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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
House Rule Patches to 4e
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<blockquote data-quote="OnlineDM" data-source="post: 5728043" data-attributes="member: 90804"><p>It sounds like your style of game is such that the rules are set out and the players try to warp them. You then propose house rules to fix the problems, and you fully expect the players to try to warp those, too.</p><p></p><p>I don't know whether this is a battle you can win, but I'd suggest not fighting it at all. </p><p></p><p>Talk to the players one-on-one. Use veto power. Use un-generous DM interpretation of powers. Decree that certain magic items or powers don't exist in your game world. </p><p></p><p>When a player brings something to the table that seems broken, ask them to make a different choice. Do it gently, but make it clear that the goal is a more-fun game, and that combinations that, in your opinion, break the spirit of the game balance are not fun for the game as a whole.</p><p></p><p>If Iron Armbands of Power are a problem in your game, then they cease to exist (or they exist in a watered-down fashion).</p><p></p><p>If multi-attack powers are a problem, have the players choose different powers.</p><p></p><p>If warlord bonuses from action points are overwhelming, have them only apply to the first person to use an action point in a round or something like that. (I'd also suggest longer adventuring days, where you don't get the opportunity to go daily-action point-daily in many battles.)</p><p></p><p>My approach would be to get specific. Rather than try to craft a general rule, which I expect will just encourage the power gamers to search for more loopholes, exercise DM veto power. It might be hard to retroactively do this at this late stage of the campaign, but I'd recommend trying it out for future campaigns at the very least - and even for this one, if you have reasonable players.</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5728043, member: 90804"] It sounds like your style of game is such that the rules are set out and the players try to warp them. You then propose house rules to fix the problems, and you fully expect the players to try to warp those, too. I don't know whether this is a battle you can win, but I'd suggest not fighting it at all. Talk to the players one-on-one. Use veto power. Use un-generous DM interpretation of powers. Decree that certain magic items or powers don't exist in your game world. When a player brings something to the table that seems broken, ask them to make a different choice. Do it gently, but make it clear that the goal is a more-fun game, and that combinations that, in your opinion, break the spirit of the game balance are not fun for the game as a whole. If Iron Armbands of Power are a problem in your game, then they cease to exist (or they exist in a watered-down fashion). If multi-attack powers are a problem, have the players choose different powers. If warlord bonuses from action points are overwhelming, have them only apply to the first person to use an action point in a round or something like that. (I'd also suggest longer adventuring days, where you don't get the opportunity to go daily-action point-daily in many battles.) My approach would be to get specific. Rather than try to craft a general rule, which I expect will just encourage the power gamers to search for more loopholes, exercise DM veto power. It might be hard to retroactively do this at this late stage of the campaign, but I'd recommend trying it out for future campaigns at the very least - and even for this one, if you have reasonable players. [/QUOTE]
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