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<blockquote data-quote="delericho" data-source="post: 2417149" data-attributes="member: 22424"><p><strong>Dealing with Power-gamers</strong></p><p></p><p>I see three factors required to deal with a power-gamer:</p><p></p><p>1) Know the rules. The DM has to know the rules at least as well as the player. In particular, if the DM doesn't know the specifics of a rule (be it in the form of a feat, spell, or whatever), the DM either needs to veto its use, or educate himself in the rules. He must not ask the player for the details of the rule, nor study that rule in isolation: the player is likely to give an interpretation that is favourable to his character (deliberately or through misinterpretation), and rules are presented in a context that might severely alter their use.</p><p></p><p>2) Maintain a conservative interpretation of the rules. It was pointed out earlier in the thread that Monkey Grip can't be used to grant a Medium character the use of a Huge sword. You might, however, interpret the rule differently, especially when combined with the Exotic Weapon Proficiency (bastard sword) feat. The power gamer will advocate a ruling that favours his character, of course. However, the DM is in charge of the game, and makes the interpretations of the rules. So, when a player presents an interpretation of the rules that seems broken, be sure to check it carefully, rather than just allowing it in. (That's not to say you should nerf PC abilities. But you should always check that an interpretation of the rules is sensible, and consistent with other things that are allowed.)</p><p></p><p>And, most importantly:</p><p></p><p>3) Vary the challenges. So, your player has created a heavy-hitting melee combat machine? Fine, allow him his chance to shine. But, be sure to also include encounters with a dozen kobolds, that will take him time to get through, or encounters with clerics and wizards who can attack his weaknesses. Include opponents who start at distance, and use missile weapons, or flying creatures, or monks with Spring Attack, or role-playing encounters, or traps...</p><p></p><p>The DM's role is not to destroy the fun of the players (or a specific player), it is to facilitate it. By maintaining a vibrant and well-rounded game, and challenging the characters on all fronts, you'll find it easier to fulfil that role.</p><p></p><p>One more thing: Power-gaming is fine, provided everyone in the group is playing the same game. D&D is quite cleverly built - there is no "one true build" that exceeds any other in capabilities, and you can't build a character who is the best at everything (at any given level). One upshot from this is that if you have one power-gamer who optimises his characters beyond the abilities of the rest of the group, you should maybe look at the way the rest of the group put together their characters. By moving a few feats/spells/skills around, they may quickly come to equal the power-gamer in capabilities. And the game as a whole will benefit from this - your other players will expand their knowledge of the rules, which should make the whole thing run more quickly, and any bad feeling generated by this one uber-character should be dispelled.</p></blockquote><p></p>
[QUOTE="delericho, post: 2417149, member: 22424"] [b]Dealing with Power-gamers[/b] I see three factors required to deal with a power-gamer: 1) Know the rules. The DM has to know the rules at least as well as the player. In particular, if the DM doesn't know the specifics of a rule (be it in the form of a feat, spell, or whatever), the DM either needs to veto its use, or educate himself in the rules. He must not ask the player for the details of the rule, nor study that rule in isolation: the player is likely to give an interpretation that is favourable to his character (deliberately or through misinterpretation), and rules are presented in a context that might severely alter their use. 2) Maintain a conservative interpretation of the rules. It was pointed out earlier in the thread that Monkey Grip can't be used to grant a Medium character the use of a Huge sword. You might, however, interpret the rule differently, especially when combined with the Exotic Weapon Proficiency (bastard sword) feat. The power gamer will advocate a ruling that favours his character, of course. However, the DM is in charge of the game, and makes the interpretations of the rules. So, when a player presents an interpretation of the rules that seems broken, be sure to check it carefully, rather than just allowing it in. (That's not to say you should nerf PC abilities. But you should always check that an interpretation of the rules is sensible, and consistent with other things that are allowed.) And, most importantly: 3) Vary the challenges. So, your player has created a heavy-hitting melee combat machine? Fine, allow him his chance to shine. But, be sure to also include encounters with a dozen kobolds, that will take him time to get through, or encounters with clerics and wizards who can attack his weaknesses. Include opponents who start at distance, and use missile weapons, or flying creatures, or monks with Spring Attack, or role-playing encounters, or traps... The DM's role is not to destroy the fun of the players (or a specific player), it is to facilitate it. By maintaining a vibrant and well-rounded game, and challenging the characters on all fronts, you'll find it easier to fulfil that role. One more thing: Power-gaming is fine, provided everyone in the group is playing the same game. D&D is quite cleverly built - there is no "one true build" that exceeds any other in capabilities, and you can't build a character who is the best at everything (at any given level). One upshot from this is that if you have one power-gamer who optimises his characters beyond the abilities of the rest of the group, you should maybe look at the way the rest of the group put together their characters. By moving a few feats/spells/skills around, they may quickly come to equal the power-gamer in capabilities. And the game as a whole will benefit from this - your other players will expand their knowledge of the rules, which should make the whole thing run more quickly, and any bad feeling generated by this one uber-character should be dispelled. [/QUOTE]
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