Dealing with powergamers

I think the problem is not stuff like people carrying lots of arrows and all that. If that were it, there'd be a tiny solution for every tiny problem you had. Such as what happens when an archer fires into a melee where friendlies are involved. Or how much all these arrows weigh, etc. And even playing a selfish character who tricks the party into visiting a solar for his own good would be acceptable. It's hard to tell what's bothering you. If he suggested improvements to your NPCs, then ask him to help you make them. Use all the powergaming skills to your advantage, too. As far as I can tell, all these things have a solution.

Except for one.

Players reading books while I'm talking. Players scoffing at the story I prepared.

I think common decency would demand that they at least not show it if they are bored. It's ok to be a combat machine in my games, and to be eager for a fight. It might even be ok to skim the monster manual while the mage spends a few minutes on a research side-quest. But not when it basically comes down to ignoring other people at the table.
 

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Whizbang Dustyboots said:
If the problem is that you can't keep up with all the options, don't allow the options in unless you pre-approve them. If your game is set on the seashore, for instance, make it the core books plus Stormwrack (for instance), and that's it.


This gets my vote. We have a layer who likes to take advantage of all options. I ended up declaring 'if I don't own the book, it's not available for the campaign'.


Also, take time you can to get familiar with whatever rules you do allow. I've been surprised with creative interpretations. The last was a character with light armor and a great coat (IK) trying to enchant them both and get the enhancement bonuses to stack. Didn't run it through me, just assumed it would work because shield enhancements stack with armor. Didn't find out until he had to defend against an attack flat-footed.
 

Sadly the easiest ways are limiting options and giving out mechanical bonuses for doing things that you like (ie roleplaying).

Limiting options to what you know should be a given hopefully but every change to the character should go through you first.

I would suggest keeping all of the character sheets and any changes that people wish to make have them email you the change, where it comes from, and why. You email them back with a yes/no and further comments as needed.

Mechanical bonuses could be anything. I had an old dm who gave out poker chips when you did something above and beyond which could be turned in for a variety of things. You could do something similar and if done well it might enhance the game overall along with making the player do more what you like.

It sounds like he is after the mechanical side after all. If doing the roleplaying side will help him out mechanically then maybe......
 


Yeah, you can't kill the PC. He will definitely whine and assume that you're killing him because he's too good. In fact, I'm sure that's why he powergames, so that if anything bad happens to his character, he can automatically assume that you're fudging things.

I have a powergamer player. If anything bad happens to his PC, he immediately tears into the books to check and make sure I'm not fudging things. The first word out of his mouth whenever his PC dies is "BS." I joke and say, "Yes, that could very well be his last thought. Who's next on initiative?"

Concerning the arrows, the magical quiver is a good idea, but I certainly wouldn't allow the PC to fashion arrows at camp. That's something that's done in a workroom of some kind with tools and such. Certainly smithing arrowheads is not something that can be done by the fire while others are resting. I don't understand how that would work, unless she's carrying around shafts and arrowheads. Why not just buy the finished arrows instead? She can make all the arrows she wants in town.

Provide a bag of holding and let the PC puncture it with the first arrow she puts in there. If it's quivers she puts in there, make sure she burns a full round taking one out and slinging it (drawing attacks of opportunity). The first fireball that hits her on a failed save ashes the thing.

Also, don't allow the opportunity to reclaim arrows. If she takes the time to yank out arrows and fish them out of debris, have another dozen orcs pour into the room. Move things along so that there isn't time to stop and screw around.

You might also provide the PCs' stats and such so that others here can help you with strategies to thwart his/her builds. There's always someone smarter and better out there. Remind them of that in-game with those overpowering foes.
 

Storyteller01 said:
This gets my vote. We have a layer who likes to take advantage of all options. I ended up declaring 'if I don't own the book, it's not available for the campaign'.
A player bought me Complete Divine for this very reason. :p
 

Oryan77 said:
Yeah but I've seen this type of thing mentioned online a lot. The player will get pissed because he thinks I'm just focusing on him all the time just to punish him for powergaming. It will lead to nothing but him leaving the group. That's what I read when people post about it, they got mad, quit, and posted about how the DM sucked. I don't want to be that DM :heh:

That's also why, in most cases, I tend to ignore threads where people are complaining about how the DM sucked. It's only one side of the story.

I think basically you're annoyed with this guy's personality and how it affects the game. The fact that he's a powergamer aggravates things, but as you noted, you have another powergamer in the group who doesn't annoy you.
 

i agree mostly with what others have said. i'd make sure and follow the rules that are already in play, however, i.e., a failed save on a fireball does not destroy a bag of holding, as far as a know. a CRITICAL fail, otoh, might :)

it sounds like you aren't running the campaign you really want to run, if you're allowing feats, options, etc. that you don't know about.

i'd start over.
 


Is he having fun?

Is his wife having fun?

Is their fun detracting from the entertainment of the rest of the group?

If the first two answers are yes, and the last one is no, then I can't see any problem. Just because his playstyle is different doesn't mean that it's wrong. Let him be a bit more powerful in combat, and let the rest of the group enjoy the roleplaying opportunities.

If his character is substantially more powerful than the rest of the group, then don't nerf him. Rather, give mechanical bonuses (in the form of magical abilities or items, etc) to the rest of the group, and give him a non-mechanical roleplaying boost (favor from some noble, secret knowledge about a major plot point, etc). It's always a pain to see your character nerfed to compensate others - bring everyone up to the same power level, and make him realize that roleplaying has its own form of power in the game. It won't necessarily fix his powergaming, but it's likely to make him more interested in roleplaying.
 

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