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I'm sorry, your character is too good
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<blockquote data-quote="Jhaelen" data-source="post: 5791630" data-attributes="member: 46713"><p>That wouldn't happen in my games since I only allow standard arrays.</p><p>Besides, I consider RAW to be meaningless, it's RAI all the way. I've never had a problem to convince a player to get rid of a broken option should I have been unaware of it.</p><p></p><p>This situation might theoretically come up, but I never had to, yet.</p><p>Since I like to challenge my players, if one character is significantly more powerful than the rest of the party it could lead to problems designing encounters in a way that challenges his pc but doesn't automatically doom the others.</p><p></p><p>It's still unlikely to come up, since I've ditched tracking xp, so everyone's always at the same level and in 4e encounters aren't _that_ swingy. in my experience pcs that seem to be more powerful aren't actually; it's just the player's superior tactical understanding.</p><p></p><p>That may have already happened: The party has a "standard of healing" (or whatever it's called) and it's so broken powerful in actual play that I'm really baffled no one here has reported similar findings. It makes it all but impossible to ever kill a pc and everyone agrees, we've had encounters that were won by the pcs only because they had that thing.</p><p></p><p>Still, I don't feel (yet) it's something I need to take away from them. If it allows them to survive impossible odds, more power to them. Should I ever find that they rely on it too much, there will be ways to make using it unattractive by in-game measures.</p><p>I wouldn't have any problem to kick out a CO player if he started to annoy me and everyone else with a single-minded focus on power-gaming and rules-lawyering. But again, so far I've never had a problem to get players to change their ways if the alternative was leaving the game.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5791630, member: 46713"] That wouldn't happen in my games since I only allow standard arrays. Besides, I consider RAW to be meaningless, it's RAI all the way. I've never had a problem to convince a player to get rid of a broken option should I have been unaware of it. This situation might theoretically come up, but I never had to, yet. Since I like to challenge my players, if one character is significantly more powerful than the rest of the party it could lead to problems designing encounters in a way that challenges his pc but doesn't automatically doom the others. It's still unlikely to come up, since I've ditched tracking xp, so everyone's always at the same level and in 4e encounters aren't _that_ swingy. in my experience pcs that seem to be more powerful aren't actually; it's just the player's superior tactical understanding. That may have already happened: The party has a "standard of healing" (or whatever it's called) and it's so broken powerful in actual play that I'm really baffled no one here has reported similar findings. It makes it all but impossible to ever kill a pc and everyone agrees, we've had encounters that were won by the pcs only because they had that thing. Still, I don't feel (yet) it's something I need to take away from them. If it allows them to survive impossible odds, more power to them. Should I ever find that they rely on it too much, there will be ways to make using it unattractive by in-game measures. I wouldn't have any problem to kick out a CO player if he started to annoy me and everyone else with a single-minded focus on power-gaming and rules-lawyering. But again, so far I've never had a problem to get players to change their ways if the alternative was leaving the game. [/QUOTE]
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