You can see it in the Stardust Crusaders arc on Jojo. Jotaro is truly OP but most of the fights his raw power isn't really what's needed to beat the villain of the week.
I concur with the other poster to make the encounters more like a puzzle. Maybe make the bad guys know how the OP characters operate after a couple of encounters and they set up a trap to incapacitate if the OP character keeps doing what they're doing.
Usually, but then you take a closer look and thats a magic item or some frankenstein stack of spells or both. So my encounters feature creatures with anti-magic fields and silences. Unless you allow some homebrew monstrosity (or a wizard if you're playing 3.5) you should be able to design encounters that manage a challenge. Its my world, Mr Anderson.
.... no. This is a very bad take. This type of behavior is what you get from toxic DMs. There are a thousand ways to deal with this situation that are more nuanced and diplomatic than wielding the DMG (or equivalent) like a mace. Or equivalent.
Eh, disagree. Unless everyone is power gaming to the same degree (which can be fun!), an OP character being adequately challenged will probably result in all the other players feeling irrelevant.
I mean... personally I'd feel more irrelevant if there was an OP dude in the party while everyone else was just an average player. But overall? If you have a shitty DM, maybe people could feel irrelevant but balancing a game is just part of the job for a DM. There are plenty of situations I can think of off the top of my head where you can actually empower the other players by having threats that they need to overcome to save the "OP character". Or situations in which the OP character has to hold stuff back while the other PCs are dealing with other stuff.
A challenge should be tailored to the party, true, but the party is made of individuals. You have to play to ALL of their strengths and weaknesses. Focusing on just the OP will fuck over everyone else and ignoring him will fuck over everyone else.
I'm thinking about 3.5 in particular, where an optimized wizard will be able to do the job of the rest of the party (assuming they're built to be fine, but not power-gaming), better than them.
There's no real in-world way to balance that. Either the DM Fiats the power-gamer weaker, the DM tells the power gamer "no", or the rest of the party power games to. Its just too unbalanced.
If we're talking 5e, that's all out the window then. If 3.5's power runs from 0-10, the strongest 5e build is like a 6, and the weakest is like a 3. Its still extra work for the DM to balance, but can be done all in-world without needing to rely on metagame fiat.
And, of course, there's lots of other systems out there, where the above can be more true or less true depending on what kind of game it is, though 3.5's power ceiling is probably higher than 95% of the systems out there.
I hate players like that. Once a player wanted to bring his gf into the game (I know, I should have stopped it there) and when I did a short 1 on 1 with her she comes with a ton of weird, homebrew or not yet tested rules to make a half elf multiclass character with 100+ft movement every round and I'm just like.... Yeah nah, I'm good with having to draw maps around an OP character
note to self: never join a d&d campaign while dating someone who's also going to be in the campaign. I am unsure why it's bad, but I assume there's a reason.
The real question is: how do you make combat balanced for both the OP gun wielding monk that dishes out 70 damage a round at lvl 7, and the two new people at the table that are lucky to get 15 damage in and are starting to feel a bit overshadowed?
DR, charm effects, make the gun an unsafe choice due to the setting, give the other players a situational advantage like a fixed or crew-serviced weapon, make the fight more of a puzzle than pure action, give the fight stages where different types of damage are necessary, let the fight itself be avoided or changed with diplomacy.
Hell, don't worry about it. Exploration, interaction, and combat are all equally important in a successful tabletop game; and if they aren’t equal, there is a reason combat comes third in the list.
L10 Chronomancer wizard enters the room, winks, and five L4 concentration spells, and one L5 concentration spell happen simultaneously (requires just under an hour of prep, L10 feature, catnap spell, a lot of spell slots (11 L3 or higher), and a bunch of familiars).
DM: dafuq
L15 Chronomancer wizard enters the room, winks, and burns three legendary resistances and forces a failed save, autokilling the BBEG.
DM: ah, but that'll be four points of exhaustion!
Chronomancer: (shrugs) I magic jarred into this critter who is immune to exhaustion and can now force anyone to fail at any time without recourse.
I mean Chronomancers are outright banned at my table anyway because they are wildly unbalanced. I love Matt Mercer but he does not know how to create a balanced class at all.
That being said, nothing here works from what I understand. You'd have to elaborate more for me to figure that out.
First off, you're relying entirely on spells you have no guarantee of ever getting. You're a wizard. You don't get to just choose spells willy nilly. You find those and you copy them into your book or you learn from some other means. No guarantee of those means. I'm fucking stupid
Second, all of your Mote stuff requires "under an hour of prep", true, but each mote only lasts an hour. So unless you're sitting outside of the BBEGs door and ready to throw it at him then this also isn't working.
Third, not sure what you're doing that is allowing 'simultaneous' casting of all of those spells at once. Each mote requires an action. So unless you're somehow stacking 5 spells all into one mote at the same time then you're just not doing that.
Fourth, the idea that your 15th level Chronomancer is going to 'autokill' the bbeg is laughable. Especially considering forcing a failure of a save requires a reaction from you so you're doing it once per turn.
Fifth, entire based off of the idea that you're going to have a level 10 Chronomancer and a level 15 Chronomancer in the same party. Which... good luck finding any DM who's willing to allow that.
Sixth, magic jar into a creature with no recourse? You mean other than the fact that the DM is the one deciding what creatures are nearby, if any? Then there's the fact that you must be 100ft within your body at all times. So you're just leaving your body there on the ground for any minion to destroy and kill which leaves you stuck in the creature. Until you then die of course.
Dafuq is definitely used but it's more out of confusion of why you'd think that'd ever work, not that it would.
First off, you’re relying entirely on spells you have no guarantee of ever getting. You’re a wizard. You don’t get to just choose spells willy nilly. You find those and you copy them into your book or you learn from some other means. No guarantee of those means.
What?
Wizards can choose two spells each level without having to find them.
(1) You get to choose two new spells at level up, in addition to those you find elsewhere. Assuming your DM hasn't restricted sourcebooks.
(2) This is where catnap is required. It shortens a short rest to ten minutes (at the cost of an L3 slot). This allows you to create new motes before the previous ones have expired.
(3) the motes are being triggered by familiars, who can become the concentration holder. How do you get that many familiars? Well, you give your familiar motes with Find Familiar and have them crush them.
Furthermore, each familiar can then dismiss their familiar to their pocket dimension for unbreakable concentration.
L15 scenario. The above are two entirely separate scenarios -- I was not assuming two chronomancers in the same party.
Let's simplify this from an action economy perspective so we aren't running into the reaction limits. Let's assuming combat lasts four rounds, and on each of the first three rounds, you cast Polymorph (killer whale), and use your Chronal Shift to force a reroll if they save, generally with the goal of burning legendary resistances. Obviously this works better with a bigger party casting save or suck, to burn them faster (you can only Chronal Shift once per round though) or you can use the L10 trick above if well prepared. Great, in the fourth round, you cast Polymorph (killer whale) again and force them to fail the save as a reaction. Take one point of exhaustion. Easy enough, right?
Well, magic jar is fun, but requires serious prep to reduce the risks. An L15 wizard should already have a lair where they can leave their body safely, and they'd need to capture their target and bring them to their lair. This is why I chose L15 for this scenario instead of L14, because you need access to the spell. Assuming your wizard has a Researcher background or something (so you can handwave the meta), you can use locate person to find a CR12 Duergar Despot who has immunity to exhaustion. They exist in Forgotten Realms at least. Your DM might rule they don't exist, and then you'll have a harder time finding a humanoid immune to exhaustion to capture to magic jar into. That whole capture scenario would be an amazing multi-session mini-arc.
So worst case scenario, the DM says such a target doesn't exist. Well, then you have to wait until L17 to pull this shit off. True Polymorph can create a humanoid that is immune to exhaustion (there are dozens of them!) to create a magic jar target. Or you can use Wish (also broken) to summon such a creature, or simply wish yourself immune to exhaustion.
I mean, if you're an L17 wizard, you're basically god anyway. But the Chronomancer can pull off godhood at L15 if they can become immune to exhaustion with magic jar.
Even at L14, with the exhaustion penalty, it's stupidly strong.
Side note: killer whale is my go to. It's huge, thus hard to carry away by minions; has a huge bag of hitpoints, hard for minions to slap once to return back to BBEG form; and has a speed of zero on land. A good BBEG will have contingencied dimension door or something, so it isn't foolproof. You can try to trap them in Mordenkainens Magnificent Mansion or something that prevents escape through teleportation, but that adds another layer.
Ok cool. You accend to godhood and become God of lonewolf badass pedants. See you next week.
Everyone else that actually showed up to play this final game for fun, the "BBEG" was just his main minion, the real BBEG is auto summoned here when he dies. What do you do?
My struggle is when we level and a player's weird multi-class build (that was once super situational) suddenly clicks and they're everywhere on the map all at once and/or doing crazy damage and/or employing super strong crowd control. SuripiseOP can really screw up my planning.