IntroMost official 3.x and Pathfinder modules aren't meant for optimizers of our caliber. We can make
psionic sandwiches (or sandviches for you
Team Fortress 2 players) and all sorts of other amusing and powerful things.
Yet what scenarios are most fun to play, GM for, and theorycraft with this CO mindset?
Please avoid spoilers as much as practical when discussing these modules! Don't ruin 'em for the rest of us!Play ListRed Hand of Doom (L5-10) -
My Hood Cohort. D&D isn't made to withstand one-shotting or one-rounding everything officially printed. I didn't fear the villains in this module since I had Ebony, my dragoon cohort, to destroy everything. Then she got
dominated. Still got a happy ending.
GM ListThe official modules I GMed were brief, but easily solved by a properly optimized character or party. The homebrew scenarios and campaigns I've run were meant for a party of heavy optimizers, which my players weren't and aren't.
Theorycraft: You haven't played nor run it, but you've read the moduleBastion of Broken Souls (L18-19) - TN Human Diviner5/Red Wizard10/Archmage2 with Leadership UMDs a staff of
holy word and has a staff of
moment of prescience. Only the last boss poses a threat, and that's if you lose initiative. Beaten by a solo core Wizard's
astral projection.