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So a player presents a character with really high ability scores--what do you do?
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<blockquote data-quote="Castellan" data-source="post: 1298602" data-attributes="member: 639"><p>I've had a couple of players who believed they needed to "win" the game. One of them is n longer with our group, but the other has begun to come around and is beginning to develop some really good role-playing ideas. He's still learning, but it's a good feeling to know that he's getting better.</p><p></p><p>Some things I've done to reduce an individual player's reliance on ability scores:</p><p></p><p>(1) Standard experience for everyone, plus bonuses for good role-playing or clever ideas. In the case of the power-gamer in our group, I think telling him that I was giving him extra XP for coming up with a clever use of a mundane object in combat really helped him realize that I care less for the on-sheet stats, and more for what the player contributes to the game session.</p><p></p><p>(2) Specific treasure for players. Instead of trying to "stop" the player from getting what he wants, I pick one aspect of that character that I'd like to see more of. I provide magic that augments those talents. In this way, the player still feels like his high stats are important, but I can tailor magic to fit each player and allow each of them to shine in their own way.</p><p></p><p>You'll often look at a power-gamer's stats and think, "Good grief! What is s/he thinking?!" Step back and take a moment to see if the player has some ideas about the character, and help him play to those ideas. You might end up with a great PC in the party!</p></blockquote><p></p>
[QUOTE="Castellan, post: 1298602, member: 639"] I've had a couple of players who believed they needed to "win" the game. One of them is n longer with our group, but the other has begun to come around and is beginning to develop some really good role-playing ideas. He's still learning, but it's a good feeling to know that he's getting better. Some things I've done to reduce an individual player's reliance on ability scores: (1) Standard experience for everyone, plus bonuses for good role-playing or clever ideas. In the case of the power-gamer in our group, I think telling him that I was giving him extra XP for coming up with a clever use of a mundane object in combat really helped him realize that I care less for the on-sheet stats, and more for what the player contributes to the game session. (2) Specific treasure for players. Instead of trying to "stop" the player from getting what he wants, I pick one aspect of that character that I'd like to see more of. I provide magic that augments those talents. In this way, the player still feels like his high stats are important, but I can tailor magic to fit each player and allow each of them to shine in their own way. You'll often look at a power-gamer's stats and think, "Good grief! What is s/he thinking?!" Step back and take a moment to see if the player has some ideas about the character, and help him play to those ideas. You might end up with a great PC in the party! [/QUOTE]
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So a player presents a character with really high ability scores--what do you do?
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