Emirikol
Adventurer
I'm a rat-bastard DM, but I actually focus on all characters' weaknesses instead of their strengths. Do any of the rest of you manipulate players into creating more well-rounded characters instead of min-maxing? Many new players in my campaigns simply min-max their characters. Over time, they realize that a well-rounded character is more useful.
It's not that I don't want players to have a good time, I just like warning them that one-trick pony characters are not going to have it easy..because there ARE other players afterall. ( NOTE: I ALWAYS WARN PLAYERS AHEAD OF TIME NOT TO OVERSPECIALIZE)
Example methods
fighter tank - adventures have lots of running, jumping and climb checks to be able to engage an enemy. You can't have enough of these anyways.
barbarian berserkers with high hits and massive damage - adventures with more willpower saves and diplomacy.
rogue wanders off ahead to steal treasure - kill them once with monsters that 'sense' instead of see, never fooled again
generic wizard specialist evokers - adventures have lots of opportunities to use divine magic, lots of things to read on the walls and hints about illusions. Wizard forced to make saves against their opposed schools
charismatic bard/rogue with diplomacy 23 - warned ahead of time that several adventures with undead, constructs, and elementals will be there, but not exclusively.
clerics - allow your campaign to have herbal shops where healing potions are ALWAYS available. it forces clerics to assume roles other than healer (which is probably what they want anyways)
You know you're succeeding when players start taking wierd feats instead of the typical min-max trees.
Thoughts? Experiences?
jh
..
It's not that I don't want players to have a good time, I just like warning them that one-trick pony characters are not going to have it easy..because there ARE other players afterall. ( NOTE: I ALWAYS WARN PLAYERS AHEAD OF TIME NOT TO OVERSPECIALIZE)
Example methods
fighter tank - adventures have lots of running, jumping and climb checks to be able to engage an enemy. You can't have enough of these anyways.
barbarian berserkers with high hits and massive damage - adventures with more willpower saves and diplomacy.
rogue wanders off ahead to steal treasure - kill them once with monsters that 'sense' instead of see, never fooled again
generic wizard specialist evokers - adventures have lots of opportunities to use divine magic, lots of things to read on the walls and hints about illusions. Wizard forced to make saves against their opposed schools
charismatic bard/rogue with diplomacy 23 - warned ahead of time that several adventures with undead, constructs, and elementals will be there, but not exclusively.
clerics - allow your campaign to have herbal shops where healing potions are ALWAYS available. it forces clerics to assume roles other than healer (which is probably what they want anyways)
You know you're succeeding when players start taking wierd feats instead of the typical min-max trees.
Thoughts? Experiences?
jh
..
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