Not exactly a munchkin..

I have a player who lucky with dice. So much if she holds other players dice they get 3 to 4 good rolls out of it. But she has died twice when her dice rolls have been very good but my have been great. In other words soon or later the monsters will have their day.
 

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Or, just possibly, your damage resistance rules are flawed and he is the proof being disregarded. (it happens, heck, I've done it!)

Point Buy for stats next time to keep things in line. Mkae it high if you want to, but let everyone shine.

Mix up the challenges, critters with touch attacks that laugh at armor, rust monsters, slimes and oozes, water hazards, fights on narrow ledges that require balance checks against a swashbuckling opponent, etc.

And an important thing - If you have to bend the rules against the character then stop running the game or fix the rules, keep things fair.

The Auld Grump
 

Thanks, guys.

The game is Midnight, by the way. This might mean something, or might not.

Due to a houserule of mine, I allow any skill barring spellcraft and certain knowledge skills to be class skills. I say that character skill points are limiting enough. He puts all his ranks in Jump, Climb and Move Silently.

As for different styles - I do. I'm a vaguely experienced GM, and I try very hard to have everyone have their special moment.

Auld Grump, I might well have to change the DR rules to what things should be. However, this would in the end make him just as tough in another way; now, instead of doing little damage, he simply wouldn't be hit at all. I'm uncertain whether that is the correct solution.

Anyway, I've played another session and things have calmed down a bit from the first 5 sessions. He's still Mr. Unstoppable, but at least he doesn't manage to steal the others special scenes. The change of character from another PC admittedly helped somewhat, (And none of my urging) but it struck me as horrible that a player would change his PC so he could actually get some attention as opposed to being second fiddle.

Thanks again. Now the opposite will be in effect; the previously nigh-useless character will kick major arse and our big, bulky fighter with his criticals will not do a lot.. unarmed.
 

Arrgh! Mark! said:
I'd like some help dealing with a particular PC. Or player.

Now, I'm not dealing with this in a sheer RP sense. He's nothing more than a 4th level fighter with a greatsword. I do use the armour as DR rules, which works well enough. He does have rather good armor (Which I contrive off him as much as possible.)

But he has obscene luck.

Maybe he cheats.

For some reason, he can't seem to die, or even be hurt. He rolled rather well on statistics (Having overall a +13 on modifiers - immense, I know. I even reduced his statistics by 4 points to put him even vaguely in the range of the other characters.)

The high stats are a good reason not to allow dice-rolled stats. It constantly amazes me that GMs continue to make that mistake. And in your case, it was definitely a mistake since you circumvented a luck-based system by nerfing his stats. If you had used point buy, this wouldn't have been an issue.

I'm fairly sure he doesn't cheat. I have seen him pull of fluky stuff repeatedly, and he does roll low. I also sit right next to him at the table to check that.

A friend of mine has a weird d20 that can roll low or high, depending on what he wants. So your PC could still be cheating. Besides, you're a GM - that means you're busy. You don't always see his rolls. You might not be able to easily read the numbers on the dice. Maybe he just tells you "I hit" when he thinks you're not looking.

But to challenge him I had to throw twice as many orcs at him as I did the other PC's AND the equal-level leader with a rather nasty combination of trips and sunders.

Yeah, low-level fighters tend to dominate. That's annoying.
 

Perhaps one thing to also remember is that there are some threats which cannot be necessarily beat with a sword. Intrigue, where a player has to use his wits to keep his character alive, is a good tool for any DM.

In a setting such as Midnight, intrigue is especially appropriate. The PCs may well find a few hidden foes, and even the mightiest PC has to worry about the possibility of betrayal.

Also, I don't have a problem with dice generation methods -- assuming that a character was fairly created. I think that one way to deal with imbalances is to tailor some of the encounters and events in the campaign so that everyone can make a difference. Thus, a rogue might be the best character for negotiations or getting behind enemy lines. I think it is important for every DM to ensure that each PC can matter.

Great suggestions on the edge everyone.
 

Well I had a Cyberpunk pc like that. With one D10 he could roll a 60+ skill roll( to pull off the impossible you need to roll a 35.). I ended up copying his character sheet and hitting him with his "evil Twin". Not that I really wanted to kill the character but well Something was needed to slow him down.

My idea is that with this guy is use the old rope bridge trick.

You have the party mobbed by something underground.

Have the mob use a spear wall or something similar( it may not hurt him with his massive armor but you can push him back.

Present the old rope bridge.

As the party is forced across the bridge have it set on fire.

Am I being clear on what happens next?

It's not that I like killing peoples characters it's just that for every player I have a way to deal with them if they get out of hand.
 

Rockwolf66 said:
It's not that I like killing peoples characters it's just that for every player I have a way to deal with them if they get out of hand.

As people have already noted on this thread, there are a lot more effective ways for dealing with an over-powerful character than creating a scenario specifically contrived to kill it off.
 

Rockwolf66 said:
My idea is that with this guy is use the old rope bridge trick.

But that COULD be fixed... arrows and a magic spell or two - remember, historically, the spear-wall/shieldwall became highly ineffective after cannon/guns were invented... a well placed fireball, technically nobody could maneuver well. Any well played Mage/Sorc would find it all too perfect - large amounts of magic, anyone? My friend(who is right over my shoulder at the moment) would LOVE this situation, since he has Fireball memorized on every slot he can manage with every type of metamagic feat. He'd have a horde of roasted what-have-you in seconds. Not everything works... especially in a varied group.
 

How can I possibly defeat luck?

If you want to challenge that player fairly, maybe you could use some creatures with special abilities or spells that do not allow saving throws. This is perhaps a "cheap" solution, but one that would cut short the dice rolling and thus render his insane luck irrelevant. Then you could use creatures with high DRs so that hitting becomes less of an issue than the nature of the attack (which isn't determined by dice). This kind of tricks might work, but you won't be able to use that all the time, or the player would be -rightfully- pissed.

Let him shine in battle sometimes, then. Use other circumstances requiring less or no die rolling and/or involving non-fighter skills to let the other characters shine.
 

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