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<blockquote data-quote="swordsmasher" data-source="post: 2717543" data-attributes="member: 21461"><p>This guy is getting his friends killed, and somewhere someone's Evil cousin is gonna be pissed.</p><p></p><p>1. make the bad guy at least 2 levels higher.</p><p>2. this bad guy would study the tactics of the pc, learn them, and be ready. give him goggles of true seeing and the ability to fly <em>faster</em>.</p><p></p><p>3. either give him some kind of defense against spells, or trap the sorcerer in an antimagic zone.</p><p></p><p>4. if the pc plays the way you say he does, what is his alignment? surely you could tempt him by writing an adventure that deals with becoming a god, then somehow lure him into a bad trap filled with about 37.5 beholders and thier little brothers.</p><p></p><p>5. think fiendish spellstitched great red wyrm. lol</p><p></p><p>6. an army of dragonriders has descended from another part of the world, bent on conquest. </p><p></p><p>7. an assassin with supreme invisibility starts offing npc;s, then goes after the group. make it look like you are gunning for one pc in particular, then off the sorcerer. this workled in my game, and it was beautiful. as the pc's were charging down the hall to save thier knight friend from certain death, one of the pc's cohorts calls out to the spellcaster saying "i found the assassin sneaking in this way, come quick!" the pc followed and before he knew it, the asassin revealed himself by saying "Hey yooooo-shiiiii!" as yoshi turned around to confront the assassin he got a rapier through his gut, coated with deathblade poison. mwa ha ha ha haaaa... lol</p><p></p><p>8. remember, you are the DM, not him. You ruyn the game. in my game, NO pc takes other pc's gear unless it was specifically created for the group (like the dreaded wand of detect secret doors lol). at one time i had to create an adventurers guild (thanks to a newly arrived nobleman who felt adventurers whould be more watched over). it was made into law that if you were NOT a member, than 50% of the treasure you found in the dungeon gets turned over as a tax. if you were a member, only a smaller portion got taxed (like 10-15% i think), but also the guild gave the pc's some kind of coherency, etc. if you looted a corpse of your buddy, you were often kicked out of the guild, and blacklisted by other party members.</p><p></p><p>most people don't want to adventure with someone they know is going to take thier crap after they die. also, if you are allowing this one dude to collect the dead pc's crap to give to the player's new pc, i think you are doing something ethically wrong. if you are going to allow this, just throw around raise dead spells like they were buttered crumpets.</p><p></p><p>also, if this continues to happen, have the characters charter living wills with contingency spells at thier local church. when they die, thier remains are instantly transported to the church with all the gear mentioned in thier will, where the priests carry out the last will and testament of the character.</p><p></p><p>or, the dead all be all one: kill magic, a la Dragonlance's War of Souls type a thing.</p><p></p><p>suddenly, magic is on the fritz. start slowly, every magic spell has a 25% chance of failing to cast, and the durations of each spell are halved. as time progresses, raise the failure percentage, and halve durations again. work this into an adventure path so he does have a chance to stop it or whatever, but taking the magic away from the overbearing pc can sometimes give you a small advantage.</p><p></p><p>or, you could talk to the player out of the group, and tell him if he doesn't stop his behavior, thier will be repercussions. tell him that the way he is playing is not the way you want to run your game, and if he demands to continue playing this way, grab you +2 overbearing player's bane louisville slugger of clouting, and show him the door.</p><p></p><p>hope i helped! lemme know what happens, or what you think aboot me advice, eh?</p><p></p><p>kc</p></blockquote><p></p>
[QUOTE="swordsmasher, post: 2717543, member: 21461"] This guy is getting his friends killed, and somewhere someone's Evil cousin is gonna be pissed. 1. make the bad guy at least 2 levels higher. 2. this bad guy would study the tactics of the pc, learn them, and be ready. give him goggles of true seeing and the ability to fly [I]faster[/I]. 3. either give him some kind of defense against spells, or trap the sorcerer in an antimagic zone. 4. if the pc plays the way you say he does, what is his alignment? surely you could tempt him by writing an adventure that deals with becoming a god, then somehow lure him into a bad trap filled with about 37.5 beholders and thier little brothers. 5. think fiendish spellstitched great red wyrm. lol 6. an army of dragonriders has descended from another part of the world, bent on conquest. 7. an assassin with supreme invisibility starts offing npc;s, then goes after the group. make it look like you are gunning for one pc in particular, then off the sorcerer. this workled in my game, and it was beautiful. as the pc's were charging down the hall to save thier knight friend from certain death, one of the pc's cohorts calls out to the spellcaster saying "i found the assassin sneaking in this way, come quick!" the pc followed and before he knew it, the asassin revealed himself by saying "Hey yooooo-shiiiii!" as yoshi turned around to confront the assassin he got a rapier through his gut, coated with deathblade poison. mwa ha ha ha haaaa... lol 8. remember, you are the DM, not him. You ruyn the game. in my game, NO pc takes other pc's gear unless it was specifically created for the group (like the dreaded wand of detect secret doors lol). at one time i had to create an adventurers guild (thanks to a newly arrived nobleman who felt adventurers whould be more watched over). it was made into law that if you were NOT a member, than 50% of the treasure you found in the dungeon gets turned over as a tax. if you were a member, only a smaller portion got taxed (like 10-15% i think), but also the guild gave the pc's some kind of coherency, etc. if you looted a corpse of your buddy, you were often kicked out of the guild, and blacklisted by other party members. most people don't want to adventure with someone they know is going to take thier crap after they die. also, if you are allowing this one dude to collect the dead pc's crap to give to the player's new pc, i think you are doing something ethically wrong. if you are going to allow this, just throw around raise dead spells like they were buttered crumpets. also, if this continues to happen, have the characters charter living wills with contingency spells at thier local church. when they die, thier remains are instantly transported to the church with all the gear mentioned in thier will, where the priests carry out the last will and testament of the character. or, the dead all be all one: kill magic, a la Dragonlance's War of Souls type a thing. suddenly, magic is on the fritz. start slowly, every magic spell has a 25% chance of failing to cast, and the durations of each spell are halved. as time progresses, raise the failure percentage, and halve durations again. work this into an adventure path so he does have a chance to stop it or whatever, but taking the magic away from the overbearing pc can sometimes give you a small advantage. or, you could talk to the player out of the group, and tell him if he doesn't stop his behavior, thier will be repercussions. tell him that the way he is playing is not the way you want to run your game, and if he demands to continue playing this way, grab you +2 overbearing player's bane louisville slugger of clouting, and show him the door. hope i helped! lemme know what happens, or what you think aboot me advice, eh? kc [/QUOTE]
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