So some preface: I am a co-dm, I know the rules the best (better than the main DM/GM....). We recently hit level 5 and so with that, our main paladin has his second strike, with two level two spell slots, for a spell he chose branding smite so he can do big damage, all cool with me, he's our main melee fighter anyways. Two days before our last session I had talked to the main DM about increasing the difficulty, you may say I may be crazy, but.... the thing is the enemies had an average of 12 health.... Players were saying it was too easy, myself included. So here's where the problem began
The fight began, it was a 6 on 7 (we were the 6, and yes the DM has a character, I do too but that's because I don't ever know whats going on cause he doesn't tell me, fine by me), he told us that each enemy has a special ability. Okay cool. Our rogue does some pretty far distance movement, moving to a rock far away, shooting their leader dealing some damage with his crossbow, the leader takes the blow, and shoots back, legendary action? Okay whatever, it was only 8 damage, even through it was 21 to hit and the rogue technically would have 23 AC for being 3/4th covered if I have that rule right. Our paladin casts branding smite to get ready to deal big damage on their tank seeming guy. He rides up, with a greatsword, does two strikes, with the level two spell slot branding smite, two level one divine smite (that both hits, not two on one strike)(Not exactly sure if you can apply it to both strikes but I'd think maybe? The DM didn't say anything so we just went with it.) dealing around 53 damage, we were surprised by it was cool to see that nonetheless. DM makes the enemies target me (thank god I cast spirit guardians before) and after two rounds they knock me out, the only cleric who heals, the DM plays a cleric but he has never healed, and the times he cast spells were really powerful homebrew spells. I didn't get healed (well our artificer spared me from dying, love you arty) until the end, but thats besides the point. In the end, we had to do more than 200 damage to the tank, and over 50 to 100 for the other 6 enemies, how we did it? the DM gave himself high damages and hits when it should've missed. (many people have said no DM characters due to a thing where he rolled a 6 and gave himself quadruple crit)
Today. April 7th, 2019, the DM was talking to me about that, saying second strike is too OP, I said stuff against it but not yelling, he said something that bothered me, he wanted if you do second strike, the thing that makes up some classes making them special, once they did that, they lost 2 AC for the rest of combat, sure they have high AC, but I was thinking about maybe a barbarian that has 14 AC does second strike, leaving them to get hit easily, that scares me. The paladin and DM argued about it through message, something about spellslots came up and I guess the DM doesn't realize he doesnt have many spell slots so there's no way he could do that multiple times.
I just would like to hear what you guys think, should we go with the rule of if you do second strike you get -2 AC for the rest of combat (and no it doesn't stack thank god)? Or should we band together and say "hey, that kinda dumb, could you like not?". Like if he really wanted him to not do that, I'd just talk to him about that and ask "hey could you not do that, I kinda want the fights to not be one shot (even though im giving them so much health)"
just as a quick note, people say he went overboard with the health, If it weren't for the DM character, I fear we would be long dead.
This may be structured weirdly, sorry for that, first forum post.
The first thing here is that I am assuming the main DM is new to being DM, and maybe even D&D in general, so he is still on the early part of the learning curve where there is a lot of improvement. Is that accurate?
There area also a few warning signs of potential larger issues, but since you have only queried this latest session it seems fair to find out how much DM/tabletop RPG experience he has before speculating too much.
In answer to your question. A lot of classes get a big power spike at Lv5, not just those that get the extra attack feature. The second attack does not seem overwhelming enough to justify a handicap, especially considering the options that open up as spell casters gain levels.
Okay, so I am the paladin in the above mentioned, and the DM has had I think around 3 years, but still acts new to the game. He has before made encounters to where only his character can help, or at-least be the best available person, and sometimes will blatantly even say, "Hey DM can I do this? SURE I'm the DM". Both me and the Co-DM listed above have had experience as DMs and successful campaigns. When we question his motives as a player or was something legal, he brushes it off and says "It's fine." He also just cheats when fighting.
So, unlike our campaigns, it doesn't matter who comes we have so many people, he waited until one session where neither of us were there. So we had our fighter, other paladin the DM and his character, and a Card Mage, which is home-brew. The DM also has a girlfriend, who is there. He sends her on a mission, where she finds a mafia boss. The boss tells her to go kill someone (which she agrees to... not her alignment...). She goes back to the airship, yea we have an airship, the DM gave the rogue like 100,000 gp in a gambling bout, and the DMs character's backstory literally gives him infinite money. So the DM"s girlfriend goes back and attacks the mage. The mage, rogue, and DM character are allies, so othersdefends the mage. But for some reason, the DM's character doesn't and attacks them with his girlfriend. Once they attack, he lets her use a whip that deals lust damage? And seduces the paladin, which is female btw. The DM's character then starts saying that yea before the battle he was doing ritual spells and cast them now? Illegal right there, and he then started using a cantrip, which gave him 3 more actions, then cast a spell that allowed him to deal 10dmg every turn, and it stacks. Another spell which instantly immobilized the target no matter what, and another that did 80 Damage. He then killed everyone like instantly and illegally using dumb things. He then burned the airship, and dies himself. So the next session everyone wakes up in a player inn where everyone forgets everything. But it is normal
Demneiloid, he says hes DMed a lot, yet I teach him new rules all the time somehow, last session when I taught our rogue the sneak attack bonus and how to get it (I had assumed the DM had taught him how to rogue at another session I couldn't make it to because he told me about a stealth thing he did) , the DM seemed super surprised like he didn't know you got extra sneak attack damage. After learning this it seems to me that he hasn't leveled past 4 maximum, it's just sad to say because we used to think he was THE DM, that he knew everything about D&D.
I'm not sure what to make of your comments. The DM sounds like they are on a power trip where rules don't matter and they do what they like making their character the star of the show and showing rampant favoritism to the girlfriend. They seem to enjoy making up spells and abilities that make them the most powerful at the table. Honestly, it isn't a table I would ever play at if the comments are even remotely accurate.
As to the topic, if by second strike you are referring to the "extra attack" feature that most martial classes get at level 5 then it isn't even remotely overpowered. Casters get access to 3rd level spells like spirit guardians and fireball which are equally strong. Paladins do have the ability to expend spell slots on divine smite. They can also cast spells like branding smite. However, branding smite ONLY applies to the next time you hit the target, not every time.
"The next time you hit a creature with a weapon attack before this spell ends"
It also only adds an extra 2d6 in damage. The paladin can also choose to use divine smite on any hit. Level 1 spell slots will do 2d8 additional damage. However, a level 5 paladin only has 2 2nd level and 4 first level spell slots. So between using branding smite and two divine smites they have used half of their spell slots for the entire day. They just don't have enough spell slots to keep it up. If both attacks hit then the character does 2d6+2d6+2d8+<stat> on one attack and 2d6+2d8+<stat> on the other attack. This is good but they can't keep it up and a typical day will have several encounters.
I'm not sure what to make of your comments. The DM sounds like they are on a power trip where rules don't matter and they do what they like making their character the star of the show and showing rampant favoritism to the girlfriend. They seem to enjoy making up spells and abilities that make them the most powerful at the table. Honestly, it isn't a table I would ever play at if the comments are even remotely accurate.
As to the topic, if by second strike you are referring to the "extra attack" feature that most martial classes get at level 5 then it isn't even remotely overpowered. Casters get access to 3rd level spells like spirit guardians and fireball which are equally strong. Paladins do have the ability to expend spell slots on divine smite. They can also cast spells like branding smite. However, branding smite ONLY applies to the next time you hit the target, not every time.
"The next time you hit a creature with a weapon attack before this spell ends"
It also only adds an extra 2d6 in damage. The paladin can also choose to use divine smite on any hit. Level 1 spell slots will do 2d8 additional damage. However, a level 5 paladin only has 2 2nd level and 4 first level spell slots. So between using branding smite and two divine smites they have used half of their spell slots for the entire day. They just don't have enough spell slots to keep it up. If both attacks hit then the character does 2d6+2d6+2d8+<stat> on one attack and 2d6+2d8+<stat> on the other attack. This is good but they can't keep it up and a typical day will have several encounters.
Yes I meant extra attack, sorry for that. I did in fact use spirit guardians but he did not make any changes to that. And yes, how you described the addition of branding smite is how the paladin used it. To add onto the power trip, yes he does favor his girlfriend, letting her re-roll for..... no reason really, but she doesn't really do much.... her character is just kind of there, she doesn't speak to us, and for the problem of his character, yes he keeps a big wealth from his backstory, and he seems to want to be involved by playing a character, as some of the players said we needed someone to stay at this inn to keep watch, he called up his Mystic... though he followed at a distance so we wouldn't have a problem. additionally for a spell we believe is made up is really powerful... he basically for his turn made us all do an attack of his choosing, I could understand maybe one of us, but all of us? In that turn I believe he did 47 damage at level 4? Scary with that power
Thank you for your comment, reaffirming that our paladin did his stuff right.
So it feels like there's a simple question buried deep, deep, deep in all that... -2 AC for using my Extra Attack class feature? Hell no. Houserules are group decisions, if the players say no it's not gonna happen. Stay firm in that, and also remember -- the DM isn't a god whose feelings determine the rules of the game. He's a normal dude that might as well wear one of those black and white striped referee shirts with a whistle, because that is all he really is... a rules referee. If this guy continues to not know or understand the rules, he shouldn't referee the game anymore, right?
At this point I am with David42, step 1 is speak to him about the girlfriend being favourite and the rest of you just being his sidekicks, although with 3 years experience I would not expect that to change anything. Then if things don't improve I would walk, I have no interest in sitting around while the DM tells his own story with no meaningful input from anyone else, if he is that good a storyteller to keep my interest I would rather read the paperback version.
Also as LightSpeed said, house rules are a group decision, ideally they should all be laid out to discuss before the campaign starts, but even if they are added later, players have the autonomy to make their own mind up on if it is reasonable or not. Whenever I house rule something I am keen to get the input of my players before it comes up in game and there has been one instance where my intended adjustment was sloppy so this lead to a much better outcome. As much as "What the DM says goes" is important because there needs to be someone making decisions, this only works as long as the DM is being reasonable.
Okay, so I am the paladin in the above mentioned, and the DM has had I think around 3 years, but still acts new to the game. He has before made encounters to where only his character can help, or at-least be the best available person, and sometimes will blatantly even say, "Hey DM can I do this? SURE I'm the DM". Both me and the Co-DM listed above have had experience as DMs and successful campaigns. When we question his motives as a player or was something legal, he brushes it off and says "It's fine." He also just cheats when fighting.
So, unlike our campaigns, it doesn't matter who comes we have so many people, he waited until one session where neither of us were there. So we had our fighter, other paladin the DM and his character, and a Card Mage, which is home-brew. The DM also has a girlfriend, who is there. He sends her on a mission, where she finds a mafia boss. The boss tells her to go kill someone (which she agrees to... not her alignment...). She goes back to the airship, yea we have an airship, the DM gave the rogue like 100,000 gp in a gambling bout, and the DMs character's backstory literally gives him infinite money. So the DM"s girlfriend goes back and attacks the mage. The mage, rogue, and DM character are allies, so othersdefends the mage. But for some reason, the DM's character doesn't and attacks them with his girlfriend. Once they attack, he lets her use a whip that deals lust damage? And seduces the paladin, which is female btw. The DM's character then starts saying that yea before the battle he was doing ritual spells and cast them now? Illegal right there, and he then started using a cantrip, which gave him 3 more actions, then cast a spell that allowed him to deal 10dmg every turn, and it stacks. Another spell which instantly immobilized the target no matter what, and another that did 80 Damage. He then killed everyone like instantly and illegally using dumb things. He then burned the airship, and dies himself. So the next session everyone wakes up in a player inn where everyone forgets everything. But it is normal
I'd be tempted to say something like, "We get it, you win this session even though we're not working against you. You have powers that make Gods weep from envy. Can we now assume that you are tired of carrying our mortal little butts and let us do something besides being your glorified "damsel in distress"? But maybe with a little more tact.
So it feels like there's a simple question buried deep, deep, deep in all that... -2 AC for using my Extra Attack class feature? Hell no. Houserules are group decisions, if the players say no it's not gonna happen. Stay firm in that, and also remember -- the DM isn't a god whose feelings determine the rules of the game. He's a normal dude that might as well wear one of those black and white striped referee shirts with a whistle, because that is all he really is... a rules referee. If this guy continues to not know or understand the rules, he shouldn't referee the game anymore, right?
The paladin already had the -2 AC, because he was wielding the greatsword he couldn't equip a shield. But that's not quite the same.
The first thing here is that I am assuming the main DM is new to being DM, and maybe even D&D in general, so he is still on the early part of the learning curve where there is a lot of improvement. Is that accurate?
There area also a few warning signs of potential larger issues, but since you have only queried this latest session it seems fair to find out how much DM/tabletop RPG experience he has before speculating too much.
In answer to your question. A lot of classes get a big power spike at Lv5, not just those that get the extra attack feature. The second attack does not seem overwhelming enough to justify a handicap, especially considering the options that open up as spell casters gain levels.
I'm not sure what to make of your comments. The DM sounds like they are on a power trip where rules don't matter and they do what they like making their character the star of the show and showing rampant favoritism to the girlfriend. They seem to enjoy making up spells and abilities that make them the most powerful at the table. Honestly, it isn't a table I would ever play at if the comments are even remotely accurate.
As to the topic, if by second strike you are referring to the "extra attack" feature that most martial classes get at level 5 then it isn't even remotely overpowered. Casters get access to 3rd level spells like spirit guardians and fireball which are equally strong. Paladins do have the ability to expend spell slots on divine smite. They can also cast spells like branding smite. However, branding smite ONLY applies to the next time you hit the target, not every time.
"The next time you hit a creature with a weapon attack before this spell ends"
It also only adds an extra 2d6 in damage. The paladin can also choose to use divine smite on any hit. Level 1 spell slots will do 2d8 additional damage. However, a level 5 paladin only has 2 2nd level and 4 first level spell slots. So between using branding smite and two divine smites they have used half of their spell slots for the entire day. They just don't have enough spell slots to keep it up. If both attacks hit then the character does 2d6+2d6+2d8+<stat> on one attack and 2d6+2d8+<stat> on the other attack. This is good but they can't keep it up and a typical day will have several encounters.
So it feels like there's a simple question buried deep, deep, deep in all that... -2 AC for using my Extra Attack class feature? Hell no. Houserules are group decisions, if the players say no it's not gonna happen. Stay firm in that, and also remember -- the DM isn't a god whose feelings determine the rules of the game. He's a normal dude that might as well wear one of those black and white striped referee shirts with a whistle, because that is all he really is... a rules referee. If this guy continues to not know or understand the rules, he shouldn't referee the game anymore, right?
Okay, so I am the paladin in the above mentioned, and the DM has had I think around 3 years, but still acts new to the game. He has before made encounters to where only his character can help, or at-least be the best available person, and sometimes will blatantly even say, "Hey DM can I do this? SURE I'm the DM". Both me and the Co-DM listed above have had experience as DMs and successful campaigns. When we question his motives as a player or was something legal, he brushes it off and says "It's fine." He also just cheats when fighting.
So, unlike our campaigns, it doesn't matter who comes we have so many people, he waited until one session where neither of us were there. So we had our fighter, other paladin the DM and his character, and a Card Mage, which is home-brew. The DM also has a girlfriend, who is there. He sends her on a mission, where she finds a mafia boss. The boss tells her to go kill someone (which she agrees to... not her alignment...). She goes back to the airship, yea we have an airship, the DM gave the rogue like 100,000 gp in a gambling bout, and the DMs character's backstory literally gives him infinite money. So the DM"s girlfriend goes back and attacks the mage. The mage, rogue, and DM character are allies, so othersdefends the mage. But for some reason, the DM's character doesn't and attacks them with his girlfriend. Once they attack, he lets her use a whip that deals lust damage? And seduces the paladin, which is female btw. The DM's character then starts saying that yea before the battle he was doing ritual spells and cast them now? Illegal right there, and he then started using a cantrip, which gave him 3 more actions, then cast a spell that allowed him to deal 10dmg every turn, and it stacks. Another spell which instantly immobilized the target no matter what, and another that did 80 Damage. He then killed everyone like instantly and illegally using dumb things. He then burned the airship, and dies himself. So the next session everyone wakes up in a player inn where everyone forgets everything. But it is normal
I'd be tempted to say something like, "We get it, you win this session even though we're not working against you. You have powers that make Gods weep from envy. Can we now assume that you are tired of carrying our mortal little butts and let us do something besides being your glorified "damsel in distress"? But maybe with a little more tact.
Thanks y'all, we talked to him about it, after him almost talking about nerfing spiritual weapon (lol), we got him to not do that, he also said that we could speak about fixing MORE of the rules done wrong (I am so ready), and example is the resistances, that's like "okay cool you take 2 less damage" stuff like that.
The way we did it was bringing him to our table and spoke to him, though what we had to do is say how more powerful stuff it gotten/has gotten each class has, such as our rogues 3d6 sneak attack damage, my spirit guardians, general stuff like that. We also started to talk about his character but he said we can see his character sheet, so I invited him to the campaign (hes never used DnD beyond before) we are all in. he hasn't joined yet but we really hope its all legal
(I also got word that he changed his clerical domain (I've never seen him cast a real spell, just saying) from arcane domain to the war domain, not that that's important to the story though)
Thanks y'all, we talked to him about it, after him almost talking about nerfing spiritual weapon (lol), we got him to not do that, he also said that we could speak about fixing MORE of the rules done wrong (I am so ready), and example is the resistances, that's like "okay cool you take 2 less damage" stuff like that.
The way we did it was bringing him to our table and spoke to him, though what we had to do is say how more powerful stuff it gotten/has gotten each class has, such as our rogues 3d6 sneak attack damage, my spirit guardians, general stuff like that. We also started to talk about his character but he said we can see his character sheet, so I invited him to the campaign (hes never used DnD beyond before) we are all in. he hasn't joined yet but we really hope its all legal
(I also got word that he changed his clerical domain (I've never seen him cast a real spell, just saying) from arcane domain to the war domain, not that that's important to the story though)
So again, thank you all!
I admit, I was doubtful that talking would help, but it sounds like it has. So I absolutely am going to give the DM credit for taking your concerns on board. I hope your games are more fun all round going forwards, and everyone gets their chances to be in the spotlight.
Yeah a bit late but just my 2 cents. If talking to this DM is working well then great. But if he keeps changing rules for his betterment or showing favoritism then it might be time to leave the game and start a new one without him. It sucks but sometimes people just have different ideas about how the game should work. Remember it is a game that is supposed to be fun. If it isn't fun or even downright frustrating for you and other players, then it isn't really worth investing your time in it.
Yeah a bit late but just my 2 cents. If talking to this DM is working well then great. But if he keeps changing rules for his betterment or showing favoritism then it might be time to leave the game and start a new one without him. It sucks but sometimes people just have different ideas about how the game should work. Remember it is a game that is supposed to be fun. If it isn't fun or even downright frustrating for you and other players, then it isn't really worth investing your time in it.
Yeah I've been kind of preparing, I've been writing a campaign and have it ready for once we don't want to deal with it anymore, or something like that
So some preface: I am a co-dm, I know the rules the best (better than the main DM/GM....). We recently hit level 5 and so with that, our main paladin has his second strike, with two level two spell slots, for a spell he chose branding smite so he can do big damage, all cool with me, he's our main melee fighter anyways. Two days before our last session I had talked to the main DM about increasing the difficulty, you may say I may be crazy, but.... the thing is the enemies had an average of 12 health.... Players were saying it was too easy, myself included. So here's where the problem began
The fight began, it was a 6 on 7 (we were the 6, and yes the DM has a character, I do too but that's because I don't ever know whats going on cause he doesn't tell me, fine by me), he told us that each enemy has a special ability. Okay cool. Our rogue does some pretty far distance movement, moving to a rock far away, shooting their leader dealing some damage with his crossbow, the leader takes the blow, and shoots back, legendary action? Okay whatever, it was only 8 damage, even through it was 21 to hit and the rogue technically would have 23 AC for being 3/4th covered if I have that rule right. Our paladin casts branding smite to get ready to deal big damage on their tank seeming guy. He rides up, with a greatsword, does two strikes, with the level two spell slot branding smite, two level one divine smite (that both hits, not two on one strike)(Not exactly sure if you can apply it to both strikes but I'd think maybe? The DM didn't say anything so we just went with it.) dealing around 53 damage, we were surprised by it was cool to see that nonetheless. DM makes the enemies target me (thank god I cast spirit guardians before) and after two rounds they knock me out, the only cleric who heals, the DM plays a cleric but he has never healed, and the times he cast spells were really powerful homebrew spells. I didn't get healed (well our artificer spared me from dying, love you arty) until the end, but thats besides the point. In the end, we had to do more than 200 damage to the tank, and over 50 to 100 for the other 6 enemies, how we did it? the DM gave himself high damages and hits when it should've missed. (many people have said no DM characters due to a thing where he rolled a 6 and gave himself quadruple crit)
Today. April 7th, 2019, the DM was talking to me about that, saying second strike is too OP, I said stuff against it but not yelling, he said something that bothered me, he wanted if you do second strike, the thing that makes up some classes making them special, once they did that, they lost 2 AC for the rest of combat, sure they have high AC, but I was thinking about maybe a barbarian that has 14 AC does second strike, leaving them to get hit easily, that scares me. The paladin and DM argued about it through message, something about spellslots came up and I guess the DM doesn't realize he doesnt have many spell slots so there's no way he could do that multiple times.
I just would like to hear what you guys think, should we go with the rule of if you do second strike you get -2 AC for the rest of combat (and no it doesn't stack thank god)? Or should we band together and say "hey, that kinda dumb, could you like not?". Like if he really wanted him to not do that, I'd just talk to him about that and ask "hey could you not do that, I kinda want the fights to not be one shot (even though im giving them so much health)"
just as a quick note, people say he went overboard with the health, If it weren't for the DM character, I fear we would be long dead.
This may be structured weirdly, sorry for that, first forum post.
The first thing here is that I am assuming the main DM is new to being DM, and maybe even D&D in general, so he is still on the early part of the learning curve where there is a lot of improvement. Is that accurate?
There area also a few warning signs of potential larger issues, but since you have only queried this latest session it seems fair to find out how much DM/tabletop RPG experience he has before speculating too much.
In answer to your question. A lot of classes get a big power spike at Lv5, not just those that get the extra attack feature. The second attack does not seem overwhelming enough to justify a handicap, especially considering the options that open up as spell casters gain levels.
Okay, so I am the paladin in the above mentioned, and the DM has had I think around 3 years, but still acts new to the game. He has before made encounters to where only his character can help, or at-least be the best available person, and sometimes will blatantly even say, "Hey DM can I do this? SURE I'm the DM". Both me and the Co-DM listed above have had experience as DMs and successful campaigns. When we question his motives as a player or was something legal, he brushes it off and says "It's fine." He also just cheats when fighting.
So, unlike our campaigns, it doesn't matter who comes we have so many people, he waited until one session where neither of us were there. So we had our fighter, other paladin the DM and his character, and a Card Mage, which is home-brew. The DM also has a girlfriend, who is there. He sends her on a mission, where she finds a mafia boss. The boss tells her to go kill someone (which she agrees to... not her alignment...). She goes back to the airship, yea we have an airship, the DM gave the rogue like 100,000 gp in a gambling bout, and the DMs character's backstory literally gives him infinite money. So the DM"s girlfriend goes back and attacks the mage. The mage, rogue, and DM character are allies, so othersdefends the mage. But for some reason, the DM's character doesn't and attacks them with his girlfriend. Once they attack, he lets her use a whip that deals lust damage? And seduces the paladin, which is female btw. The DM's character then starts saying that yea before the battle he was doing ritual spells and cast them now? Illegal right there, and he then started using a cantrip, which gave him 3 more actions, then cast a spell that allowed him to deal 10dmg every turn, and it stacks. Another spell which instantly immobilized the target no matter what, and another that did 80 Damage. He then killed everyone like instantly and illegally using dumb things. He then burned the airship, and dies himself. So the next session everyone wakes up in a player inn where everyone forgets everything. But it is normal
Demneiloid, he says hes DMed a lot, yet I teach him new rules all the time somehow, last session when I taught our rogue the sneak attack bonus and how to get it (I had assumed the DM had taught him how to rogue at another session I couldn't make it to because he told me about a stealth thing he did) , the DM seemed super surprised like he didn't know you got extra sneak attack damage. After learning this it seems to me that he hasn't leveled past 4 maximum, it's just sad to say because we used to think he was THE DM, that he knew everything about D&D.
I'm not sure what to make of your comments. The DM sounds like they are on a power trip where rules don't matter and they do what they like making their character the star of the show and showing rampant favoritism to the girlfriend. They seem to enjoy making up spells and abilities that make them the most powerful at the table. Honestly, it isn't a table I would ever play at if the comments are even remotely accurate.
As to the topic, if by second strike you are referring to the "extra attack" feature that most martial classes get at level 5 then it isn't even remotely overpowered. Casters get access to 3rd level spells like spirit guardians and fireball which are equally strong. Paladins do have the ability to expend spell slots on divine smite. They can also cast spells like branding smite. However, branding smite ONLY applies to the next time you hit the target, not every time.
"The next time you hit a creature with a weapon attack before this spell ends"
It also only adds an extra 2d6 in damage. The paladin can also choose to use divine smite on any hit. Level 1 spell slots will do 2d8 additional damage. However, a level 5 paladin only has 2 2nd level and 4 first level spell slots. So between using branding smite and two divine smites they have used half of their spell slots for the entire day. They just don't have enough spell slots to keep it up. If both attacks hit then the character does 2d6+2d6+2d8+<stat> on one attack and 2d6+2d8+<stat> on the other attack. This is good but they can't keep it up and a typical day will have several encounters.
Yes I meant extra attack, sorry for that. I did in fact use spirit guardians but he did not make any changes to that. And yes, how you described the addition of branding smite is how the paladin used it. To add onto the power trip, yes he does favor his girlfriend, letting her re-roll for..... no reason really, but she doesn't really do much.... her character is just kind of there, she doesn't speak to us, and for the problem of his character, yes he keeps a big wealth from his backstory, and he seems to want to be involved by playing a character, as some of the players said we needed someone to stay at this inn to keep watch, he called up his Mystic... though he followed at a distance so we wouldn't have a problem. additionally for a spell we believe is made up is really powerful... he basically for his turn made us all do an attack of his choosing, I could understand maybe one of us, but all of us? In that turn I believe he did 47 damage at level 4? Scary with that power
Thank you for your comment, reaffirming that our paladin did his stuff right.
So it feels like there's a simple question buried deep, deep, deep in all that... -2 AC for using my Extra Attack class feature? Hell no. Houserules are group decisions, if the players say no it's not gonna happen. Stay firm in that, and also remember -- the DM isn't a god whose feelings determine the rules of the game. He's a normal dude that might as well wear one of those black and white striped referee shirts with a whistle, because that is all he really is... a rules referee. If this guy continues to not know or understand the rules, he shouldn't referee the game anymore, right?
At this point I am with David42, step 1 is speak to him about the girlfriend being favourite and the rest of you just being his sidekicks, although with 3 years experience I would not expect that to change anything. Then if things don't improve I would walk, I have no interest in sitting around while the DM tells his own story with no meaningful input from anyone else, if he is that good a storyteller to keep my interest I would rather read the paperback version.
Also as LightSpeed said, house rules are a group decision, ideally they should all be laid out to discuss before the campaign starts, but even if they are added later, players have the autonomy to make their own mind up on if it is reasonable or not. Whenever I house rule something I am keen to get the input of my players before it comes up in game and there has been one instance where my intended adjustment was sloppy so this lead to a much better outcome. As much as "What the DM says goes" is important because there needs to be someone making decisions, this only works as long as the DM is being reasonable.
I'd be tempted to say something like, "We get it, you win this session even though we're not working against you. You have powers that make Gods weep from envy. Can we now assume that you are tired of carrying our mortal little butts and let us do something besides being your glorified "damsel in distress"? But maybe with a little more tact.
The paladin already had the -2 AC, because he was wielding the greatsword he couldn't equip a shield. But that's not quite the same.
Thanks y'all, we talked to him about it, after him almost talking about nerfing spiritual weapon (lol), we got him to not do that, he also said that we could speak about fixing MORE of the rules done wrong (I am so ready), and example is the resistances, that's like "okay cool you take 2 less damage" stuff like that.
The way we did it was bringing him to our table and spoke to him, though what we had to do is say how more powerful stuff it gotten/has gotten each class has, such as our rogues 3d6 sneak attack damage, my spirit guardians, general stuff like that. We also started to talk about his character but he said we can see his character sheet, so I invited him to the campaign (hes never used DnD beyond before) we are all in. he hasn't joined yet but we really hope its all legal
(I also got word that he changed his clerical domain (I've never seen him cast a real spell, just saying) from arcane domain to the war domain, not that that's important to the story though)
So again, thank you all!
I admit, I was doubtful that talking would help, but it sounds like it has. So I absolutely am going to give the DM credit for taking your concerns on board. I hope your games are more fun all round going forwards, and everyone gets their chances to be in the spotlight.
Yeah a bit late but just my 2 cents. If talking to this DM is working well then great. But if he keeps changing rules for his betterment or showing favoritism then it might be time to leave the game and start a new one without him. It sucks but sometimes people just have different ideas about how the game should work. Remember it is a game that is supposed to be fun. If it isn't fun or even downright frustrating for you and other players, then it isn't really worth investing your time in it.
Yeah I've been kind of preparing, I've been writing a campaign and have it ready for once we don't want to deal with it anymore, or something like that
I think your DM is a bookworm but not a creative sort. They want to DM and play at the same time. Maybe it is better if you or someone else DM.