Look, they're the main characters of the story, they're supposed to look badass sometimes..
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It's honestly really funny to me how frequently some DMs forget basic writing principles. If something is set-up, either by yourself or your players, you should find a way to pay it off. It's a really lame story if your monk has developed an immunity to poison and it never comes up a single time. Chekov's gun was made to be fired!
Your monk can catch arrows now? Don’t stop shooting them. Shoot them more.
Monk - burns reaction catching arrow
Dm - "and now they turn the balista on you"
Monk - O_O
DM- "Catch this, monk boy"
I'd like to imagine the monk catching the ballista projectile and getting whisked away by it
Yes! Shoot your Monk is standard GM advice! they took those powers to look badass, just give them one useless archer per combat and they will shine! And throw arrows!
And if you still want to throw them a curveball you can always throw in the occasional bit of exotic ammunition that messes with them when they catch it (Use sparingly so they still get to feel cool)

I once let our monk deflect a ballista bolt because he said he was going to do the redirecting with his flying kick instead of his hands, so I had him roll acrobatics with disadvantage since his reaction time would have to be through the roof to pull it off.
rolled two nat 20's. Not only did that ballista go sailing right back at the machine that fired it, it utterly destroyed it and the three dudes manning it, because after kicking half a telephone pole back at your enemies, you've earned the right to walk away from an explosion without looking at it.
I also made him roll to see if he hurt himself landing and he did, so he had to deal with a bad ankle the rest of the encounter (-3 dex, I am a jealous god)
You also don't need to make every enemy an idiot like a videogame. Monk catches an arrow? Archer wastes a turn figuring that out, calls it out to his teammates start of next turn and targets someone else.
A green dragon, depending on your source books, should be more than smart enough to notice its breath attack didn't work on someone and change tactics.
It doesn't work in every situation, like with enemies that shouldn't be smart enough to figure it out, but there's some great room for fun reminding your players that the enemies aren't always braindead.
It also can add an extra layer to combat. Take out the commander that's noticing this stuff to prevent it. Kill the archer before he can call out the monk caught his arrow, so another archer wastes a turn.
I dunno if the new books do this, but when I started DMing, I was surprised that actually the NPCs are like a video game. They have rules for their behavior that dictates what they will attempt to do, and will be fairly stupid if you just do things by the book.
But by no longer utilizing poison against the party because of the monk, the monk has effectively made the entire party immune to poison by virtue of it no longer being present in encounters! Hah!
But seriously though, cutting out stuff you know the party will hard-counter is just going to make the party not feel as cool. A balance of both is important. Believe me, as the guy in the party who could cast Silence, I know; hard-countering every boss encounter kind of makes the boss feel lame instead of fun.
I feel like too many DMs play against the players instead of with them
The goal is not for the DM to win and feel cool
The goal is to let the players win and feel cool
The goal is to let the players win and feel cool
I wouldn't use "win" here because that's not always the case. I'd say'
"The goal is to acknowledge players decisions and show that their actions matter, regardless of the final result."
I prefer the BLeeM method: try to kill them and then be amazed at how they, like cockroaches, survive anyways
I'm somewhat glad that Pathfinder doesn't have silence in the same way that dnd has and nerfed the shit out of counterspell as well. The second one makes it so much more satisfying when you get to do it.
I managed to work up an immunity to Poison, so our DM had a drow princess get one last action when she got to 0 hp to attack me with her only attack spell as I had severely pissed her off, and it was cast at 5th level
But her only attack spell was Ray of Sickness
How long did you have to spend to become immune to Iocane powder?
Did that and when the monk was engulfed in the cloud of poison taking no damage he felt like quite the badass going for a flurry of blows with advantage (I told him with advantage because the dragon wasn't expecting him to be unfazed and he kept himself concealed in the cloud on his approach).
That's also when the rest of the party found out the monk was immune to poison.
10/10 would do that again
Last campaign I ran the paladin was so proud of herself for smiting down a couple lesser demons and gushed about it for the rest of the week. So for the next 3 arcs of that campaign I snuck in a cambion who was hounding the party and got his lights clocked in multiple times just knowing the dopamine release it gave that player even when every 'challenging' encounter crafter for that group was done in about 5 terms and took me nearly and hour to craft ahead of time.
To me as the DM it's your job to learn what quirks or functionality of the players particularly enjoy about their characters and find a way to sneak in encounters, puzzles or situations that give that player time to shine and enjoy it. Even and especially if it trivializes the challenge you put into it.
I have started to balance the game less and less and its getting more and more fun.
Let your players do cool shit. Let them be good at what they built their character for. You can challenge them while still giving them opportunities to be awesome.
No party is immune to 100 twig blights in close proximity.
This was always frustrating. One particular dm did that a lot. Oh, x was showing up so someone took y ability to deal with it? X no longer shows up ever again. Cool. Feels bad.
First, hell yes.
Second, if you like being an adversarial DM, just let them know that's the type of game you like to run. They don't have to play and you will have to find some players that like that style.
My favorite dragon encounter was a dragon that I still don't know the species of. The damn thing was puce. My DM didn't want us to have any meta knowledge.
It was fun though because of how we got to, and dealt with, said dragon. Dragon was in a mountain lair that, when scryed upon it was revealed, was full of traps and minions.
My wizard figured out that she had just enough 8th and 9th level spell slots to cast Xorn Movement, and Improved Invisibility on the entire party (no invisibility on herself though), and still have 2 casts of Unfailing Missiles (9th level spell she created). We successfully snuck into the dragons lair, and took positions. Our monk was ready to grapple its tail, our rogue was ready to backstab, and was flying because he had a magic item, our cleric was prepping Harm,and our fighter was annoyed that I put her behind myself.
I tapped said sleeping dragon on the nose, and said in Draconic, "Wakey wakey." The dragon opened its mouth to use whatever breath weapon it had, and I said, "That's not a good idea, that will just make me and my friends angry."
The dragon then realized I was speaking draconic and parlayed with us. We explained that we didn't even want to be there, but the gods had tasked us with the eviction of the few dragons that weren't supposed to be on this particular prime material plane in the first place. We also explained that we had brought with us 20 empty bags of holding, and would prefer to relocate them off the plane to a plane of their choice. Thankfully that dragon took the deal. The other three ended up with their souls in rather large black diamonds, that the God of Knowledge had provided us.
I mean, the Monk being immune to poison doesn't save anyone else in the breath attack.
Part of D&D is building synergy between the classes and operating as a team. At the same time, it's the group's biggest vulnerability.
Mind-splort the meat shield, gum up the support, grapple the damage dealer, or backstab the controller. Suddenly, the team is scrambling as their game plan falls apart.
And green dragons have so many tricks up their sleeves! The last thing I'm worried about is the breath weapon. It's our horny bard falling for her damned come-hither smile that keeps me up at night.
Honestly, why do DMs feel the need to try and wipe the party? DMs should be hoping the party succeeds because the party is usually going to find a way to wipe without their assistance.
I have a character in a campaign DM'd by my buddy, and they're a pretty weak build, as he was giving powerups to the party I asked for a much weaker change to my character that would let me make an attack while staying hidden.
Literally, the first time I got to try out the strategy, it was immediately invalidated, and I wanted to quit on the spot. The one cool thing my character could do I wasn't allowed to do...
Reminds me of the time my GM buddy wanted lunch at school and offered me 3 capital ships in our SW RPG game if I bought him a taco salad. So I did and then promptly lost two of them in a battle that was more of a cutscene than anything else.
I was pissed but whatever the one ship ended up being fun.
So later, in another game, I did the same for a submarine. Again, same session, we found the enemy on land after searching around in the sub. So we get out and have this epic battle where our characters take out a goblin army or something. Then we go to get back in the sub. "You never said you turned it off, so it's gone." So what we breached the surface and all tuck and rolled to get off of it, no roll to avoid getting sucked in to the propellers or anything?
I think that's about when I just went back to playing magic most of the time at lunch at school.
I tailor my encounters to what my players like, not what's going to challenge their dice and IRL luck. If my players are finding themselves having to cheese their build and pick the optimum feats and talents just so they can stand a chance, then I've failed as a DM.
If you're cheesing your build because you want to feel powerful, just tell me, and I'll do a campaign where you can feel powerful without needing to cheese your build. You should be able to make the character you want to roleplay as without feeling like you're inadvertently gimping yourself.
It's why I like Genesys and Powered by the Apocalypse, because those are RP heavy systems that don't require you to spend ages messing with stats in order to play the character you want to play.
That's all we'll and good but in my experience DMing, it takes a lot of work to prepare interesting outcomes for the actions my players might take during a pivotal moment. A player with a guaranteed success at something is usually something I try to avoid so they don't feel railroads or like doing things that way is the ONLY solution. With 4 players I want everyone to have an equal share of interesting moments but when one person starts being a powerbuilding min/maxer I tend to build events from time to time that won't let them just steal the whole show.
Unfortunately, because they are a min maxing powerbuilder they are keenly aware of any opportunity for which they should have been the most OPest of characters and will sniff out how they have been silently slighted. They lock on to the fact that they didn't get to shine a few times while glazing over the times where they were OP because in their mind, that's how it's supposed to be!
Before you know it they start pouting, complaining to others, backseat rules lawyering, and just generally acting like they are being mistreated rather than trusting the DM to be trying their best to fit their fucking chadly, mind-controlling demigod in to situations with 3 other people who haven't hyper focused for days on the most efficient use of their action economy.
I'm removed sure but end effect was similar to this meme's bad DM. I just stopped putting effort into letting the flawless demigod look cool because while he was A main character he was not THE main character and if that upset him... Well maybe next time he'll finally learn why the actual best characters to play are the ones with lots of interesting flaws
Try playing with adults.
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