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<blockquote data-quote="mkill" data-source="post: 5557000" data-attributes="member: 55985"><p>Unless player C is a professional game designer (or at least a skilled freelancer), simply make it your policy to ignore everything he says about "weak" or "overpowered" classes. I know it's a favorite pasttime of many gamers to discuss the power level of everything, but as DM, don't listen. Uou can safely leave that to the people who publish the books.</p><p></p><p>As a DM, you only need to concern yourself with the actual characters on the table. And you'll notice that individual characters can be weak or strong for many other reasons than the chosen class.</p><p></p><p></p><p></p><p>4th edition does a reasonable job at making characters useful even without larger optimization efforts. You have to do something really counterintuitive to make a character that is horribly bad. As long as you have a 16 in your main attack stat, items with a bonus of roughly level / 5, and feats and powers in line with your stated role, you're good.</p><p></p><p></p><p></p><p></p><p>I agree. It gives you as DM the breathing space to get more familiar with the game. So far, it sounds like you're doing a good job.</p><p></p><p>One thing I would change is, I would listen to player C less. He sounds like a valuable, experienced roleplayer, but like many veterans who face a junior DM, he tries to run the show. Don't let him. Make it abundantly clear to him that you will try to run a game that is fun, and that you will try to accomodate his wishes, but if you say NO, then this is a binding DM decision and he has to accept it or leave the table. If you decide to run a low-level game, the game is low level, case closed.</p><p></p><p>In other words: Assert authority. (It's a skill that, once learned, comes in handy in real life, too.)</p><p></p><p></p><p></p><p>You're the DM. You decide what he can do in that form. If he doesn't like your ruling, let him switch to a different power.</p></blockquote><p></p>
[QUOTE="mkill, post: 5557000, member: 55985"] Unless player C is a professional game designer (or at least a skilled freelancer), simply make it your policy to ignore everything he says about "weak" or "overpowered" classes. I know it's a favorite pasttime of many gamers to discuss the power level of everything, but as DM, don't listen. Uou can safely leave that to the people who publish the books. As a DM, you only need to concern yourself with the actual characters on the table. And you'll notice that individual characters can be weak or strong for many other reasons than the chosen class. 4th edition does a reasonable job at making characters useful even without larger optimization efforts. You have to do something really counterintuitive to make a character that is horribly bad. As long as you have a 16 in your main attack stat, items with a bonus of roughly level / 5, and feats and powers in line with your stated role, you're good. I agree. It gives you as DM the breathing space to get more familiar with the game. So far, it sounds like you're doing a good job. One thing I would change is, I would listen to player C less. He sounds like a valuable, experienced roleplayer, but like many veterans who face a junior DM, he tries to run the show. Don't let him. Make it abundantly clear to him that you will try to run a game that is fun, and that you will try to accomodate his wishes, but if you say NO, then this is a binding DM decision and he has to accept it or leave the table. If you decide to run a low-level game, the game is low level, case closed. In other words: Assert authority. (It's a skill that, once learned, comes in handy in real life, too.) You're the DM. You decide what he can do in that form. If he doesn't like your ruling, let him switch to a different power. [/QUOTE]
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