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<blockquote data-quote="Li Shenron" data-source="post: 5979378" data-attributes="member: 1465"><p>I second these previous suggestions:</p><p></p><p>1) Try to keep the game at the <strong>low levels </strong>(e.g. start low and use a slow advancement rate) because the higher the level the more the character abilities, which leads some players into an optimization/combo madness. Power players will try to optimize even a 1st level commoner, but at least they'll be done much more quickly. Low level also means few gamebreaking abilities and generally less need for complicated rulings.</p><p></p><p>2) Restrict the game to <strong>corebooks </strong>and optionally allow e.g. 1 extra book to each player. This seriously diminish the combinations, especially the worst ones.</p><p></p><p>And then I would add the following:</p><p></p><p>3) <strong>Ditch XP</strong>... Don't leave advancement entirely up to your whim but instead try something as simple as letting them know that "you will all level up when and if you complete this adventure / reach this milestone". This helps the player to stop thinking about next level and what new abilities to choose, and instead to focus on the adventure.</p><p></p><p>4) <strong>Magic is not for sale</strong>: make it so that no magic item (except various healing potions and life-savers) can be bought nor sold, and the only way to get a magic item is to find random items in treasure (and optionally to craft your own). Then decrease the number of minor magic items in treasure in place for less frequent but more powerful item, always either randomly generated or story-driven. This totally removes one huge layer of character optimization.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5979378, member: 1465"] I second these previous suggestions: 1) Try to keep the game at the [B]low levels [/B](e.g. start low and use a slow advancement rate) because the higher the level the more the character abilities, which leads some players into an optimization/combo madness. Power players will try to optimize even a 1st level commoner, but at least they'll be done much more quickly. Low level also means few gamebreaking abilities and generally less need for complicated rulings. 2) Restrict the game to [B]corebooks [/B]and optionally allow e.g. 1 extra book to each player. This seriously diminish the combinations, especially the worst ones. And then I would add the following: 3) [B]Ditch XP[/B]... Don't leave advancement entirely up to your whim but instead try something as simple as letting them know that "you will all level up when and if you complete this adventure / reach this milestone". This helps the player to stop thinking about next level and what new abilities to choose, and instead to focus on the adventure. 4) [B]Magic is not for sale[/B]: make it so that no magic item (except various healing potions and life-savers) can be bought nor sold, and the only way to get a magic item is to find random items in treasure (and optionally to craft your own). Then decrease the number of minor magic items in treasure in place for less frequent but more powerful item, always either randomly generated or story-driven. This totally removes one huge layer of character optimization. [/QUOTE]
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