Hi, all. Let's all be clear on this: this is Tacky letting off steam.
I don't consider myself a Powergamer, except that apparently I totally am. My character-creation philosophy is "Make a character concept, then make the best possible character within the rules for that concept, and then play that concept faithfully, even when it's to the character's detriment." That part in the middle is where I'm a powergamer from hell, evidently.
I'm playing in a game in which the DM has modified things pretty heavily -- magic uses his own house rules, and he's added a poker-chip mechanic for a bunch of special combat maneuvers he's made himself. That's fine. No objections there. My objections come from the fact that I am, apparently, a munchkin.
Things Too Powergame-y For This DM
- Improved Feint
- 3.5 Power Attack's "x2 if wielding with both hands" rule
- Getting enough money to purchase nonmagical medium or heavy armor
- Reminding my allies (OOC) to pick up the equipment I'd dropped in the fight before getting knocked out. The allies dragged me off, and when I brought it up later, the DM gave them spot checks to have seen it, then ruled that they hadn't.
- Taking armor or weapons off of fallen bad guys about half the time -- armor is "too heavily damaged because of what you did to him" and weapons are "obviously of (orc) make, so you'd be executed as an (orc) sympathizer if you were seen using them". This is more likely to occur when the weapon does extra flaming damage or when the armor is heavier than anything we've got.
Things the DM is Fine With
- 6 level 3 PCs, equipped with no magical equipment and no armor heavier than chainmail (once PC had this -- everyone else has studded leather) against 10 bad guys, all of whom shoot flaming arrows. 9 of the bad guys were, I believe, level 1 or level 2. The 10th was, and I'm guessing here, level 7-ish -- +13 to hit while wielding a +3 flaming scimitar, and with around 90 hit points.
- Having a bad guy use overrun as a move action rather than a standard action, so that he overruns one PC, runs to the second, and then attacks.
- Using special homebrewed combat maneuvers to declare that an opponent isn't actually flanked, so my rogue cannot sneak attack. Note: there is currently no combat maneuver that lets my rogue sneak attack when he otherwise wouldn't be able to do so. There's a maneuver that lets somebody flank when he's not actually flanking, but it explicitly says that it doesn't work with Sneak Attack.
- Declaring that when my rogue was reduced to 0 hit points in a fight on the docks, he was thrown off the docks due to flavor-text, and the flaming warhammer he'd just gotten sank and was lost because of said flavor-text. (To be fair, we evidently had magical weapons waiting for us as a reward, so this wasn't as bad as it could have been. Still, annoying.)
I'm completely owning that this is largely me blowing off steam. The DM appears to want to run an epic game where you start piddly and eventually become huge and powerful, but there's a point after which being outclassed in every fight, or winning because of the assistance of the DMPC who is a better archer than the PC focusing on archery, gets old.
And this is coming from a DM who defends to no end the concept of the DMPC, the NPC follower who accompanies the party. This is coming from a DM who loves his story and, while trying not to be obvious about it, really tried hard to get that story told in the games I ran.
Rrrrrrrgh.
I don't consider myself a Powergamer, except that apparently I totally am. My character-creation philosophy is "Make a character concept, then make the best possible character within the rules for that concept, and then play that concept faithfully, even when it's to the character's detriment." That part in the middle is where I'm a powergamer from hell, evidently.
I'm playing in a game in which the DM has modified things pretty heavily -- magic uses his own house rules, and he's added a poker-chip mechanic for a bunch of special combat maneuvers he's made himself. That's fine. No objections there. My objections come from the fact that I am, apparently, a munchkin.
Things Too Powergame-y For This DM
- Improved Feint
- 3.5 Power Attack's "x2 if wielding with both hands" rule
- Getting enough money to purchase nonmagical medium or heavy armor
- Reminding my allies (OOC) to pick up the equipment I'd dropped in the fight before getting knocked out. The allies dragged me off, and when I brought it up later, the DM gave them spot checks to have seen it, then ruled that they hadn't.
- Taking armor or weapons off of fallen bad guys about half the time -- armor is "too heavily damaged because of what you did to him" and weapons are "obviously of (orc) make, so you'd be executed as an (orc) sympathizer if you were seen using them". This is more likely to occur when the weapon does extra flaming damage or when the armor is heavier than anything we've got.
Things the DM is Fine With
- 6 level 3 PCs, equipped with no magical equipment and no armor heavier than chainmail (once PC had this -- everyone else has studded leather) against 10 bad guys, all of whom shoot flaming arrows. 9 of the bad guys were, I believe, level 1 or level 2. The 10th was, and I'm guessing here, level 7-ish -- +13 to hit while wielding a +3 flaming scimitar, and with around 90 hit points.
- Having a bad guy use overrun as a move action rather than a standard action, so that he overruns one PC, runs to the second, and then attacks.
- Using special homebrewed combat maneuvers to declare that an opponent isn't actually flanked, so my rogue cannot sneak attack. Note: there is currently no combat maneuver that lets my rogue sneak attack when he otherwise wouldn't be able to do so. There's a maneuver that lets somebody flank when he's not actually flanking, but it explicitly says that it doesn't work with Sneak Attack.
- Declaring that when my rogue was reduced to 0 hit points in a fight on the docks, he was thrown off the docks due to flavor-text, and the flaming warhammer he'd just gotten sank and was lost because of said flavor-text. (To be fair, we evidently had magical weapons waiting for us as a reward, so this wasn't as bad as it could have been. Still, annoying.)
I'm completely owning that this is largely me blowing off steam. The DM appears to want to run an epic game where you start piddly and eventually become huge and powerful, but there's a point after which being outclassed in every fight, or winning because of the assistance of the DMPC who is a better archer than the PC focusing on archery, gets old.
And this is coming from a DM who defends to no end the concept of the DMPC, the NPC follower who accompanies the party. This is coming from a DM who loves his story and, while trying not to be obvious about it, really tried hard to get that story told in the games I ran.
Rrrrrrrgh.