How to deal with OP concepts


Advice

Grand Lodge

Hey folks. It looks like I'm about to GM my very first long term campaign so a few random concerns have popped into my head. It boils down to two questions:

1. What are some very powerful/annoying builds you've come across as a player or GM? (i.e. summons focused casters clogging up the battle field)

2. How did you or the GM counterbalance the build? (anti-summoning magic, readied actions to force a concentration check, etc.)

I don't want to outright deny my players things they want to play, but I want to walk in prepared with compromises and/or an agenda in order to ensure everyone at the table has a good experience and not just the min/max'd shenaniganer.


BennActive wrote:

Hey folks. It looks like I'm about to GM my very first long term campaign so a few random concerns have popped into my head. It boils down to two questions:

1. What are some very powerful/annoying builds you've come across as a player or GM? (i.e. summons focused casters clogging up the battle field)

2. How did you or the GM counterbalance the build? (anti-summoning magic, readied actions to force a concentration check, etc.)

I don't want to outright deny my players things they want to play, but I want to walk in prepared with compromises and/or an agenda in order to ensure everyone at the table has a good experience and not just the min/max'd shenaniganer.

Off the top of my hand I would be prepared for powerful archery builds, specifically the ranger. While not OP they are potent and can catch a DM off guard if he is not fully aware of the power archery brings in pathfinder. But it's simple enough to counter; weather, sundering, deflect arrows, etc.


1. At the lower levels, hilarious AC was a problem for my GM. The issue he ran into was the things that could hit me were pretty much auto-hits on my allies (at level 4, nine point difference between my AC and the lowest in the party-- which was the Fighter's, because I have the arcane full caster-- four point difference between mine and the next highest).

There's some Touch AC in these levels but it's tricky to find things that can target Touch and aren't either really squishy or obnoxiously strong at this level. Flat-footed can be tricky to pull off. In the end I made some tweaks to bring her AC down-- still ridiculous but not nearly as drastic of a spread. He didn't actually ask me to do this, I volunteered to.

2. Again at the low levels-- Color Spray. If the Wizard/Sorcerer/whatever can make himself not-squishy, Color Spray can trivialize encounters that aren't set up with it in mind. Groups of enemies are generally the most effective, but unless they're seriously spread out nailing 2-3 shouldn't be too difficult and that just cut the encounter in half.

Didn't help that literally our entire campaign world is underground, so there are lots of narrowish tunnels to merrily exploit with Cone spells.

GM and I talked, and while he didn't say "you have to retrain that spell", it was causing enough frustration for him that I tagged it out earlier than I'd planned to. Alternately, don't start at such low levels, or incentivize the squishy Wizard to not get that close (assuming he is squishy-- my character is not). Save-or-dies are odd, because there's a really good group one at the low levels, a bunch of group ones at the high levels, and spell levels 2-8 have few to no area SoDs (save or sucks like Cloudkill are a different matter, but Cloudkill only makes life suck, it doesn't put your on your back immediately).

Those are really the big two I've personally experienced relatively recently. In the larger scheme though, what I really think you need to do...

Figure out the characters in your party do or want to do in combat, and understand what they do and how they do it-- and what they're vulnerable to. For example, my GM knows that my current character uses Cold-based evocation as her primary offense, backed by a smattering of control oriented spells (the majority, but not all, of which target the Will save) and some combat Necromancy. She isn't going to be fond of cold-subtyped creatures, especially if they also have a good Will save-- and a Cold-subtyped Undead all but shuts her offense down. That stuff will be true at literally every level

Does that mean that every encounter has her counters? Of course not. But if the GM decides he needs to make sure his BBEG lasts a while in a fight, throwing a Vampiric White Dragon at her will sure as hell do the job.

Do the same for each of your players. Understanding what their characters want to do lets you plan much more effectively. We can give you advice on how to handle things like Dazing Spell blaster-casters, but that only helps you if there's one at your table.


Even moreso than having a contingency plan for any powerful or hyper-effective build is having a strong understanding of what every character is capable of doing.

I suggest that you make sure everyone submits their characters to you a week or so before your first gaming session. Talk to each player about the planned direction they have for their characters, how they plan on roleplaying that character, and how the player envisions the character working mechanically. After that, take the time to read up on each character class, archetype, race, feat, trait, etc. that the player has built into his or her character. Go over these characters several times until you have a comfortable understanding of each character's capabilities. Take the time to consider potential weaknesses and strengths of each character, and consider how the characters complement or detract from one another.

At this point, you should be safe to actually start playing.

However, you should still take 10-15 minutes at the beginning of every session, while everyone else is chit-chatting, to pick up every character sheet and re-familiarize yourself with each one. Pay extra special attention each time the characters level up so you can be aware of the new capabilities of each character, as well as new spells, and new equipment.

Having this familiarity with the characters can only help you create a better gaming atmosphere for your players, assuming you're going into the game with a cooperative gaming experience attitude (as opposed to a confrontational or competitive attitude towards the players). Knowing the capabilities of the party as intimately as possible can help prevent what you thought would be an easy encounter wiping out the party, or what you thought was going to be the ultimate boss battle being a one round joke for the party.


Don't worry about it until you know what your players are going to be. Afterwards, if they prove to be too powerful in comparison to the rest of the party then you can adjust tactics to negate them some of the time. Just don't do it too much. You just want everyone to have a chance to shine.


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Watch out for summon-monster types -- they're not superlatively powerful but they can bog down gameplay. insist that the guy summoning monsters have all the statblocks conveniently to hand and run them fast and well.

No single tough monster is immune from one-shot knockouts. Have mooks! Or pairs of monsters. Single BBEGs don't work well in tabletop.


There are a lot of things that can seem to be overpowered. A Kitsune sorcerer can pump out DCs around 20 for a 1st level spell at level one. Archers can decimate anything in view. I would plan encounters to allow the players to do their thing but not wreck the story. So more enemies and spread them around the field a bit. Remember how things can affect line of sight and line of effect, miss chances, cover/concealment. Most tables i've been at are horrible at remembering allies can block shooting lanes with soft cover. In general remember that the players should be winning and keep in mind the story you want to tell. Game of Thrones them if they are unstoppable in battle. You know that one Stark that won every fight and lost the war? Let that be them (just for a little while, never go full Red Wedding on your players).

Grand Lodge

I appreciate the general advice comments, but that's not the focus of this thread. I'm not a newbie GM and had already planned to do most of the advice that's been given. I made this thread partially as a fun thread to hear wacky builds and stories from games.

Edit: but again, I do appreciate everything that's already been posted. It's good to hear again.

Sovereign Court

It depends a lot on the kind of game you are making tho. It is the general point.

A crit build could be very strong in a humanoid centered campaign, while totally useless in a campaign full of oozes, this sadly can't really help you much as a newbie gm. On top of it, you are bound to make mistakes, having misread a rule here and there, which might make an ability appears to be stronger than it is. It is okay, you learn and fix it.

Also some builds don't come online until a certain level, at level 1, something might seems totally okay but get very strong at a certain level. Ninjas for example are very strong between level 9 to 11, it is a sweet spot for them, as not many stuffs can counter their full invisibility + sneak attack combo. While it may seems very ridiculous, past level 11, most enemies have the proper senses to counter the ninja and he ends up feeling useless.


Any full caster + Dazing Spell

Only real counter is monsters with extremly high SR and even that is not really a problem.

Most players with this build will have a very simple play tree.

Play Tree:

1.)Can I dazing spell it?
a.)If yes go to 2.
b.)If no go to 3.

2.)Does it have high SR?
a.)If yes go to 4.
b.)If no go to 5.

3.)Can I use any of my SR:No spells to handle it?
a.)If yes go to 6.
b.)If no go to 7.

4.)Use a Dweomer's Essence. Then go to step 5.

5.)Dazing Spell it!

6.)Use spell.

7.)What is the reason for my spells being completely ineffective?
a.) Antimagic field or some other mechanical reason. Go to step 8.
b.) GM Fiat, Go to step 9.

8.)Am I able to cast 9th's.
a.)If yes go to step 10.
b.)If no go to step 11.

9.)Do you enjoy MTP and mother may I?
a.)If yes, have fun.
b.)If no, table flip.

10.) Cast Aroden's Spellbane targeting the spells that are stopping you. Return to rampage.

11.) Use dispel/spell disruption/other counter to NPC's counter. Continue rampage.

Honestly there are not a lot of ways to deal with this short of fiat of just putting in lots of extra mobs so that the player can dazing fireball without ending the encounter.

This is of course leaving aside things like Occultist Arcanist, Blood Money, Planar Binding, Planar Ally, Plane shift + Gate, Candle of Invocation, Simulacrum, or any of the other ridiculous shenanigans that mid to high level casters can pull so as to not have to play the game any more, instead just having an I win button.

Yet again a lot of these things don't have counters except fiat.

I hope this helps. Good luck.


Most DMs simply disallow certain races, classes, etc that they are not fond of or think create problems. Or that do not fit into the game the DM wants to run.

Lots of times it is the Summoner
Gun slinger
etc...


How do DMs deal with Emergency Force Sphere?

Immediate action, Immune to Dispel Magic/Antimagic Field, prevents melee and ranged attacks, prevents line of sight for spells, literally an anti "Rocks Fall, everyone dies" spell (seriously, read the description).

Short of Spell Sunder and other class specific anti-abjuration, how do you guys deal with it?

Dark Archive

Standard Divination Wizard. Go first, cast whatever battle ending spell they like. Relax.

There are endless powerful builds tbh, easiest thing to deal with any of them is just to tell the players at the start of the campaign that if people start trivialising the fights then you may need to, as a group, look at removing/fixing some abilities or spells.

That said, anyone who can focus their build down to just one stat is almost certainly going to kick ass. Paladin/Oracle builds using Cha and getting insane ACs, Finesse/Slashing Grace builds using Dex for everything, etc. Mostly though, decently built full casters of any sort are going to be the ones who throw you for a loop, sometimes that can be fun though :)

Long term, there's a beautiful build for evil characters using Cleric/Diabolist/Darkfire Adept that can summon full on Pit Fiends at level 16 with Grtr. Planar Ally... :D


One possibility to limit PC power is to not allow any classes with either full spell progression or full basic attack bonus. That would tend to favor versatility over power.


Kaouse wrote:

How do DMs deal with Emergency Force Sphere?

Immediate action, Immune to Dispel Magic/Antimagic Field, prevents melee and ranged attacks, prevents line of sight for spells, literally an anti "Rocks Fall, everyone dies" spell (seriously, read the description).

Short of Spell Sunder and other class specific anti-abjuration, how do you guys deal with it?

Either make him keep it up, make him keep expending them to burn resources, or just ignore him and hit his party. Depends on what else the caster's bringing to the table really.

It is one of my favorite spells though. :D

Dark Archive

kestral287 wrote:
Kaouse wrote:

How do DMs deal with Emergency Force Sphere?

Immediate action, Immune to Dispel Magic/Antimagic Field, prevents melee and ranged attacks, prevents line of sight for spells, literally an anti "Rocks Fall, everyone dies" spell (seriously, read the description).

Short of Spell Sunder and other class specific anti-abjuration, how do you guys deal with it?

Either make him keep it up, make him keep expending them to burn resources, or just ignore him and hit his party. Depends on what else the caster's bringing to the table really.

It is one of my favorite spells though. :D

Burrowing creatures are a GMs friend ;)


Suthainn wrote:
kestral287 wrote:
Kaouse wrote:

How do DMs deal with Emergency Force Sphere?

Immediate action, Immune to Dispel Magic/Antimagic Field, prevents melee and ranged attacks, prevents line of sight for spells, literally an anti "Rocks Fall, everyone dies" spell (seriously, read the description).

Short of Spell Sunder and other class specific anti-abjuration, how do you guys deal with it?

Either make him keep it up, make him keep expending them to burn resources, or just ignore him and hit his party. Depends on what else the caster's bringing to the table really.

It is one of my favorite spells though. :D

Burrowing creatures are a GMs friend ;)

The spell gets really nasty when you use it with overland flight. Burrowing won't help that much in that case.

Dark Archive

You could fly if you like but since it's a 5' hemisphere rather than an actual sphere the bottom or top half (traditionally a dome is the upper half of a sphere so one might argue that the bottom would always be open) is now entirely open to archers, flying creatures, etc, almost strictly worse than having it on a solid surface no?

Grand Lodge

BennActive wrote:


I don't want to outright deny my players things they want to play, but I want to walk in prepared with compromises and/or an agenda in order to ensure everyone at the table has a good experience and not just the min/max'd shenaniganer.

There is a lot of room between "letting your players play what they want" and "letting your players use anything they want"

One of the things that I think is a strength of the Pathfinder ruleset, is that they have options that allow for quite a wide variety of play styles. There are things that I may want to allow in one campaign, but that I feel would be disruptive to or just doesn't fit with another campaign. When I GM, I try to communicate with my players as much as possible when they build characters. We discuss what they want their character to do, and possible ways to accomplish that. I try to be accomodating with what they want, but as the GM I retain final say on what sources they can use. If I see something as potentially causing a balance issue I may still allow it, with the caveat that I might make the player change it out later, or I might just say that they can't use it in this campaign.

My players haven't always been happy about my decisions, and there have been some long discussions about balance and flavor, and what we all want out of this game, but overall they respect that I am looking out for the best interests of our group's game. Now that may take a while for you to build that kind of trust if you are playing with new people. My advice is, be open-minded, but be firm on what you want to allow into the game you are running. If you aren't sure about someting, it's better to allow it on a "Trial Only" basis than to say yes and have to take it away later.


I know we have all heard it before but OP is always relative. In a game of all full casters who abuse Simulacrum and Blood Money nobody is OP or UP and any published adventures will be severely UP. In a game where everyone is 10 point buy Monks nobody is OP or UP and any published adventures are going to be OP for the group.

The only way to prevent problems is to get the players on the same page at the beginning.

I find it much easier to play hardball than softball, and would rather have all power builds. Judging from what people ask on the forums most GMs are the opposite though.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Gregory Connolly wrote:

I know we have all heard it before but OP is always relative. In a game of all full casters who abuse Simulacrum and Blood Money nobody is OP or UP and any published adventures will be severely UP. In a game where everyone is 10 point buy Monks nobody is OP or UP and any published adventures are going to be OP for the group.

The only way to prevent problems is to get the players on the same page at the beginning.

In home games you should make sure all the players agree to the level of Cheese to allow. In a good group it is not a problem to have everyone tune to the expected level.

In PFS games, it really matters on how much fun everyone is having. If one character is OP but everyone is cheering her on, the let it be. If the OP character is not allowing everyone else to do anything, then you need to get creative.


Leadership:
Has the same problems as Summoning Monsters. Bogs down the battlemap and combat resolving when 1 player is running several combatants.
Also pushes real SCs out of the spotlight when one player's cohort is not some fluff-thing staying at home, but joins on in adventuring. Effectively that player takes 2 turns in every combat, while the other players just take 1.

RPG Superstar Season 9 Top 16

The best way to deal with OP concepts is know your players. Only run games for friends you trust. If you have friends who won't abuse powerful builds and content, you will have a much easier time running the game regardless of what they play. I had a GM let me play a homebrew four-armed multiweapon fighting magus. My current GM let me play a race and class that I designed. My GMs trusted me, and I respected them to not abuse my concepts. If you have a good enough friend, you can let them get away with a synthesist summoner that has the Leadership feat. And if their character does prove too powerful, they should be reasonable enough to tone things down and compromise. If you can't trust your players, you will have a miserable time no matter what they play.


I love being the summon X guy, but even being incredibly prepared, it still slows things down. I now never play it with a party size over 4 as that seems to be the breaking point.

If you just want a house rule to limit the summon X without getting rid of it altogether, then ban the summoning of multiples. The "bog" is mostly just related to summoning 1d3+1 of something with multiple attacks. Rolling 12 separate attacks on my first turn as early as level 3 may be fun for me, but not for everyone else.


BennActive wrote:


I don't want to outright deny my players things they want to play, but I want to walk in prepared with compromises and/or an agenda in order to ensure everyone at the table has a good experience and not just the min/max'd shenaniganer.

The biggest advice I would give is twofold.

1) Keep the table moving. If you need to skip someone's turn because they're not ready, do so. If you need to make an on-the-spot ruling because a rule-lawyer is trying to cross-reference six paragraphs in five separate volumes, make the ruling and move on. Maintain control of the pace of the game and many of the abusive concepts don't happen.

2) Avoid cliche'd encounters. The most common complain about overpowered characters is that they can one-shot the boss. Well, yes. That's what arcane casters are supposed to do, which is why all those save-or-lose spells are in the book. The solution is not to have a boss, and instead have a group that works together as antagonists. This can be a boss with minions, this can be the evil league of evil, or this can be a horde of orcs.

Similarly, most of the overpowered builds rely on specific tactics, and any intelligent monster would know about those tactics as well. Sunder or disarm the barbarian so that he can't use his OP sword. Have minions hide in boltholes to come out and attack the casters from behind. Use illusions to hide difficult terrain that can trap the skirmishers' charge lanes. Make sure that whatever trick is being relied upon isn't reliable.

Grand Lodge

Melkiador wrote:

I love being the summon X guy, but even being incredibly prepared, it still slows things down. I now never play it with a party size over 4 as that seems to be the breaking point.

If you just want a house rule to limit the summon X without getting rid of it altogether, then ban the summoning of multiples. The "bog" is mostly just related to summoning 1d3+1 of something with multiple attacks. Rolling 12 separate attacks on my first turn as early as level 3 may be fun for me, but not for everyone else.

That's actually what I was thinking about doing. I may limit people to one summon and one companion (familiar, cohort, mount, etc.) So glad to hear someone else thinking along the same lines.


Set your campaign limits and stick to your guns. If you're afraid of game breakers like Synthasist Summoners, state up front that they're banned. A decent player will shrug and move on. But try not to ban characters after they've been created.

Challenge the player's mind. Illusions, as Orfamy mentioned, can be good. Or just run off time between encounters so buff spells run out. Short line of sight settings hurt archers. Enchantment spells help deal with most full BAB classes.


The favorite "counter" I and a fellow GM have used to when we have a problem is to bring the other in as a guest NPC. This guest NPC then shows them the error of their ways in whatever way is appropriate. If they just try to kill everything on sight my friend is secretly a caster with teleport never to reveal his plot critical info. Or perhaps the group feels invincible so they need to be slapped down a bit who tests their ability to challenge the plot antagonist. If all they do is summon a horde then bring in a guy who dazes the mob. You don't have to make it GM vs players but get them out of their comfort zone a few times.


A few more things:

1) Don't have all your encounters be the same _sort_ of thing. Make sure that some of them are challenges of different types. (E.g., crossing a rapid flooding stream in winter can be a problem even for mid-level characters if they don't have ranks in Swim. Sure, they can fly, but they get to expend spells or potions if they haven't got flying mounts or something like that.) Even if they're all fights, don't make them all the same sort of fight. Orcs shooting arrows from behind a wall are a different problem than orcs with polearms in a bunch are a different problem from orcs mounted on hippogriffs and trying to lasso the players into the air are a different problem from orcs who want to talk to the players about the wight that's moved into their cave network.

Fighting things close-up, fighting things at range, using skills instead of attack rolls, using the players' own brains (though don't be afraid to let them use, say, INT or WIS checks if they're getting baffled) -- there are many different types of things to do. And no player is going to be ready for all of them; make it clear to players that if they hyperspecialize sometimes they'll shine but they need to be prepared for multiple situations.

2) Don't be afraid to re-use a few particular types of monsters. One reason players get real good with their characters is that they're always playing _that one character_ and know in great detail and from experience what they can/can't do, and how to do it well. Using one particular type of monster lets you, the GM, get to know that one monster type well; all its tips and tactics, how its abilities work together, how to modify it to be much more effective with different feats or gear or tactics. And you learn how to roleplay it, how its society(/ies) function -- all of which makes, I think, for a much deeper and better gaming experience.

3) If the players are very effective, let them be so, but let their enemies learn about their tricks and put tactics into play to counter them.

4) Don't be afraid to GM-fiat something -- "Guys, this just isn't working; let me try something different". But say it after the session is over, and don't say it just because you're feeling frustrated that the encounter you planned to take 3 hours of game time took 5 minutes.


BennActive wrote:

Hey folks. It looks like I'm about to GM my very first long term campaign so a few random concerns have popped into my head. It boils down to two questions:

1. What are some very powerful/annoying builds you've come across as a player or GM? (i.e. summons focused casters clogging up the battle field)

2. How did you or the GM counterbalance the build? (anti-summoning magic, readied actions to force a concentration check, etc.)

I don't want to outright deny my players things they want to play, but I want to walk in prepared with compromises and/or an agenda in order to ensure everyone at the table has a good experience and not just the min/max'd shenaniganer.

I would just be flexible. Don't go into combats with an in-stone idea of how the fight will progress. If a character is having too much success for key fights to be difficult for the group, change up how the enemies are combatting the PCs.

Don't pitch fights that the PCs will expect. Make them adapt and "Op" players will have to work around those challenges, rendering them less "Op."

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