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*TTRPGs General
what to do if you gave too much power?
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<blockquote data-quote="+5 Keyboard!" data-source="post: 3912141" data-attributes="member: 48586"><p>Agreed on the posts about being up front about it and owning up to a lapse in judgement.</p><p></p><p>I would talk to the player outside of the game, let him/her know the problem. He/she probably recognizes it too. Offer them a trade. Perhaps give up the unbalancing quality for another more balanced of his/her choice within reason. You could brainstorm with the player so he/she feels like their actually contributing to the overall development of the campaign. Maybe the next time the vorpal aspect of the sword functions something happens that transforms the powers of the sword into something else, like it gains sentience (intelligent item), but its the enemy's soul inside the sword. At first it's a rat bastard, but eventually it begins to cooperate with the player and has some minor powers that aren't unbalancing to the game, like some skills, detect magic/evil/law/chaos/good at will, or a minor spell-like ability.</p><p></p><p>Or maybe the character learns that with every creature decapitated, something alien and vile trapped within the sword gains 1 more step towards freedom so that the player thinks twice about hacking heads off.</p><p></p><p>Perhaps, it's a charged item. So, the player can have his/her fun for a while, but after X amount of vorpal uses, it is just a plus X sword. Maybe someone who owned it previously recognizes it while passing them in a crowd, stops, and exclaims, "Hey! It's my old sword! How's she working for you? Have you used up all of the vorpal charges yet? It was pretty low when I sold it. Yeah, that's why I sold it and upgraded. Well, nice talking to you."</p><p></p><p>Basically, the gist is to not screw the player over. In all of these situations, you want the player to be involved in thinking up a way for the two of you to balance the weapon out and fix the problem. </p><p></p><p>That's just my 2 cents. Good luck.</p></blockquote><p></p>
[QUOTE="+5 Keyboard!, post: 3912141, member: 48586"] Agreed on the posts about being up front about it and owning up to a lapse in judgement. I would talk to the player outside of the game, let him/her know the problem. He/she probably recognizes it too. Offer them a trade. Perhaps give up the unbalancing quality for another more balanced of his/her choice within reason. You could brainstorm with the player so he/she feels like their actually contributing to the overall development of the campaign. Maybe the next time the vorpal aspect of the sword functions something happens that transforms the powers of the sword into something else, like it gains sentience (intelligent item), but its the enemy's soul inside the sword. At first it's a rat bastard, but eventually it begins to cooperate with the player and has some minor powers that aren't unbalancing to the game, like some skills, detect magic/evil/law/chaos/good at will, or a minor spell-like ability. Or maybe the character learns that with every creature decapitated, something alien and vile trapped within the sword gains 1 more step towards freedom so that the player thinks twice about hacking heads off. Perhaps, it's a charged item. So, the player can have his/her fun for a while, but after X amount of vorpal uses, it is just a plus X sword. Maybe someone who owned it previously recognizes it while passing them in a crowd, stops, and exclaims, "Hey! It's my old sword! How's she working for you? Have you used up all of the vorpal charges yet? It was pretty low when I sold it. Yeah, that's why I sold it and upgraded. Well, nice talking to you." Basically, the gist is to not screw the player over. In all of these situations, you want the player to be involved in thinking up a way for the two of you to balance the weapon out and fix the problem. That's just my 2 cents. Good luck. [/QUOTE]
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what to do if you gave too much power?
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