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Overpowered characters - how to deal with them?
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<blockquote data-quote="Hammerforge" data-source="post: 2701303" data-attributes="member: 23564"><p>Absolutely. Since your campaign seems to be nearing its end, your solution is obvious: Announce that the campaign will be over in a couple of sessions and you'd like to take a turn at playing for a change or start over fresh with a new campaign. This will not only eliminate Poverty Dude but will also allow you to rethink what you will allow and disallow in the future as a DM.</p><p></p><p> </p><p></p><p>I played in a game once where something very similar happened. Another player combed the rulebooks and came up with an insane combination to make a very powerful fighter as well as a psionicist. Well, between those two characters (we were each playing two characters) my two characters were just along for the ride and accomplished very little during the adventure. I left that game session feeling extremely dissatisfied. So I say this to you, both as a player and as a DM: Never allow overpowered characters into the campaign. If you mistakenly allow such a character, you're perfectly within your rights to nix the PC or have the player modify him so he's not as powerful and he's more balanced with the rest of the party. Otherwise his PC will spoil the fun for everyone else in the group.</p><p></p><p></p><p></p><p>Listen, it's <em>your</em> game. It's <em>your</em> world. You are perfectly within your rights to increase the powers of creatures/opponents <em>beyond</em> what the rulebooks say. So, ultimately it's up to you whether things like this spoil the game. So go ahead and make that drow cleric's spells' DC higher. Give higher attack bonuses to others. Do what it takes to make sure that his opponents are worthy opponents and not just mooks for him to plow through.</p><p></p><p></p><p></p><p>That alone is all the reason you need to nix his character or create some house-rule to limit his powers. Who says you can't rewrite some of the rules for the VoP?</p></blockquote><p></p>
[QUOTE="Hammerforge, post: 2701303, member: 23564"] Absolutely. Since your campaign seems to be nearing its end, your solution is obvious: Announce that the campaign will be over in a couple of sessions and you'd like to take a turn at playing for a change or start over fresh with a new campaign. This will not only eliminate Poverty Dude but will also allow you to rethink what you will allow and disallow in the future as a DM. I played in a game once where something very similar happened. Another player combed the rulebooks and came up with an insane combination to make a very powerful fighter as well as a psionicist. Well, between those two characters (we were each playing two characters) my two characters were just along for the ride and accomplished very little during the adventure. I left that game session feeling extremely dissatisfied. So I say this to you, both as a player and as a DM: Never allow overpowered characters into the campaign. If you mistakenly allow such a character, you're perfectly within your rights to nix the PC or have the player modify him so he's not as powerful and he's more balanced with the rest of the party. Otherwise his PC will spoil the fun for everyone else in the group. Listen, it's [i]your[/i] game. It's [i]your[/i] world. You are perfectly within your rights to increase the powers of creatures/opponents [i]beyond[/i] what the rulebooks say. So, ultimately it's up to you whether things like this spoil the game. So go ahead and make that drow cleric's spells' DC higher. Give higher attack bonuses to others. Do what it takes to make sure that his opponents are worthy opponents and not just mooks for him to plow through. That alone is all the reason you need to nix his character or create some house-rule to limit his powers. Who says you can't rewrite some of the rules for the VoP? [/QUOTE]
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