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I'm sorry, your character is too good
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<blockquote data-quote="Zelda Themelin" data-source="post: 5790358" data-attributes="member: 167"><p>Heh, I got recently told this. Well, it wasn't just power-level, character was also very complicated. And dm didn't know all rules used that well.</p><p></p><p>This is no problem at all, once in a blue moon I get inspared to create something, well, what is way too much for that game. I like research for interesting abilities and combos, to be honest, personalilty for character comes for me though this process and if not it's just another boring lowbie.</p><p></p><p>I think arbitary changing sucks. I would quit such a game quite fast. Things should be settled before game starts. Sometimes, through discussion with all the group members if we get into agreement we might nerf or boost something at mid-game. Usually after the session though.</p><p></p><p>If something doesn't work in actual game but did seem to work on paper or otherwise around changing that rule/ability is something that should be changed.</p><p></p><p>I like consistancy in games I play.</p><p></p><p>Magical items are easy enough to loose/use. Gm using same unfair tactics for NPC:s, absolutely.</p><p></p><p>However I do understand that adjusting some ready-made adventure for too much variation in ability group, or too low-power/high-power group is extra work, and might make game unfun for some players and generally extra chalenging for dm to run.</p><p></p><p>Simplifying things, so that only core-system and some specific extra material gets used and not everything ever made helps a lot. Also it helps if dm bothers to read character sheets and relevant rules before the game.</p><p></p><p>Each group has slighty different dynamics. Our problem most of time is one person who really sucks at making relevant simple effective choices, and we often tell him re-make his character because its too weak. He also has this problem with various computer games like starcraft (uses too complex tactics that take to much time to execute), and almost all roleplaying games. And then he is whiny and jealous and blames the game/system. He is our special case to ignore if he claims something is too powerful/weak. His thing is that he believes flavour text more than actual rules.</p><p></p><p>I used to game with one irritating munchin, who purposely/accidently miss-read rules, often only part that that tell what ability enables, but kinda ignored the rest of it, like what it does not and when it can't be combined. This was really bad gaming when this person was dm or playing under mr flavour-text.</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 5790358, member: 167"] Heh, I got recently told this. Well, it wasn't just power-level, character was also very complicated. And dm didn't know all rules used that well. This is no problem at all, once in a blue moon I get inspared to create something, well, what is way too much for that game. I like research for interesting abilities and combos, to be honest, personalilty for character comes for me though this process and if not it's just another boring lowbie. I think arbitary changing sucks. I would quit such a game quite fast. Things should be settled before game starts. Sometimes, through discussion with all the group members if we get into agreement we might nerf or boost something at mid-game. Usually after the session though. If something doesn't work in actual game but did seem to work on paper or otherwise around changing that rule/ability is something that should be changed. I like consistancy in games I play. Magical items are easy enough to loose/use. Gm using same unfair tactics for NPC:s, absolutely. However I do understand that adjusting some ready-made adventure for too much variation in ability group, or too low-power/high-power group is extra work, and might make game unfun for some players and generally extra chalenging for dm to run. Simplifying things, so that only core-system and some specific extra material gets used and not everything ever made helps a lot. Also it helps if dm bothers to read character sheets and relevant rules before the game. Each group has slighty different dynamics. Our problem most of time is one person who really sucks at making relevant simple effective choices, and we often tell him re-make his character because its too weak. He also has this problem with various computer games like starcraft (uses too complex tactics that take to much time to execute), and almost all roleplaying games. And then he is whiny and jealous and blames the game/system. He is our special case to ignore if he claims something is too powerful/weak. His thing is that he believes flavour text more than actual rules. I used to game with one irritating munchin, who purposely/accidently miss-read rules, often only part that that tell what ability enables, but kinda ignored the rest of it, like what it does not and when it can't be combined. This was really bad gaming when this person was dm or playing under mr flavour-text. [/QUOTE]
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