Should you smite a player who says, "I am invincible?"


Pathfinder First Edition General Discussion


I've always heard that it's a fool who tempts the GM.

"This dungeon is a cakewalk! Those monsters are trash! I am invincible!"

That's the equivalent to asking for a tarrasque to get dropped on you.

But at some level, isn't it part of good GMing to let the players feel like badasses? Should a GM interpret this style of boasting as a call for increased difficulty, or allow players to feel like BAMFs for a bit?

I guess my question boils down to, "Is it better to quash overconfidence or stoke player egos?"

(Comic for illustrative purposes.)


It's a mix. You have to know your players. Many of us game as a release from the stresses of life. We need to unwind. Need to make sure evil loses. So getting a tarrasque (and several other Spawn of Rovagug) dropped on our heads isn't gonna do that. It's a cooperative game.

Flip side, it can sometimes be annoying to the GM and/or other players.

One thing of note: the way some RPGs are designed, you level up and face tougher foes, level up, do it again. You really don't get to revel in your power often. You don't get to find your old rival and show them just how powerful you really are (Insert World Made of Cardboard Speech here). Which I feel is sometimes a failing. Once in a while, you really need to see how far you've come. Remember when a +1 shield was great treasure. How you feared that barbarian because he hit you for 16 damage and you had 22 hp...now he can't touch you.


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I know it's tempting, but smiting your players might get you in trouble with the law . . . .

Scarab Sages

Lathiira wrote:

It's a mix. You have to know your players. Many of us game as a release from the stresses of life. We need to unwind. Need to make sure evil loses. So getting a tarrasque (and several other Spawn of Rovagug) dropped on our heads isn't gonna do that. It's a cooperative game.

Flip side, it can sometimes be annoying to the GM and/or other players.

One thing of note: the way some RPGs are designed, you level up and face tougher foes, level up, do it again. You really don't get to revel in your power often. You don't get to find your old rival and show them just how powerful you really are (Insert World Made of Cardboard Speech here). Which I feel is sometimes a failing. Once in a while, you really need to see how far you've come. Remember when a +1 shield was great treasure. How you feared that barbarian because he hit you for 16 damage and you had 22 hp...now he can't touch you.

I agree its something that always bothered me about the levelling system of enemies in computer games. If your always facing a tough challenge you never actually feel heroic or that your effort is worth something. Sure the occasional goblin raid's a cakewalk for a 12th level party but it gives that contrast that feeling you have actually grown in power. Similar effect can be achieved by a "boss monster" that your party struggled to beat showing up again later in a group. It may still be a tough fight but if its a tough fight against an orc and then a tough fight against eight orcs you can reminiss about how when just one of them was a serious threat to the party.


No. If I raised the threat level because they were feeling boastful, that'd make them feel like they're important. Instead I hit them where it hurts; less powerful foes and even less treasure. They're going to have to grind to level up and get their required wealth. /joke


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^65 million boars at 2XP apiece, for 8 weeks . . . .


UnArcaneElection wrote:

^65 million boars at 2XP apiece, for 8 weeks . . . .

Ah. High level in Elden Ring, farming Hefty Beast Bones I see....


My preference as GM is to set a difficult task for the players and then be happy for them when they (hopefully) finally succeed. I can’t remember it ever happening, but if the players want to boast about their achievements (especially if it is in character) then it should be encouraged.


Eh, it depends. If someone makes their character good at something it's kind of dick move to always put them in situations where they aren't good enough. They don't always have to face situations where they are inadequate but they should face a few on occasion.

Players trying to make overpowered characters compared to the rest of the party or what the GM has stated is the goal of the game can be mercilessly slapped.


It doesn’t bother me if someone focuses on one thing like defense. It bothers me more when they manage to min max so much that they are top at everything. The game is meant to be cooperative.


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A good GM does not look at the players as advisories; he looks at them as audience for his art. His job is to entertain them by developing interesting stories for their character. After a game session the players should be excited and happy.

Creating encounters is a delicate balance that is actually pretty difficult to do. An encounter can server a lot of different purposes in the campaign. Some of them should be fairly easy for the player to accomplish, while others should seem to be nearly impossible to accomplish. The actual encounter may not be that important, but it leads to something that is important. It could be that one of the targets in the encounter has something that provides a clue. Other times it is just to add a bit of excitement to the game. These types of encounters are fairly common, and the purpose of them is to advance the story and keep the player entertained.

Other encounters are designed to major highlights of the story. These encounters are designed to test the characters and should seem incredibly tough. If the GM is good at his job he can make an encounter that is fairly hard seem nearly impossible to accomplish, so when the players do prevail at the end they look back with a major sense of accomplishment. This requires knowing both the players and the character fairly well. This type of encounter is the most difficult to create, but is the height of the GM’s art.

In the first type of encounter the player will often be bragging and joking. This is fine because it shows they are enjoying the game. They also build up suspense and give the players a sense of actually being heroes. The second type of encounter will give the players a sense of accomplishment and pride. If every encounter is the second type they lose value and instead of being something special they become the norm. When that happens, the campaign becomes boring.

Throwing a tarrasque at a player who is bragging is the sign of a poor GM. Any idiot can throw a monster that can kill the party outright. To me that only proves the GM’s incompetence. It takes a skilled GM to craft an encounter that is going to challenge both the players and the characters. Often a particular player will often not live up to the characters potential. So, while the character might be able to handle the encounter the player struggles with it.


Does their boasting annoy others to the point where they aren't enjoying the game? Is their perceived invincibility getting the party into more trouble than it's solving? If so, talk to the player, let 'em know exactly what the problem is and that, if they don't cool it there'll be consequences. After that, if the problem persists, consequences.

Look, the reality is that by a certain point in PF1, if even a moderate amount of optimization is employed, fights become "rocket tag." I didn't even know what that term meant until I started haunting these forums. Either the PCs win initiative and their damage and effects are so ridiculously tuned their foes drop like flies, or else the enemy wins initiative and a single PC gets nova'd.

Feelings of superiority to their foes is a potential result of this reality. Again, it just comes down to whether or not those feelings are disruptive to gameplay.


I was going to comment further and saw that Mysterious Stranger pretty much nailed it.


people boasting isn't anything new. The phrasing also reflects that they believe they are powerful rather than the PC outline on paper. So they are confusing the Game with Reality. It's why I ignored this post until now.

Whether it's factual and accurate is more the issue for the GM as the comment would imply an issue with CR or Challenge level. That's really a party issue rather than any individual PC.

I don't think I'd be tempted to react as I'm not so easily baited and I don't view making decisions based on comments as my role as a GM. Nor am I putting on a show to keep players happy (definitely not a Rule of Cool GM). FYI this has happened several times to me as a GM and then players had their PCs do silly stuff and got into trouble. Ahh well...


I just take that kind of comment as them asking for something more challenging. I don't dump massively more powerful creatures on them. I subtly tweak the fights and tactics of the monsters to better challenge that particular player.

As far as squashing overconfidence or stroking egos? I'm all for the stroking of ego. The fall is that much more satisfying when the player built themselves up all by themselves.

One of my favorite sayings to highly armored characters at lower levels: "Your AC means nothing when you are too weak to carry all that armor."


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Player: "My character is invincible."
Me: "Prove it. Roll initiative."

I've only had that happen on one occasion. Way back in a 2e D&D game I was asked to be a guest DM by a friend. I hadn't even gotten set up before one of the players told me, "Just want to let you know this party can't be killed. We're too good as players and we have magic blahdee blahdee blah...".

One died in the first round and they all got mad and stalked out. I wasn't even trying to kill anyone but was just feeling out their capabilities with a couple of traps and a low-level monster encounter.


The funniest thing I pulled on an extremely high unarmored AC involved a Succubus, a mildly cursed corsage and a wand of transfer armor.

Although mythic undetectable is pretty annoying, it just works against too much stuff.

Outside of Mythic, everything is very killable. But this should not be the point.

Liberty's Edge

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DungeonmasterCal wrote:

Player: "My character is invincible."

Me: "Prove it. Roll initiative."

I've only had that happen on one occasion. Way back in a 2e D&D game I was asked to be a guest DM by a friend. I hadn't even gotten set up before one of the players told me, "Just want to let you know this party can't be killed. We're too good as players and we have magic blahdee blahdee blah...".

One died in the first round and they all got mad and stalked out. I wasn't even trying to kill anyone but was just feeling out their capabilities with a couple of traps and a low-level monster encounter.

It sounds like they and the GM were a bit into a rut. Things were easy because the opposition was always the same.


I mean yeah, add some combat maneuvers, spring some surprises, liberally use dispell magic (at high level, quite a number of mooks have it at will, sunder, disarm or steal stuff etc.).

There is some stuff (mythic undetectability, metamagic rager alter summoned monster abuse, craft construct and then giving the craft construct guy too much downtime aka too much money) that is hard to handle, but 19 out of 20 cases, someone who shouts "I am invincible" is not.

If all else fails, liberally hand out class levels.


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What's the goal here, when the player crows about their PC being indestructible? If we're just trying to reinforce that the PC is "vincible," there's a TON of ways to go about it. I've got a U Rogue in my megadungeon campaign: while she's a switch hitter, the lion's share of her feats and GP have been spent on her rapier and she often throws her bow on the ground and moves into melee after the surprise round.

Disarm. Nothing fancy, just the Disarm maneuver. She's L11 so a monster with, say, 15 HD, 3/4 BAB and Reach along with some of it's feats repurposed around Improved and Greater Disarm should have a decent chance of beating her 26 CMD and if they do, she literally would have no weapons on her besides alchemical flasks.

Like, it won't be certain death for the rogue, but it'd be a reminder that her invincibility is contingent on items, not the character itself. APL 12 now in this party and they still don't have a way to see through fog or mist; a simple Obscuring Mist spell could potentially hold devastating consequences and they wouldn't know.

The point is: reminding players their characters are still mortal isn't really that hard. Thing is, if a player is WILLING to see their character that way, what's to stop them, once they lose their rapier in battle, to pout and claim the GM is SO unfair cuz they're just targeting THEIR character? In other words, if they're going to act like a child screaming "I'm the BEST!" how do you know that once you disprove their assessment they won't continue to act like a child?


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Bleed them dry with Tucker's Kobolds and bathe in their tears! I'm j/k :)


@Mark Hoover. Someone should tell your rogue player to get a dagger. Also you can hold a bow in your off hand while fighting one-handed. You don’t necessarily have to drop it. Sometimes you do, but a lot of times not.


Two words: Blood Drain. If the player feels their PC is invincible based on ridiculously high saves (among other things), give them a monster that deals 1d4+1 Con damage or more every round it's grappling a foe, no save.


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Important distinction to make. Is it the player saying this, or the character?


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Heather 540 wrote:
Important distinction to make. Is it the player saying this, or the character?

Life isn't fair (for the character). The character suffers due to the actions and choices the player makes. They also succeed and thrive based on those same choices.


If some of the player say: I'm invincible " my gm will only say: the day become dark and in front of you there is a huge golem but in reality is the god Gorum, and he tell you: for so long I was waiting for a challenge come on let's do this to the death ;)


If the GM needs to use a god or a tarrasque the player’s bragging might have some justification. If I GM cannot challenge the players without resorting to that level of threat either something is really wrong, or the GM is lacking.


My post was a joke, but I i tell somethin I will go like this: for me the gm is another player in the game only that he got more power, he can create monster with the same CR of the party but can change the builds and the strategy to kill the pc, of course takin in consideration that give a chance to the PC to kill them but they must find the way to do it of and try to see what the gm is thinking it's like playing chess


The First Blade, and a pack of Zentragt might be a fun challenge for an appropriately leveled group. Not all stories feature Gorum that strongly though.


Zepheri wrote:
If some of the player say: I'm invincible " my gm will only say: the day become dark and in front of you there is a huge golem but in reality is the god Gorum, and he tell you: for so long I was waiting for a challenge come on let's do this to the death ;)

Do we have Gorum stats? I now want Gorum stats.


If someone gets frisky I just sicc the Succubus Speznaz on them. They are like Tucker Cobolds, but with Mosin Nagants, CHA to damage, greater teleport at will and also well... Ethereal Jaunt at will and hand grenades are a great combination.


Gorum's stats: all. He has ALL the stats.

Again, if we just want to say "rocks fall, everyone dies" that's easy as a GM.

Player: my character's invincible!

GM: an (insert ridiculous monster/outsider here) appears

Like, this really isn't that hard if all we want to do is slap the character around. I think the key is to find the only weaknesses the invincible character might have and exploit them.

Before I had to remove a problem player from my game they were running a u-monk. Between cheating on stats and optimization this PC had above average to ridiculous on every metric: AC, attack/damage bonuses, Perception, and so on. He was also a half-elf with Low Light Vision.

Until the last few sessions they played with me this person always forgot that a double move for their PC, in an unlit dungeon, could take the monk beyond the light spell the other PCs always cast. So, on several occasions the character missed because of natural darkness, triggered some traps, and alerted foes in other rooms to the presence of the party without seeing them.

The PC was invincible... if he could see.


DRD1812 wrote:

Do we have Gorum stats? I now want Gorum stats.

The First Blade is Gorum’s herald. Stats for it are in Inner Sea Gods.


Actually, thinking about it, the Succubus Speznaz occassionally do recruit "willing targets".
If the target, meaning your "I am invincible" player survives 24 hours, he gets a profane gift/money/bragging rights. Spoiler, he wont. Survive that is.

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