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<blockquote data-quote="Lanefan" data-source="post: 7025059" data-attributes="member: 29398"><p>A question for the OP:</p><p></p><p>What edition of D&D are you playing? It makes a difference; it's way easier to come up with a broken character in, say, 3e (3rd edition) or Pathfinder than it is in 1e (1st edition).</p><p></p><p>After that, I agree wholeheartedly on a few points raised above:</p><p></p><p>- regarding treasury division. During an adventure anyone can use anything, usually, but once you're back in town there needs to be an agreed-upon and fair method of division, and it has to be done after each adventure. This means also that the DM has to allow for some downtime to do this and not just rush you from one adventure to the next; and some new DMs don't always realize this. A simple way to enforce some downtime is for the DM to implement some sort of training system for level-up, which results in the party having to take time off adventuring in order to train...during which they can also divide treasury. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>- regarding character balance. The DM has to smack down hard on anything not in the core Players' Handbook of whatever D&D version you're playing. If it's not there, ban it. End of story. BUT - this must be done before the campaign starts and before people roll up their characters. It's too late for that now, meaning your only real recourse is to shut 'er down and start over because chances are even if the currently-offending character dies or is forced to retire the player will probably come right back with something just as overpowered if the campaign allows it...sadly, some people just play that way.</p><p>- regarding "what the DM wants". Your DM will learn soon enough (if not already) that no DM plan survives contact with the players or their characters. Regardless of whether the DM wants you to handle a situation diplomatically rather than violently, it's down to you players to do what you like with said situation and the DM just has to learn to hit the curveballs you throw at him/her.</p><p></p><p>And - depending on your particular group dynamics, which obviously I don't know - I largely disagree with another point raised above, regarding evil characters. I've always maintained they're fair game to play; but then I've also got no problem with internal party fights as long as they remain in character...and here's where the group dynamics come in as I've no idea how well you lot get along outside the game. Also, the problem above doesn't seem to stem at all from the character being evil ("kill 'em all and let the gods sort 'em out" has been a perfectly valid approach to the game since time immemorial, nothing wrong there) but instead from the character being flat-out overpowered for the party.</p><p></p><p>One in-character option you might try (if you don't mind potentially lighting a powderkeg) is to have your party's thief/rogue nick a few of the hoarded magic items while this guy's asleep, and redistribute them among the party based on who can best use what... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lan-"if 'kill 'em all' isn't a valid option then I've been doing it wrong for 35 years"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7025059, member: 29398"] A question for the OP: What edition of D&D are you playing? It makes a difference; it's way easier to come up with a broken character in, say, 3e (3rd edition) or Pathfinder than it is in 1e (1st edition). After that, I agree wholeheartedly on a few points raised above: - regarding treasury division. During an adventure anyone can use anything, usually, but once you're back in town there needs to be an agreed-upon and fair method of division, and it has to be done after each adventure. This means also that the DM has to allow for some downtime to do this and not just rush you from one adventure to the next; and some new DMs don't always realize this. A simple way to enforce some downtime is for the DM to implement some sort of training system for level-up, which results in the party having to take time off adventuring in order to train...during which they can also divide treasury. :) - regarding character balance. The DM has to smack down hard on anything not in the core Players' Handbook of whatever D&D version you're playing. If it's not there, ban it. End of story. BUT - this must be done before the campaign starts and before people roll up their characters. It's too late for that now, meaning your only real recourse is to shut 'er down and start over because chances are even if the currently-offending character dies or is forced to retire the player will probably come right back with something just as overpowered if the campaign allows it...sadly, some people just play that way. - regarding "what the DM wants". Your DM will learn soon enough (if not already) that no DM plan survives contact with the players or their characters. Regardless of whether the DM wants you to handle a situation diplomatically rather than violently, it's down to you players to do what you like with said situation and the DM just has to learn to hit the curveballs you throw at him/her. And - depending on your particular group dynamics, which obviously I don't know - I largely disagree with another point raised above, regarding evil characters. I've always maintained they're fair game to play; but then I've also got no problem with internal party fights as long as they remain in character...and here's where the group dynamics come in as I've no idea how well you lot get along outside the game. Also, the problem above doesn't seem to stem at all from the character being evil ("kill 'em all and let the gods sort 'em out" has been a perfectly valid approach to the game since time immemorial, nothing wrong there) but instead from the character being flat-out overpowered for the party. One in-character option you might try (if you don't mind potentially lighting a powderkeg) is to have your party's thief/rogue nick a few of the hoarded magic items while this guy's asleep, and redistribute them among the party based on who can best use what... :) Lan-"if 'kill 'em all' isn't a valid option then I've been doing it wrong for 35 years"-efan [/QUOTE]
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