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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="CydKnight" data-source="post: 7027638" data-attributes="member: 6873462"><p>I have not considered dropping feats or multi-classing for what some may perceive as a character power imbalance because it hasn't been an issue in my games yet. If it were, as a DM, I suppose I would single out the weakness(es) of the alleged over-powered character and try to design encounter(s) around neutralizing that character or at least inhibiting its effectiveness <em>IF</em> it becomes an issue. So I guess what I am saying is that this can largely be controlled by the DM through gameplay without disallowing certain optional rules that you might otherwise want to use.</p><p></p><p>I am not sure of the "who" in the "who complain about the relative power of characters" is referring. If it is other players in the group, I believe this will more often than not be a simple case of buyer's remorse. Perhaps they had delusions of grandeur of being some all-powerful, god-like character that the rest of the group followed and it simply isn't working out that way because they either didn't understand well enough the mechanics of the character they created or another players simply understands theirs better. It's tough to manage a group where everyone wants to "be the man" because not everyone can be the man. Dealing with player egos can be challenging.</p><p></p><p>In short, I try to encourage players to create the character they want to play and that their relative usefulness to the group will be more than simple combat effectiveness. That balance of effectiveness in more than one skill (not just combat) will serve them better. This especially true of new, inexperienced players who could lose interest quickly if things don't go their way.</p></blockquote><p></p>
[QUOTE="CydKnight, post: 7027638, member: 6873462"] I have not considered dropping feats or multi-classing for what some may perceive as a character power imbalance because it hasn't been an issue in my games yet. If it were, as a DM, I suppose I would single out the weakness(es) of the alleged over-powered character and try to design encounter(s) around neutralizing that character or at least inhibiting its effectiveness [I]IF[/I] it becomes an issue. So I guess what I am saying is that this can largely be controlled by the DM through gameplay without disallowing certain optional rules that you might otherwise want to use. I am not sure of the "who" in the "who complain about the relative power of characters" is referring. If it is other players in the group, I believe this will more often than not be a simple case of buyer's remorse. Perhaps they had delusions of grandeur of being some all-powerful, god-like character that the rest of the group followed and it simply isn't working out that way because they either didn't understand well enough the mechanics of the character they created or another players simply understands theirs better. It's tough to manage a group where everyone wants to "be the man" because not everyone can be the man. Dealing with player egos can be challenging. In short, I try to encourage players to create the character they want to play and that their relative usefulness to the group will be more than simple combat effectiveness. That balance of effectiveness in more than one skill (not just combat) will serve them better. This especially true of new, inexperienced players who could lose interest quickly if things don't go their way. [/QUOTE]
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Balance of Power Problems in 5e: Self created?
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