Player Problem, need advice

DragonLancer said:
We're not jealous of it, and I honestly don't know where you have got that idea from.

As I keep saying, playing characters that can pull that off isn't what we want to play, and we don't want to play scenarios based around playing like that. Simple enough as I can see.

Well, in all honesty you haven't been able to definitively express exactly what the issue is. As I see it, the issue is one that is difficult to concisely put into words as it is a situational experience. If a reader hasn't seen or experienced that situational experience, it is difficult to understand and empathize with it.

I'll take a shot at trying to capture the "issue". Dragonlancer, please correct me if I am wrong. Everyone else, this will likely be long and it will not be direct. Apologies in advance if I bore you to death.

Characters do not need to be optimized and maximized to be heroic. They can be optimized, but that is not a necessity. I understand the joy that somebody like Reapersaurus gets out of pushing the game mechanics together in efficient, sometimes brutally efficient, ways. There is absolutely nothing wrong with that, so long as it doesn't detract from the group, as a whole. But, there are different ways to be a hero.

There can be the struggle of the "common man" struggling to make his small mark on the world, because he has a good heart and evil must be fought. There can be the hero that is driven by an emotional need, perhaps justice, or revenge, or just needing to prove to his father that he has worth. Some of these choices become a little more interesting if you build a poorly optimized character. Perhaps a cobbler turned ranger who has levels of Expert along with skills designed around being a cobbler, then the levels of Ranger and appropriae skills. Of course, it is also possible to have the cobbler turned ranger that is whirling death to his favored enemies, and that is a legitimate choice. In one path, the mechanics help emphasize the background. In the other path, the background exists for characterization and the mechanics exist to optimize your character.

Now, a reasonable question at this point is: What does this have to do with Dragonlancer and likuidice? As I said, this isn't a direct path. I am merely pointing out the different ways the game is played. There are more variations that can occur, but I don't need to try to define them. Let it suffice to say that these two options can also represent different "levels" of play.

In the dynamic of a game group, you end up with some implied rules. These really are nothing more than observations and assumptions on the group's style. If you are accustomed to playing the game where characterization and mechanics are seperated and you need to optimize for combat to stay alive, you will have different assumptions on character design than for a group that uses mechanics to build characterization.

Suppose you built up your cobbler turned ranger as an Expert/Ranger multiclass. For flavor, you have chosen to dual wield light hammers since they are kind of like the hammers a cobbler might use. As well, you have Craft (leatherworking) and you only wear armor that you have made. So, you have non-masterwork (you aren't good enough to make masterwork yet) leather armor. It is an interesting character build, but your damage output is going to suffer badly. Oh, your AC is probably low too. If you brought this into a combat optimized game, you are going to be disappointed. By taking levels in Expert, you have reduced your combat effectiveness. By refusing to purchase a chain shirt, your AC is too low. You are interfering with the group dynamic by having a PC that will be too inefficient in combat. Your assumptions are based around the wrong frame of reference and if you like the group, you had better learn to seperate characterization and mechanics.

By the same token, if you bring in a highly optimized character (and this need not be just for combat), you break the group dynamic by overplaying your strengths. It isn't that you are playing wrong, you have just broken the boundaries that make up the group's implied restrictions.

I have one player that tends to bring up his skills to a total of +10 and then feels they are high enough. He will add new skills, but he really doesn't like to break that +10 mark. Mind you, I am not saying 10 ranks, I am saying +10. The problem in the last campaign was that he was the one playing a rogue. Search, Spot, Disable Device, Open Lock, Hide, all of these skills were right around +10. This would have been great if the campaign ended at 5-6th level. But, we were playing at 12-13th. For CR appropriate challenges, he would be hard pressed to find a magic trap. He would have a hard time seeing a 9th level rogue sneaking up on the party. Not a surprise since he hadn't made any effort to max out the spot and listen skills, but the rogue was maxed out with hide and move silent. As a DM, I am forced to make a choice of whether to use CR appropriate encounters or to take it easy when this PC was on watch. The thing is, the rest of the group was gleefully maxing out their skills. Heck, the Sorceror/Dragon Disciple had a better chance to hear a sneaking rogue using cross-class skills. So, the particular player is inadvertently holding the party back because he sees a +10 as a high enough skill modifier.

Now, imagine if the situation were reversed and the rest of the group thought a +10 was high enough. Along comes a player that looks at it and thinks "+10 at level 12? WTF? I can max that 15 ranks, apply my Dex mod of +4 and take the Stealthy feat for another +2." All of a sudden, there is a PC that has a +21 to Hide and Move Silently, but the rest of the group has an internally driven limit of +10. This character is far beyond the group norm. He is playing to a different "level".

You also need to realize that these group dynamics are not going to be unilateral. Some groups might have an artifical limit on skills, or even specific skills. Some might have a limit on the attack roll, or damage roll, or both. Some might find a limit to AC. It might be the "norm" to be focused with three different weapons, but the group frowns on specialization. It might be the "norm" that PC's have a variety of different skills and everyone needs some ranks in diplomacy, but nobody brings their diplomacy mod above +20.

The group dynamic around the table tends to stablize around what the common perception of "reasonable" is. Whether it is skill mods, HP, AC, Attack Bonus, Damage, whatever. Sometimes a group will express distaste for the various save-or-die spells and those will be unofficially off-limits. Sometimes the perception is that a +3 weapon is tremendous and a +5 is unheard of. These are all little idiosyncracies that crop up with each group. Sometimes they get officially house-ruled, sometimes they are never consciously decided on.

The thing is, this is not indicative of any ability/inability of any of the players to max out a character. It just happens that the people in the group have come to a consensus that these limits help retain verisimilitude for the game. Breaking these limits destroys the willing suspension of disbelief within the game.

I know some of the people looking at this situation will not understand it. Why would you have any implied limits? If it is in the book, you can do it. This isn't a matter of right or wrong, it is a matter of play styles.

I think part of the situation that is cropping up here with Dragonlancer's group is that they have these implied limits. For the stories they are telling, and the game they are running, they have an implied limit to the damage dealt by a single PC, in a single round. There may be other implied limits as well. likuidice may be feeling some frustration with these limits. Perhaps he doesn't understand that they are a group dynamic. Perhaps the implied limit is only applicable to damage and is not reflected in skills? I don't know.

But, I think this is part of what Dragonlancer is referring to as "not playing to that level of the game". It doesn't have to do with jealousy. It doesn't have to do with inability. It doesn't even have to be fair. It is a group enforced perception on how their shared fantasy is going to work. This is one reason why it is sometimes difficult to bring in a new player. The new player might not understand the limitations and the group might not have solidified them in the collective mind. It just ends up "not working out".

I am still interested in hearing likuidice's perspective, as well as the perspective of the other players. It could be that I am way out in left field.
 

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Sounds to me like the problem's with the DM, not the "problem" player. A little open-mindedness and a little less penis envy would go a long way here.

I've run and played in heavy role-playing games for years, and in every single game, there was a mix of combat-effective and in-other-ways-effective characters. If the DM can't deal with it, that's cool, but he should at least admit that it's his lack of ability to adapt that's the problem, not the so-called "problem" player. Part of a DM's job is 1) setting limits (which has been done) and 2) gearing the game towards the characters. If the DM can't do that, it's clear that he's taken on more than he can handle, and maybe he should take a break, or the player should find a game with a more capable DM.
 

BardStephenFox said:
I think part of the situation that is cropping up here with Dragonlancer's group is that they have these implied limits. For the stories they are telling, and the game they are running, they have an implied limit to the damage dealt by a single PC, in a single round. There may be other implied limits as well. likuidice may be feeling some frustration with these limits. Perhaps he doesn't understand that they are a group dynamic.

But, I think this is part of what Dragonlancer is referring to as "not playing to that level of the game". It doesn't have to do with jealousy. It doesn't have to do with inability. It doesn't even have to be fair. It is a group enforced perception on how their shared fantasy is going to work.

Methinks the Bard hath got it right. I have had similar problems in the past, with a pair of UBER-Power gamers (each in a different campaign) who just REEKED of min/maxing. They broke up party unity, (one assassinated one of the other players), and generally made matching the challenges to the party quite difficult.

And now, the pair of them are in a two-man party. WHEE! It has taken quite a bit for me as a DM to modify MY style to keep them together, what with one the UBER-Ranger (AC 39, Ranged attacks nearly always crit, two flaming burst-electric-acid +4 longswords - at 14th level!!) and the other a skills-intensive Psion shaper with a measly 44 hit points. However, by keeping the PC's on the run, moving from city to city to dungeon to city, the Ranger gets to kill everything that's not classified as Animal or Fey, while the Psion hides, and while in the city the Psion runs all over bending people to his indomitable will while the Ranger sleeps it off at the inn while waiting for his newly upgraded uber-weapon to be crafted. Both players get what they want, and while they (as players) are at each others throats once in a while, they have both been on solo adventures to show just why they need each other.

Nothing like watching that Ranger fail a Will save and come under the control of the neighborhood vampire, while the Psion gets to pretty much ignore mind flayers (Will Save +17) but fails DC 18 Fort saves against poison every time.

While the REST of the party might not prefer that "level" of gaming, it's really up to the DM to figure out a way to incorporate what the rules allow into a believable fantasy story, or else set some house rules (like no magic weapons for sale over +1, no armor heavier than chain for sale unless you are a paladin or other knight-type) to keep the fighter on par with the rest of the party. Or else, as has been said before, help him find a party that plays to his style. Good luck!
 

BardStephenFox said:
I'll take a shot at trying to capture the "issue". Dragonlancer, please correct me if I am wrong. Everyone else, this will likely be long and it will not be direct. Apologies in advance if I bore you to death.

(snip...)

CharactNow, a reasonable question at this point is: What does this have to do with Dragonlancer and likuidice? As I said, this isn't a direct path. I am merely pointing out the different ways the game is played. There are more variations that can occur, but I don't need to try to define them. Let it suffice to say that these two options can also represent different "levels" of play.

In the dynamic of a game group, you end up with some implied rules. These really are nothing more than observations and assumptions on the group's style. If you are accustomed to playing the game where characterization and mechanics are seperated and you need to optimize for combat to stay alive, you will have different assumptions on character design than for a group that uses mechanics to build characterization.

(Snip...)

You also need to realize that these group dynamics are not going to be unilateral. Some groups might have an artifical limit on skills, or even specific skills. Some might have a limit on the attack roll, or damage roll, or both. Some might find a limit to AC. It might be the "norm" to be focused with three different weapons, but the group frowns on specialization. It might be the "norm" that PC's have a variety of different skills and everyone needs some ranks in diplomacy, but nobody brings their diplomacy mod above +20.

The group dynamic around the table tends to stablize around what the common perception of "reasonable" is. Whether it is skill mods, HP, AC, Attack Bonus, Damage, whatever. Sometimes a group will express distaste for the various save-or-die spells and those will be unofficially off-limits. Sometimes the perception is that a +3 weapon is tremendous and a +5 is unheard of. These are all little idiosyncracies that crop up with each group. Sometimes they get officially house-ruled, sometimes they are never consciously decided on.

The thing is, this is not indicative of any ability/inability of any of the players to max out a character. It just happens that the people in the group have come to a consensus that these limits help retain verisimilitude for the game. Breaking these limits destroys the willing suspension of disbelief within the game.

(Snip...)

I think part of the situation that is cropping up here with Dragonlancer's group is that they have these implied limits. For the stories they are telling, and the game they are running, they have an implied limit to the damage dealt by a single PC, in a single round. There may be other implied limits as well. likuidice may be feeling some frustration with these limits. Perhaps he doesn't understand that they are a group dynamic. Perhaps the implied limit is only applicable to damage and is not reflected in skills? I don't know.

I think you have hit the nail on the head there. The idea of implied limits is pretty much what I am trying to explain, and it is difficult to do so. As I have said we (the rest of the party & I) have been together for for at least 12 years. Likiduice has come in about 2 years ago with the release of 3.0 edition.
Our style (call it "limited" if you will) has been around since we started, and its what we are comfortable with.

I know some of the people looking at this situation will not understand it. Why would you have any implied limits? If it is in the book, you can do it. This isn't a matter of right or wrong, it is a matter of play styles.

But, I think this is part of what Dragonlancer is referring to as "not playing to that level of the game". It doesn't have to do with jealousy. It doesn't have to do with inability. It doesn't even have to be fair. It is a group enforced perception on how their shared fantasy is going to work. This is one reason why it is sometimes difficult to bring in a new player. The new player might not understand the limitations and the group might not have solidified them in the collective mind. It just ends up "not working out".

I am still interested in hearing likuidice's perspective, as well as the perspective of the other players. It could be that I am way out in left field.

One of the players has expressed an interest in posting his views on here but has so far been unable to get his account to let him post. If he continues to have problems I'll get his views and post them for him.

derverdammte said:
Sounds to me like the problem's with the DM, not the "problem" player. A little open-mindedness and a little less penis envy would go a long way here.

Maybe its just me, but I don't see where you have this idea that myself or the rest of the group are jealous of how Likuidice plays. Why is it that you see Likuidice as being correct but the views of the gaming group are wrong?
 

DragonLancer said:
Maybe its just me, but I don't see where you have this idea that myself or the rest of the group are jealous of how Likuidice plays. Why is it that you see Likuidice as being correct but the views of the gaming group are wrong?
Maybe you should reexamine your attitude. I'm not the only person who got this impression.

As DM, you have ultimate control over your game and how it plays. By blaming one player for messing up the game, you're admitting that you can't handle running a game. Unless there are serious personality problems making a player disruptive (we had to ask one player to leave because he kept showing up high on crank), there's absolutely no reason, other than bad DMing, that a player's character--which was already approved--can screw up your game. So far, every "reason" you've given just boils down to a lack of capability behind the screen.
 

Give him what he wants

The basic rule of DMing. Give the players what they want. If this guy wants to be an uber-powerful combat machine, give him uber-powerful combat machines that don't like him.

What level is the party? What level is this particular PC? Remember, most people in a D&D world are not very high level, nor are they particularly competent. If this guy is such a powerful combatant, then other powerful combatants are going to want to test their mettle against him in single combat.

Presume this guy is a fighter. Another twinked-out fighter of equal level could very well challenge him to single combat, or just seek him out in the middle of a battle where said evil fighter's flunkies are keeping the rest of the party occupied. This gives your power-gamer a roughly 50/50 chance of winning. And don't pull your punches. If your PC kills the challenger, the challenger's boss could get upset with the PC in question, and come after him with all his minions and guns blazing...and he's not interested in fair play. Or, the PC's fame grows, and someone intending to challenge the slain opponent instead challenges the PC. And it keeps escalating.

The trick here is a touch of "fantasy realism," as I like to call it. Within the bounds of a plausible fantastic reality (where people gain levels and constantly seek out more dangerous challenges), sooner or later the PC's are going to upset some VERY powerful beings/people/wizards/monsters/demons. These beings do not play fair. They bring all their buddies, all their nasty tricks, and they don't particularly care if the "problem" PC is seven levels lower then they are...he's meddling in their plans! He must be erased. Permanently.

Basically, this is giving him a taste of his own medicine. It's not terribly subtle, and the potential fallout could land on the rest of the party. The alternative is to present this combat machine with something he can't handle, but the other PC's can. Such as, say, political machinations. If this guy is optomized for combat, he's not going to do to well at a fine-dining evern where everyone is expected to be urbane and tactful, and where everyone is really trying to find ways to socially or politically (or even economically!) stab each other in the back. To boot, all the "bad guys" have some hoopty-powerful bodyguards...in fact, everyone at the even has enough power, and obviously so, to FLATTEN the entire party, whether by virtue of their own abilities, or by virtue of some very well paid retainers.

In short, you can either give him a taste of his own medicine, at the risk of splattering the entire party (unless you have some unusual baddies), or you can put him in a situation where he's absolutely helpless.

One final thing is to reward role-playing. A friend of mine was running a Star Wars d20 game, and one of the PC's had to undergo major cybernetic reconstruction due to the efforts of some pesky stormtroopers. He then proceeded to go out of his way to study the tactics, training, and capabilities of stormtroopers, and went out of his way to kill any stormtrooper he encountered.

The GM awarded him a Favored Enemy: Stormtroopers ability that matched up with the D&D Ranger ability. This is an example of a role-playing reward. If the rest of the PC's are role-playing well, find some interesting ways to reward them.

You're the GM. You make, and break, the rules. Do so. There is no PC on the planet that you cannot deal with. All characters can be killed or dealt with. If you don't want to kill the character, put him in a situation where he's not going to accomplish anything unless he role-plays, instead of roll-playing.

My solution is usually very straightforward, and tends to lose me a lot of players. "Bob, I need to talk with you a minute. Don't take this badly, but you are disrupting my game. This is not about how many monsters you can kill, or how much you can own the others in combat, but a story. Play a character. If you can't turn this character INTO a character, feel free to roll up another one. But you are upsetting the majority of the group. You need to change your play style, or you're not going to get far in my game. Stop metagaming, and start role-playing."

That particular spiel has earned me a few drinks in the face, but it works.

Just my 2 cents.
 

derverdammte said:
Maybe you should reexamine your attitude. I'm not the only person who got this impression.

As DM, you have ultimate control over your game and how it plays. By blaming one player for messing up the game, you're admitting that you can't handle running a game. Unless there are serious personality problems making a player disruptive (we had to ask one player to leave because he kept showing up high on crank), there's absolutely no reason, other than bad DMing, that a player's character--which was already approved--can screw up your game. So far, every "reason" you've given just boils down to a lack of capability behind the screen.

Now I really am confused where you have this impression from.

I'm not blaming him for messing up the game. What I am saying (and have been from the start) is that what he wants from the game isn't what the rest want. He's playing in a fashion that is not compatible with the gaming attitude of the rest of the group. He's not messing up the game, but it is causing bad feeling from the others who don't want to play the same style/level as he does.

Likuidice is a good guy, and I would prefer that he remained with us. But when we have a conflict of interest where he won't come down to our level and we don't want to play to his, thats an issue that needs to be resolved.
I have tried to resolve it away from the game, and it doesn't work. Thats why I made a post here on ENWorld to get some advice on how to handle it from people not directly involved.

I think saying that I'm not capable is more than a little unfair. Its not a case of being non-capable, its as I have said, a case of not wanting a game like that and in this case I feel that the majority has the say. The group doesn't want to play characters liek that because they don't enjoy them. Even if my games were not more RP orientated, the guys would still not make characters like Likuidice's.
 
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Lokishadow said:
The basic rule of DMing. Give the players what they want. If this guy wants to be an uber-powerful combat machine, give him uber-powerful combat machines that don't like him.

Thats not the issue. I'm not going to cater solely to one player who wants a game that the rest of us don't want. Don't take this the wrong way, but is that so hard to understand?

My solution is usually very straightforward, and tends to lose me a lot of players. "Bob, I need to talk with you a minute. Don't take this badly, but you are disrupting my game. This is not about how many monsters you can kill, or how much you can own the others in combat, but a story. Play a character. If you can't turn this character INTO a character, feel free to roll up another one. But you are upsetting the majority of the group. You need to change your play style, or you're not going to get far in my game. Stop metagaming, and start role-playing."

That particular spiel has earned me a few drinks in the face, but it works.

Just my 2 cents.

I have done this in my last campaign. He was playing a sorcerer who once again outshone the other players. Although that time I cannot put all the blame on him. We were testing out some spells from a 3rd party book (R&R2) and they were were a little overpowered by themselves. I asked him to change the character, ditch the spells, and he did so. No big deal to either of us.

Currently, his character isn't too bad. He could be given a few levels, but for now I don't have a problem.

I'm sorry but I feel like I'm just repeating myself over and over on here. I've explained the problem... he's a powergamer, and argues DM rulings, both of which are not being looked upon favourably by the rest of the group. Its disruptive to how the rest of us want to play.
 

DragonLancer said:
...I find it hard to be a player sometimes because I feel lost without the total control over the game I have as a DM...

You want total control over the game?

But the Player's PC is chaotic, so his actions are hard to predict...

And his PC can deal out serious damage, so he has many more options than a character who is afraid of dying...

This sounds like a BIG problem. You want total control over the story, and this conflicts mightily with a combat-oriented, chaotic PC who, by his very nature, is resistant to DM-control.

Tony
 
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Hmm, looking back over my post, I use the word "limit", and it's derivatives, quite a bit. I just want to be clear that my intention is not to belittle group induced limitations. They have a place and they can sometimes add to a game. You just need to recognize them for what they are. As I said, it becomes a stylistic choice for how you play the game.

derverdammte said:
Maybe you should reexamine your attitude. I'm not the only person who got this impression.

As DM, you have ultimate control over your game and how it plays. By blaming one player for messing up the game, you're admitting that you can't handle running a game. Unless there are serious personality problems making a player disruptive (we had to ask one player to leave because he kept showing up high on crank), there's absolutely no reason, other than bad DMing, that a player's character--which was already approved--can screw up your game. So far, every "reason" you've given just boils down to a lack of capability behind the screen.

I respectfully disagree. My reasons are above. This is a stylistic choice for the group. I can certainly juggle a variety of different character types in my games. But, there are some character types that will not fit in well with the group style. In the interest of group harmony, I will prohibit characters that do not stylistically fit. It has nothing to do with my ability to handle it. I do not think that Dragonlancer would have any problem handling the PC, it is just stylistically not what he enjoys doing.

But, as I said above, if you have not experienced idiosyncracies stemming from a collective decision on what their fantasy experience is going to be, you probably will not understand why it is important.

As I have said, the problem here stems from stylistic differences, not an inability to cope with the PC.
 

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