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<blockquote data-quote="Ralif Redhammer" data-source="post: 7072638" data-attributes="member: 30438"><p>I feel your pain – I’m an experienced DM and I’ve been there! There’s always just telling the player that their character is unbalancing the game, politely try to explain the trouble it's causing you, but I’ve a sneaking suspicion they’ll not see your side of things (though I certainly won’t pretend to know this player, and could be entirely wrong).</p><p></p><p>There are a couple of approaches…you could use more monsters that have resistance or even immunity to nonmagical attacks. Assuming the Rogue in question doesn’t already have a magical weapon, I’d slowly dole out ones to the PCs that don’t have spells, while making sure that none of them are finesse weapons! That way, he ends up being the only one affected by the resistance/immunity. It won’t work for every encounter, but it would help.</p><p></p><p>Another, perhaps simpler technique is to just half or quarter all of his character’s damage versus major foes without telling them. Still act it out like the PC is landing powerful blows, but change the math behind the screen. The player never needs to know – they still get to roll lots of dice to make them happy, and your game is kept in balance.</p><p></p><p>There are other things you can do once in a while – contrive to separate the Rogue from the rest of the party in combat, throwing one encounter designed for the rogue’s power level, and the other for the rest of the group. Put ranged combatants in inaccessible to melee areas. Use traps (spiked pits and whatnot) that do damage and keep the PC from closing with the big bad. But these are things you can’t do all the time.</p><p></p><p>The problem with a curse is that not all players will take kindly to the that. And even if they do, they’ll want to try to get the curse lifted ASAP. Unless it’s got two sides, with something good to temper the bad. For example, “Steel will be your enemy, but gold your friend” so that gold seems to multiply in their hands, but they get disadvantage on attack rolls with weapons.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 7072638, member: 30438"] I feel your pain – I’m an experienced DM and I’ve been there! There’s always just telling the player that their character is unbalancing the game, politely try to explain the trouble it's causing you, but I’ve a sneaking suspicion they’ll not see your side of things (though I certainly won’t pretend to know this player, and could be entirely wrong). There are a couple of approaches…you could use more monsters that have resistance or even immunity to nonmagical attacks. Assuming the Rogue in question doesn’t already have a magical weapon, I’d slowly dole out ones to the PCs that don’t have spells, while making sure that none of them are finesse weapons! That way, he ends up being the only one affected by the resistance/immunity. It won’t work for every encounter, but it would help. Another, perhaps simpler technique is to just half or quarter all of his character’s damage versus major foes without telling them. Still act it out like the PC is landing powerful blows, but change the math behind the screen. The player never needs to know – they still get to roll lots of dice to make them happy, and your game is kept in balance. There are other things you can do once in a while – contrive to separate the Rogue from the rest of the party in combat, throwing one encounter designed for the rogue’s power level, and the other for the rest of the group. Put ranged combatants in inaccessible to melee areas. Use traps (spiked pits and whatnot) that do damage and keep the PC from closing with the big bad. But these are things you can’t do all the time. The problem with a curse is that not all players will take kindly to the that. And even if they do, they’ll want to try to get the curse lifted ASAP. Unless it’s got two sides, with something good to temper the bad. For example, “Steel will be your enemy, but gold your friend” so that gold seems to multiply in their hands, but they get disadvantage on attack rolls with weapons. [/QUOTE]
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