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I'm sorry, your character is too good
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<blockquote data-quote="bouncyhead" data-source="post: 5790686" data-attributes="member: 19115"><p>We don't get too many problems of this nature in our group:</p><p></p><p>1. We play pretty much core only (although more recently, in PF game, we have been allowing APG options).</p><p></p><p>2. No magic crafting (not a conscious choice, just a play-style thing we have held over from our old 1 and 2E games).</p><p></p><p>3. The 'sauce for the goose' principle. This also tends to curb attempts to exploit loopholes etc..</p><p></p><p>4. Smart, recurring, opponents that, given more than one bite at the party, will target the toughest PCs.</p><p></p><p>5. Point-buy means that for every max there is a min.</p><p></p><p>6. Magic items can be managed in game ("Bob, you're finding that the more you use the wand, the lower your voice is getting. And what are those two bumps developing on your forehead?").</p><p></p><p>7. Lethality. Our games (we take turns seasonally as DM) range from story-heavy (ish) AP campaigns to extremely challenging dungeon crawls. At either end of that spectrum there is a fair to high expectation of casualties. Add in the smart opponents and your special snowflake uber-PC is often as not going to end up being sponged off the walls sometime soon (to the disguised delight of all those present).</p><p></p><p>8. Most important of all: Attitude. Any game that doesn't have mechanical balance baked in is going to require participants to approach it in a certain way.</p><p></p><p>That said, back in our more, ahem, 'magic heavy' days, a DM was always within his rights to say "You can bring down Spooky Dave, but he has to leave the Diadem of Godliness at home.".</p></blockquote><p></p>
[QUOTE="bouncyhead, post: 5790686, member: 19115"] We don't get too many problems of this nature in our group: 1. We play pretty much core only (although more recently, in PF game, we have been allowing APG options). 2. No magic crafting (not a conscious choice, just a play-style thing we have held over from our old 1 and 2E games). 3. The 'sauce for the goose' principle. This also tends to curb attempts to exploit loopholes etc.. 4. Smart, recurring, opponents that, given more than one bite at the party, will target the toughest PCs. 5. Point-buy means that for every max there is a min. 6. Magic items can be managed in game ("Bob, you're finding that the more you use the wand, the lower your voice is getting. And what are those two bumps developing on your forehead?"). 7. Lethality. Our games (we take turns seasonally as DM) range from story-heavy (ish) AP campaigns to extremely challenging dungeon crawls. At either end of that spectrum there is a fair to high expectation of casualties. Add in the smart opponents and your special snowflake uber-PC is often as not going to end up being sponged off the walls sometime soon (to the disguised delight of all those present). 8. Most important of all: Attitude. Any game that doesn't have mechanical balance baked in is going to require participants to approach it in a certain way. That said, back in our more, ahem, 'magic heavy' days, a DM was always within his rights to say "You can bring down Spooky Dave, but he has to leave the Diadem of Godliness at home.". [/QUOTE]
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