Help me battle munchkism

I agree with everyone here: In cases of munchkinism, an ounce of prevention is worth a pound of cure. Luckily, however, as the DM, you can administer all the poundings you want. : ]

Nothing beats a retarded munchkin like an intelligent, careful villain. The villain should probably plan things very well, and also have lots of reconnosance(sp?), so that he can then watch the heroes(?) as they handle various encounters he throws at them, and then splat them with custom-made counters to their strengths.

Remember that people who run around the countryside slaughtering guards often attract unwanted attention: D&D has it's own SWAT teams, too.

Good luck with your game, though it might be best to just start over. : ]

-S
 

log in or register to remove this ad

It might well run till the end of this module, perhaps three more sessions. Oh yeah head villain is keeping tabs on em now...you can guess as to how.
 


I think that you and your players should all read the player's handbook. Stuff like confirming crits and only getting one attack when you move more than 5' is pretty basic stuff.

you definitally need a DMG.

Do you have the players roll out in the open? Why hadn't anyone noticed the rogue not confirming crits?

It sounds to me less like munchkinism and more like unfamiliarity with the rules.

Definitally get a copy of everyone's charachter sheet. My DM keeps track of our charachters via PCGen. He will print us out a new copy when ours are so covered by scribles that you can't find anything. We are lucky that we have a small group so the DM knows the cahrachters almost as well as we do.

I think that you should talk to your players tell them that you see them hurtling towards evil alignments as well as munchkinism. and get their feedback on what they think.

A sure fire way to combat munchkinism is to plan non combat ROLE playing encounters. We've gone through whole exra long sessions with no combat. None.
 

Pets & Sidekicks

Remove ads

Top