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Touchy situation with my group
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<blockquote data-quote="Voadam" data-source="post: 1051391" data-attributes="member: 2209"><p>Power discrepancies can work fine as long as the powerful characters are not jerks and everybody has something to do in game.</p><p></p><p>However for many styles of play power discrepancies can be no fun.</p><p></p><p>Things a DM can do to even out power discrepancies:</p><p></p><p>If the discrepancy is from one person showing up to more games and therefore being higher level then the DM can change the xp system to a flat award system instead of CR based so higher levels take longer to advance than lower ones (longer game time, same xp amount in base system) this really changes the advancement rate for everybody though.</p><p></p><p>The FR xp system awards more for lower level characters and less for higher ones for facing the same CR encounter. It is based off of individual level instead of average party level and works well.</p><p></p><p>High powered characters can be depowered, energy draining for levels, losing items to sunder, etc., stat drains that are not restored.</p><p></p><p>Weak characters can be pumped up by in game adding templates lycanthopy adds a lot, for example, and helps combat characters more than straight spellcasters like mr. wizard.</p><p></p><p>Challenges can be made that are tailored to other members of the party. For instance, golems and rakshasa in 3.0 are immune to spells (in 3.5 conjuration ones now get around this).</p><p></p><p>Noncombat encounters such as roleplaying and politics are not as dependant upon character power and level.</p><p></p><p>All of these are suggestions for the DM.</p></blockquote><p></p>
[QUOTE="Voadam, post: 1051391, member: 2209"] Power discrepancies can work fine as long as the powerful characters are not jerks and everybody has something to do in game. However for many styles of play power discrepancies can be no fun. Things a DM can do to even out power discrepancies: If the discrepancy is from one person showing up to more games and therefore being higher level then the DM can change the xp system to a flat award system instead of CR based so higher levels take longer to advance than lower ones (longer game time, same xp amount in base system) this really changes the advancement rate for everybody though. The FR xp system awards more for lower level characters and less for higher ones for facing the same CR encounter. It is based off of individual level instead of average party level and works well. High powered characters can be depowered, energy draining for levels, losing items to sunder, etc., stat drains that are not restored. Weak characters can be pumped up by in game adding templates lycanthopy adds a lot, for example, and helps combat characters more than straight spellcasters like mr. wizard. Challenges can be made that are tailored to other members of the party. For instance, golems and rakshasa in 3.0 are immune to spells (in 3.5 conjuration ones now get around this). Noncombat encounters such as roleplaying and politics are not as dependant upon character power and level. All of these are suggestions for the DM. [/QUOTE]
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