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<blockquote data-quote="GM Dave" data-source="post: 5949830" data-attributes="member: 6687992"><p>Yeah, I think it is going to have to come down to what's best for the group and the game.</p><p></p><p>I appreciate the feed back that I have received as it has helped me think of how I want to go ahead with this situation.</p><p></p><p>He's a core player for the group (we use his house as he has three kids with a fourth on the way making it easier for the rest of us to travel to his place) along with his wife.</p><p></p><p>I haven't had any complaints from the others and the game goes into combat mode where he shines well around 50% of the time. If I did not home brew encounters and was using a published adventure then it would be more of an issue, I think. I just have to keep in mind his character's capabilities.</p><p></p><p>I think it rattled me a bit when I didn't realize he was already walking around with an AC that was not hittable for much of what I had planned and prepared. I knew his AC had been high but just was not ready for it to have reached that level yet.</p><p></p><p>I'm glad that I've kept the magic and the bonus to hit and bonus to defense items mostly out of the game or it would really be getting into the more super hero game.</p><p></p><p>I'll likely use a mixture of the excellent ideas here. There may be some fights where I don't bother much with the rolling to hit and there may be fights where I have something that is designed to work against the weak spots of the character. There will likely be times that I'll just let him feel uber because that is part of play too.</p><p></p><p>I think that last part is important too. He evidently put some vested effort in assembling this concept and abilities; so, it must feed some part of his ego. There are plenty of non-combat situations the group gets into that he has to rely on talents of the others of the group.</p><p></p><p>If I keep that balance then I can allow him some moments of walking through trouble while others will still have their opportunities to star.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5949830, member: 6687992"] Yeah, I think it is going to have to come down to what's best for the group and the game. I appreciate the feed back that I have received as it has helped me think of how I want to go ahead with this situation. He's a core player for the group (we use his house as he has three kids with a fourth on the way making it easier for the rest of us to travel to his place) along with his wife. I haven't had any complaints from the others and the game goes into combat mode where he shines well around 50% of the time. If I did not home brew encounters and was using a published adventure then it would be more of an issue, I think. I just have to keep in mind his character's capabilities. I think it rattled me a bit when I didn't realize he was already walking around with an AC that was not hittable for much of what I had planned and prepared. I knew his AC had been high but just was not ready for it to have reached that level yet. I'm glad that I've kept the magic and the bonus to hit and bonus to defense items mostly out of the game or it would really be getting into the more super hero game. I'll likely use a mixture of the excellent ideas here. There may be some fights where I don't bother much with the rolling to hit and there may be fights where I have something that is designed to work against the weak spots of the character. There will likely be times that I'll just let him feel uber because that is part of play too. I think that last part is important too. He evidently put some vested effort in assembling this concept and abilities; so, it must feed some part of his ego. There are plenty of non-combat situations the group gets into that he has to rely on talents of the others of the group. If I keep that balance then I can allow him some moments of walking through trouble while others will still have their opportunities to star. [/QUOTE]
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