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I'm sorry, your character is too good
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<blockquote data-quote="pemerton" data-source="post: 5790169" data-attributes="member: 42582"><p>I have GMed for some very tactically-minded players (two of my players have been Australasian M:TG championship players), who enjoy building PCs that are mechanically strong, but they aren't looking for exploits that trade on sheer designer error or oversight.</p><p></p><p>The first time I ever dialled back a class ability was a few months after one of these guys started playing in my Rolemaster game. He was the one who made the call that the ability (from the original Rolemaster Elemental Companion) was overpowered, and we worked together on a more balanced variant. Since then, I've found that I can generally rely on my players to anticipate potentially overpowered options and draw them to my attention. Nor do I hesitate to make my own views clear. And often, solutions can easily be found via consensus.</p><p></p><p>I also prefer to do it out of game rather than in game - if it was done in game, then the only way my players could be part of it would be if they were helping work out the details of the antagonism for their PCs, and this isn't an approach that I'm personally a big fan of.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5790169, member: 42582"] I have GMed for some very tactically-minded players (two of my players have been Australasian M:TG championship players), who enjoy building PCs that are mechanically strong, but they aren't looking for exploits that trade on sheer designer error or oversight. The first time I ever dialled back a class ability was a few months after one of these guys started playing in my Rolemaster game. He was the one who made the call that the ability (from the original Rolemaster Elemental Companion) was overpowered, and we worked together on a more balanced variant. Since then, I've found that I can generally rely on my players to anticipate potentially overpowered options and draw them to my attention. Nor do I hesitate to make my own views clear. And often, solutions can easily be found via consensus. I also prefer to do it out of game rather than in game - if it was done in game, then the only way my players could be part of it would be if they were helping work out the details of the antagonism for their PCs, and this isn't an approach that I'm personally a big fan of. [/QUOTE]
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