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Dealing with Extraordinary players
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<blockquote data-quote="Umbran" data-source="post: 5097282" data-attributes="member: 177"><p>A few possibilities, in no particular order...</p><p></p><p>Maybe one of them wants to run the game instead?</p><p></p><p>If you find this is a major problem, consider switching games - to one in which they are not masters. </p><p></p><p>If you continue playing the current game, consider restricting the scope of rulebooks you allow - if they cannot pick and choose from the full spread of available books, the number of ways their knowledge can outstrip your ability is smaller.</p><p></p><p>Recognize that when you lack finesse, the DM can <em>always</em> beat the party with sufficient brute force. No matter what their rules mastery, if you toss an Encounter Rating that's 8 or 10 higher than their level, they're going to be squished. So, you take that principle and you tone it down a bit - figure that their rules mastery gives them an edge, and their effective level is one or two higher than their actual. If they're 5th level, you design encounters and adventures with the assumption that they're 6th or 7th.</p><p></p><p>Make more of the campaign dependent on their plans and reactions than about their power - social encounters, political conundrums, and suchlike are often more level-independent.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5097282, member: 177"] A few possibilities, in no particular order... Maybe one of them wants to run the game instead? If you find this is a major problem, consider switching games - to one in which they are not masters. If you continue playing the current game, consider restricting the scope of rulebooks you allow - if they cannot pick and choose from the full spread of available books, the number of ways their knowledge can outstrip your ability is smaller. Recognize that when you lack finesse, the DM can [i]always[/i] beat the party with sufficient brute force. No matter what their rules mastery, if you toss an Encounter Rating that's 8 or 10 higher than their level, they're going to be squished. So, you take that principle and you tone it down a bit - figure that their rules mastery gives them an edge, and their effective level is one or two higher than their actual. If they're 5th level, you design encounters and adventures with the assumption that they're 6th or 7th. Make more of the campaign dependent on their plans and reactions than about their power - social encounters, political conundrums, and suchlike are often more level-independent. [/QUOTE]
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