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Why do people think high-level play is munchkin? I've got a theory
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<blockquote data-quote="Victim" data-source="post: 181723" data-attributes="member: 78"><p>Probably the biggest problem with high level play is the difficultly in encounter design, compounded by the problems with adventure design. People having problems in these areas are going to consider the game munchkin because the PCs are too powerful.</p><p></p><p>High level characters have a wide variety of abilities that can make designing a proper fight difficult. So much can depend on what spells the group prepares, so creating an encounter that considers ALL the characters' powers is difficult. If the spellcasters happen to have the right spells on hand, then what should have a tough battle becomes a one or two shot fight. DMs and some of the players will get frustrated because the group overpowered their foes too easily. Also, some people have a tendency to create one trick pony characters. If high level character focuses all his resources into one narrow area, he can be very dominant in that regard - speak to Mr. Ginsu for more details. If things can always be resolved with that area, that character will be overpowering and be labeled munchkin. On the other hand, the player will get bored and frustrated if he can never use his powers - "This adventure, like the last 5, focuses on undead, constructs, and elementals."</p><p></p><p>Adventure design can be just as bad. If the sorcerer just learns teleport, and the DM hasn't really considered the spell, then teleport will cause problems. The player might use the teleport to circumvent lots of the adventure. To the DM, teleporting is cheesy, munchkin trick that ruins the game. To the player, it's a fair use a hard earned ability - after all, Teleport should be as good as Cone of Cold or Hold Monster, or anyother spell he could have taken.</p></blockquote><p></p>
[QUOTE="Victim, post: 181723, member: 78"] Probably the biggest problem with high level play is the difficultly in encounter design, compounded by the problems with adventure design. People having problems in these areas are going to consider the game munchkin because the PCs are too powerful. High level characters have a wide variety of abilities that can make designing a proper fight difficult. So much can depend on what spells the group prepares, so creating an encounter that considers ALL the characters' powers is difficult. If the spellcasters happen to have the right spells on hand, then what should have a tough battle becomes a one or two shot fight. DMs and some of the players will get frustrated because the group overpowered their foes too easily. Also, some people have a tendency to create one trick pony characters. If high level character focuses all his resources into one narrow area, he can be very dominant in that regard - speak to Mr. Ginsu for more details. If things can always be resolved with that area, that character will be overpowering and be labeled munchkin. On the other hand, the player will get bored and frustrated if he can never use his powers - "This adventure, like the last 5, focuses on undead, constructs, and elementals." Adventure design can be just as bad. If the sorcerer just learns teleport, and the DM hasn't really considered the spell, then teleport will cause problems. The player might use the teleport to circumvent lots of the adventure. To the DM, teleporting is cheesy, munchkin trick that ruins the game. To the player, it's a fair use a hard earned ability - after all, Teleport should be as good as Cone of Cold or Hold Monster, or anyother spell he could have taken. [/QUOTE]
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Why do people think high-level play is munchkin? I've got a theory
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