FireLance
Legend
Fair enough, but I don't see this as a problem. As a DM I always adapt the challenges to fit the mix of characters, anyway.DungeonMaster said:Overpowered must refer to the base, the core rules without optional material at all.
If I can trip with a spiked chain an improved trip at +4 and enlarge person at +8 then that's a basis to work from. All other things equal that means I'm wining 80% of the time and they're not falling prone 20% (that's the opposed roll math).
If I add Jotunbrund at another +4 then that's a total +12 now. So that's really starting to be a very hefty effect. All other things equal that's a 91% versus a 9%.
If I add a feat called sidestep that allows me to trip then get completely out of the way denying any form of counterattack then we have a problem.
The DM can "adapt" - he can throw really big things, incorporeal, four legged or even all the those combined. But the combination of PC abilities has forced his hand. Many standard MM encounters just aren't up to par with the PC. That's where you begin to draw the line of overpowered. Your characters just stomp all over plain Monster Manual creatures with impunity.
More options simply means that the character gets pretty good at one thing, at the expense of his ability in other areas. Certainly, I can make a great tripper, but how does he do in a grapple? Against flying opponents? Against ranged attackers? Against spellcasters? In my mind, it's just a strategy of narrowing focus for higher payoff at the expense of higher risk. I've found it's generally more efficient to cover all bases, but if a player wants to be really good at one thing, I'll let him, and I'll give him the chance to exercise his schtick, but I can still find other ways to challenge him and the party.
I won't deny that there are some particularly problematic options, like the Frenzied Berserker, the shivering touch spell and over-the-top caster levels for spells such as blasphemy and holy word, and I manage those by just not allowing them.