Skip to main content

The Caster 'I Win' Button

There's been some discussion on the caster so-called "I Win" button, those high-level spells that can effectively allow a caster to end an encounter with one spell.  I understand the frustration with casters.  Early in the game they can be practically useless; however, by the upper levels they can be overpowering.  This is due to an inherent design flaw or feature, depending on your point of view, that allows most fighting classes to grow linearly while the caster classes grow quadratically.

When casters overpower and take the fun out of a game, it is not the fault of the caster or a particular spell.  It is the fault that the GM and/or the module writer did not take into account these new abilities properly.  The GM needs to design adventures and encounters to challenge the party that is playing.  Once in a while, this may mean allowing the caster to save the day with a simple spell.  More times that not though, it means engaging all of the players in a meaningful way.

There are lots of good strategies for challenging higher level parties that have those spells:

  • Non-combat encounters can be used to challenge a party by forcing them to roleplay and rely on skills.  And, it will help keep your bard happy, if you want your bard happy.
  • Split-the-party encounters can force the spellcaster to do what he does best, while the rogue does what he does best, while the cleric does what he does best, while the fighter does what he does best... and so on.  A combination of challenges can always be a fun encounter for all.  Never split the party sounds like a challenge for the GM.  There is ALWAYS a way.
  • Mirroring the party's strengths in the enemies can bring back balance.  Sure you have a 17th level gnome sorceress, but the incoming has two of them, and one of them is going to do nothing but try to block your spells.  Now what?
  • Kill the magic.  Nothing makes a party work harder that turning off the magic.  Alternately, a x100 hyper-magic field can have a similar effect.  This gets everyone since magic weapons turn into masterwork weapons in an anti-magic field.
  • Find better foes. If your party isn't challenged in the encounters, your are probably using the wrong foes.  Game designers do their best with CR levels and such, but ultimately the GM has to find the right combination, especially at higher levels.  Those special immunities, special abilities, etc, can go a long way to making things more interesting.  Have a mage that blasts everything with fireball?  Find something with immunity to fire and force them out of their comfort zone.
  • Change the rules.  It's not cheating to add anti-magic walls that you can't teleport through.  It's not cheating to cast a gaes on that caster.  Shake things up to keep them interesting.  Remember that the GM wins if the players are challenged, having fun, and have those legendary stories to tell when the game is over.
Wubba wubba.

-GM

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...