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*TTRPGs General
How do you 'nudge' your players away from tank mentality? (and high magic games)
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<blockquote data-quote="Herobizkit" data-source="post: 3103893" data-attributes="member: 36150"><p>Emirikol, I do sympathize with you. I've had games where one PC was the combat tank and the others were "normal" by comparison. It was difficult to take my attention off that fact, and I felt like I constantly had to over-compensate goodies and monsters to challenge the uber-warrior. I was running d20 Modern at the time, though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Since it seems that our situations are similar, I feel it's safe to say that I think the issue is with YOU rather than the player. If everyone is having fun, there really is no issue. If YOU'RE not having fun, you need to figure out *why*.</p><p></p><p>If the issue you're having is "too many" magic items, and you're running an out-of-the-box WotC product, you're already fighting a losing battle. The pre-gen adventures account for the "correct" ampount of treasure PC's should have at every level, a fact that has been made painfully aware to you by this point, I'm sure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The absolute easiest way to keep the magic to a minimum is to make and run your own adventures. This way, you have complete control over what monsters, challenges, treasure, and rate of advancement is good for your game. Instead of handing out items piecemeal, arrange for big rewards at longer intervals of adventuring. </p><p></p><p>To that end, design and run adventures where full-on combat will result in harm to ro even failure of a mission. I mentionned in an earlier post about running a ninja-esque game where stealth and intrigue are the ways to win. Barbarinas would still have their place in the monster-bashing arena, but they would be looked down upon by those in power -- social status would be very important in such a game. By showing the bbn player that there are other ways to be powerful besides the amount of bodies he racks up, he may reconsider his next chatacter. But don't strip him ouright of his role, because this IS the character he wants to play... your job is still to ensure fun for everyone around the table.</p><p></p><p>To a point, I agree that levels can be stronger than items... but this is true is you look at the levels and items independent of each other. If you give a soldier, already a decent hand-to-hand combatant, a gun, he suddenly becomes better. And if that gun has a laser sight, more's the better. Same thing with magic toys.</p><p></p><p>Sure, the barbarian COULD do less damage, but he can still only kill a few monsters at a time... no matter how much damage he does. Fighting golbins with 6 HP, say, while he hits for 18 damage a strike, doesn't do him a helluva lot of good. If he takes down larger monsters in a few rounds, great... so don't give him the chance. Overwhelm him with smaller "spear-carriers" and have the rogue-types be all clever and flank and aid another and disarm and whatever else they do.</p><p></p><p>Or, have a new house rule; characters can only advance to level 10 in one class, but multi-classing no longer has any restrictions. This is the same mechanic that d20 Modern uses, and I've found that players tend to be more creative with their character construction when so limited. Also, you might even consider dropping prestige classes but open up all the core classes to choose from (like the Psionic classes and those found in the Complete books).</p><p></p><p>In the end, D&D doesn't have to be about the toys; it all depends on the choices you give your players in character creation.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 3103893, member: 36150"] Emirikol, I do sympathize with you. I've had games where one PC was the combat tank and the others were "normal" by comparison. It was difficult to take my attention off that fact, and I felt like I constantly had to over-compensate goodies and monsters to challenge the uber-warrior. I was running d20 Modern at the time, though. ;) Since it seems that our situations are similar, I feel it's safe to say that I think the issue is with YOU rather than the player. If everyone is having fun, there really is no issue. If YOU'RE not having fun, you need to figure out *why*. If the issue you're having is "too many" magic items, and you're running an out-of-the-box WotC product, you're already fighting a losing battle. The pre-gen adventures account for the "correct" ampount of treasure PC's should have at every level, a fact that has been made painfully aware to you by this point, I'm sure. ;) The absolute easiest way to keep the magic to a minimum is to make and run your own adventures. This way, you have complete control over what monsters, challenges, treasure, and rate of advancement is good for your game. Instead of handing out items piecemeal, arrange for big rewards at longer intervals of adventuring. To that end, design and run adventures where full-on combat will result in harm to ro even failure of a mission. I mentionned in an earlier post about running a ninja-esque game where stealth and intrigue are the ways to win. Barbarinas would still have their place in the monster-bashing arena, but they would be looked down upon by those in power -- social status would be very important in such a game. By showing the bbn player that there are other ways to be powerful besides the amount of bodies he racks up, he may reconsider his next chatacter. But don't strip him ouright of his role, because this IS the character he wants to play... your job is still to ensure fun for everyone around the table. To a point, I agree that levels can be stronger than items... but this is true is you look at the levels and items independent of each other. If you give a soldier, already a decent hand-to-hand combatant, a gun, he suddenly becomes better. And if that gun has a laser sight, more's the better. Same thing with magic toys. Sure, the barbarian COULD do less damage, but he can still only kill a few monsters at a time... no matter how much damage he does. Fighting golbins with 6 HP, say, while he hits for 18 damage a strike, doesn't do him a helluva lot of good. If he takes down larger monsters in a few rounds, great... so don't give him the chance. Overwhelm him with smaller "spear-carriers" and have the rogue-types be all clever and flank and aid another and disarm and whatever else they do. Or, have a new house rule; characters can only advance to level 10 in one class, but multi-classing no longer has any restrictions. This is the same mechanic that d20 Modern uses, and I've found that players tend to be more creative with their character construction when so limited. Also, you might even consider dropping prestige classes but open up all the core classes to choose from (like the Psionic classes and those found in the Complete books). In the end, D&D doesn't have to be about the toys; it all depends on the choices you give your players in character creation. [/QUOTE]
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