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<blockquote data-quote="heimdall" data-source="post: 1573587" data-attributes="member: 12421"><p>Having just had a player leave my campaign because of differences in styles, I'll offer a few comments...</p><p></p><p>The majority of my players have built characters that are not intended to be combat monsters. However, the elven warrioress can open a can whenever she chooses to do so. Same way with the half-elven ranger and the elven wizard/fighter/eldritch knight. Pretty much the only two characters that struggle in combat are the elan psion and the dwarven rogue/cleric (who has since classed into fighter due to role-playing). The one player who left almost always built an optimized character. When playing a fighter-type, it was optimized for combat. His last character, a rogue-type, was optimized for dungeon delving. The type of character wasn't the issue. It was philosophies of play that have always been a problem.</p><p></p><p>You guys are eventually going to have to settle on the style of play. Either DM and player are going to have to come to an agreement or there needs to be a parting of the ways. Gaming is supposed to be fun and it sounds like there is a lot of chafing. The chafing will take away from the fun and that violates the whole point of the game, does it not?</p><p></p><p>Rules mongering is always an issue during the game session itself. Set a very simple rule: during the game session, the DM ruling is non-negotiable, but not final. After the game session, if the player feels a ruling wasn't correct, take the time to hear the player out and if need be, make adjustments at the next game session. As a player, be willing to table the disagreement until after the game session. </p><p></p><p>If you have house rules, make sure they are clearly defined and understood by all players. I have done so. For instance, I have done away with the preferred class XP penalty in my game. It hasn't been needed to reduce munchkinism, but it has impaired character progression that has been role-played out (see dwarven cleric/rogue/fighter above). Anything that is not the book standard I clearly identify. If a player wants to play in my campaign, those rules are accepted. This saves a lot of argument.</p><p></p><p>Bottom line, though. Don't let the game get in the way of any friendships. I still consider the player who left my game a good friend, one I'm glad to have. Neither he nor I feel the game is worth ruining a friendship over.</p></blockquote><p></p>
[QUOTE="heimdall, post: 1573587, member: 12421"] Having just had a player leave my campaign because of differences in styles, I'll offer a few comments... The majority of my players have built characters that are not intended to be combat monsters. However, the elven warrioress can open a can whenever she chooses to do so. Same way with the half-elven ranger and the elven wizard/fighter/eldritch knight. Pretty much the only two characters that struggle in combat are the elan psion and the dwarven rogue/cleric (who has since classed into fighter due to role-playing). The one player who left almost always built an optimized character. When playing a fighter-type, it was optimized for combat. His last character, a rogue-type, was optimized for dungeon delving. The type of character wasn't the issue. It was philosophies of play that have always been a problem. You guys are eventually going to have to settle on the style of play. Either DM and player are going to have to come to an agreement or there needs to be a parting of the ways. Gaming is supposed to be fun and it sounds like there is a lot of chafing. The chafing will take away from the fun and that violates the whole point of the game, does it not? Rules mongering is always an issue during the game session itself. Set a very simple rule: during the game session, the DM ruling is non-negotiable, but not final. After the game session, if the player feels a ruling wasn't correct, take the time to hear the player out and if need be, make adjustments at the next game session. As a player, be willing to table the disagreement until after the game session. If you have house rules, make sure they are clearly defined and understood by all players. I have done so. For instance, I have done away with the preferred class XP penalty in my game. It hasn't been needed to reduce munchkinism, but it has impaired character progression that has been role-played out (see dwarven cleric/rogue/fighter above). Anything that is not the book standard I clearly identify. If a player wants to play in my campaign, those rules are accepted. This saves a lot of argument. Bottom line, though. Don't let the game get in the way of any friendships. I still consider the player who left my game a good friend, one I'm glad to have. Neither he nor I feel the game is worth ruining a friendship over. [/QUOTE]
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