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Advice Needed: Best way to work with Power Gamers?
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<blockquote data-quote="Celebrim" data-source="post: 6290094" data-attributes="member: 4937"><p>There are only two things you can do about power gamers.</p><p></p><p>1) Be the best RBDM you can be.</p><p>2) Make sure you preemptively attack the rules ahead of the players taking abilities to try to prevent insanity from happening. If you have players building Pun-Pun or similar 'win button' characters, you need to squash that because there isn't anything left of the game once the 1st law of RPGs is broken that badly. Fix holes in the rules system before they are exploited if at all possible.</p><p></p><p></p><p></p><p>More enemies is almost always more exciting and more challenging than a single big enemy, and it gives your players chances to use their strengths were they can be best used. In general, with power gamers, no combat should involve fewer monsters than you have PCs. Many combats should have the PC's outnumbered 2:1. The idea is to organize monsters into tactical units and use teamwork on the players. </p><p></p><p>To keep things simple to prepare, try to make the monsters as close to stock MM as you can manage - although occassionally abusing the CR system with synergistic template or class level can be fun. Avoid humanoid NPCs, both because they are hard to make challenging and to avoid monte hauling power gamers with loads of useful loot. Other than that go full RBDM on them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6290094, member: 4937"] There are only two things you can do about power gamers. 1) Be the best RBDM you can be. 2) Make sure you preemptively attack the rules ahead of the players taking abilities to try to prevent insanity from happening. If you have players building Pun-Pun or similar 'win button' characters, you need to squash that because there isn't anything left of the game once the 1st law of RPGs is broken that badly. Fix holes in the rules system before they are exploited if at all possible. More enemies is almost always more exciting and more challenging than a single big enemy, and it gives your players chances to use their strengths were they can be best used. In general, with power gamers, no combat should involve fewer monsters than you have PCs. Many combats should have the PC's outnumbered 2:1. The idea is to organize monsters into tactical units and use teamwork on the players. To keep things simple to prepare, try to make the monsters as close to stock MM as you can manage - although occassionally abusing the CR system with synergistic template or class level can be fun. Avoid humanoid NPCs, both because they are hard to make challenging and to avoid monte hauling power gamers with loads of useful loot. Other than that go full RBDM on them. [/QUOTE]
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