would spellcraft, knowledge, or something be needed? More specifically with four caster potentially casting in the same round would a NPC by RAW be able to identify which person cast what or be able to tell what class they were?

@All: I personally would be cautious to amp up the CR too much, or at least the bosses. There is no exact formula for what we have been facing but I'd guess that we face a average CR rating of level+3 or 4 righ now. It wouldn't take much more to have opponents with BIG DR that even an army couldn't overcome, at least without more wealth.


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Step One, BAN Master Summoner....

There is no step 2.

Pretty much you have discovered the issue with that poorly designed class.

My DM allows no more than one pet/companion/summoned creature per PC, and no more than one summon spell per side active at any one time.

But I think what you need to do is talk to the Master Summoner player, see how attached he is, then ask the DM if a new PC can be brought in, instead.

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Renegadeshepherd wrote:
Am curious about the targeted strikes portion. With rules as written would spellcraft, knowledge, or something be needed? More specifically with four caster potentially casting in the same round would a NPC by RAW be able to identify which person cast what or be able to tell what class they were?

you can roll spellcraft to identify spells as they're being cast- its a non-action so you can roll for each caster and potentially identify all 4 each round (including who cast which). and, spellcraft or an appropriate knowledge should provide a decent guess at what kind of caster they are. spellcraft should tell you basically what classes can cast it, and let you pick up on things like whether they used a material component (most arcane casters), a divine focus (most divine casters), or nothing (sorcerers)... a knowledge check may be required to know those parenthetical facts, or to pick up on other clues like arcane + light armor=probably 6/9 caster (magus/bard/summoner), or floating rune=summoner, or divine + crappy leather/hide armor=druid.


DrDeth wrote:

Step One, BAN Master Summoner....

There is no step 2.

Pretty much you have discovered the issue with that poorly designed class.

My DM allows no more than one pet/companion/summoned creature per PC, and no more than one summon spell per side active at any one time.

But I think what you need to do is talk to the Master Summoner player, see how attached he is, then ask the DM if a new PC can be brought in, instead.

I'm les sure about this. The master summoner certainly brings the most summons and bodies but even as a regular summoner the group still brings 7 bodies.


I would enforce all the usual administration ideas:

Have your summons and companions all statted and printed out with your character sheet or they don't get used.

Get a pound of dice so that everybody has enough d20s to simultaneously roll everything once on their turn.

Possibly modify initiative with a house rule.
Have your players sit with the highest initiative character to the right of the DM and successively lower modifiers going counter clockwise around the table. Have the party roll one initiatve dice (highest or average modeifier, your call) vs the enemies one dice and then go in turns. Party-enemies-party-enemies.

Have the DM add more monsters to most encounters. You have to counter actions with actions, otherwise your monsters die in one round or wipe the party in one round.

get a big battle mat if you don't have one.

If things move smoothly in combat, then it should help the feel of the game. I think it is possible to still have fun and be challenged with your group of lots of dudes.


Renegadeshepherd wrote:
DrDeth wrote:

Step One, BAN Master Summoner....

There is no step 2.

Pretty much you have discovered the issue with that poorly designed class.

My DM allows no more than one pet/companion/summoned creature per PC, and no more than one summon spell per side active at any one time.

But I think what you need to do is talk to the Master Summoner player, see how attached he is, then ask the DM if a new PC can be brought in, instead.

I'm les sure about this. The master summoner certainly brings the most summons and bodies but even as a regular summoner the group still brings 7 bodies.

Sure. But how about no summoner at all?


The nice thing about summons, eidolons, and animal companions: You can use devistatingly lethal attacks on them and the end result is the character crying over their pet instead of the player crying over their character.


The DM just needs to send better enemies. Lots of enemies that have AOE attacks can clean up any party quite easily. He could send Ninjas that all use Vanishing Trick ninja trick.

I'd send more dragons, hell hounds, winter wolves, lycanthropes, and, above all, casters. Archer enemies can be overwhelmingly powerful at level 8.

To counter master summoners: many encounters instead of a single big encounter. Also, anti-magic fields. Poisons and diseases are all overwhelmingly powerful when used correctly.


I almost wiped a party of 7 with one shadow demon last week. Shadow evocation detonates FTW!


bfobar wrote:
I almost wiped a party of 7 with one shadow demon last week. Shadow evocation detonates FTW!

"KaaaAAAAAAAA-BOOOOOOOOOM!"

_
GAME OVER!
RETRY?


Despite I like Master summoners, I will also suggest that the player that made him should reroll with a regular Summoner or something else. If you are really good at playing fast you can still have a good time, but chances are that the game is slowing down.

Other than that, I would not say that your group is overpowered. The master summoner is a tremendous asset, but you lack a full arcane caster. This is a weakness that your GM can exploit if he gets serious at killing you. Instead of sending hordes of mooks and BBEGs that go down because of your superior action economy, he should use high lvl arcane casting in order to control the battlefield and cripple your players.


Renegadeshepherd wrote:
Hi all. My DM and group is in need of advice for a situation that got out of hand. We the players were told by the DM that he desired to have very challenging enemies that were well above normal CRs

This is the problem right here, IMO. The DM should adjust his encounters to the capabilities of the PCs, not the other way around.


Zhayne wrote:
Renegadeshepherd wrote:
Hi all. My DM and group is in need of advice for a situation that got out of hand. We the players were told by the DM that he desired to have very challenging enemies that were well above normal CRs
This is the problem right here, IMO. The DM should adjust his encounters to the capabilities of the PCs, not the other way around.

To a point, Zhayne, but that many critters really slows down combat- and other issues too. Note that it's one of the players who is posting and the rest agree : "The group feels that we have made a bad situation that we did not intend... "


Most of the suggestions we could reasonably make would be to the GM rather than the players. Are you sure your GM isn't lulling you into a false sense of security with some apparently too easy encounters? After all, your last few sessions should have shown him that you are ready for tougher encounters than he is currently giving you.

Is there any area your party has avoided because they seemed too dangerous? Now might be a good time to reconsider going there.


David knott 242 wrote:

Most of the suggestions we could reasonably make would be to the GM rather than the players. Are you sure your GM isn't lulling you into a false sense of security with some apparently too easy encounters? After all, your last few sessions should have shown him that you are ready for tougher encounters than he is currently giving you.

Is there any area your party has avoided because they seemed too dangerous? Now might be a good time to reconsider going there.

I think that he had relatively premade adventure , custom made, and in the last couple he underestimated the dogpile effect summons of lantern archon quality. Yes summon monster 1 and 2 is worthwhile but summon monster 3 is a definite sweet spot and gets better when u get 4 as u can dogpile lanterns with less castings. When we were level 1-5 we dogpiled to survive and had to get into the fight ourselves as Then the summons and animals were not enough on their own. Now the summons alone are enough to beat our CR. with animals we can sit back and enjoy about CR+1 or CR+2. Higher tan that we got to fight a bit. Even my archeologist can pseudo stall with mirror image.

AoEs are needed but then whatever used that is the first thing were goin to kill.

Side note: the players have not lived down the fact that at low levels I was the best "fighter". But now my poor archeologist is low on the combat pole.

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