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Why do you (they) break characters?
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<blockquote data-quote="The Shaman" data-source="post: 2743224" data-attributes="member: 26473"><p>That's unfortunate, but you came to the right place - I've no doubt that you can get some helpful advice on (1) ways to challenge the 'broken' character mechanically, (2) provide more and better non-combat challenges that encourage roleplaying and discourage one-dimensional characters, and (3) put the fun back in your game.</p><p></p><p>It would help to know more about the 'broken' build, but on a first read-through it sounds like the player's emphasizing AC, which means the character is still vulnerable to touch attacks that bypass armor, such as those made by incorporeal undead. Often these character builds are weak in other areas, such a Will saves, providing an exploitable weakness through mind-control magic and powers. Area attacks that force Reflex saves are also a useful tool for getting around some high AC characters, such as those relying on heavy armors.That's the reason for some players.Some players tend to be very risk-averse, robbing the game of some of its heroism and derring-do. As GM, you need to set a tone that encourages the players to be heroes - this means providing reasonable chances of success for heroic actions and creating encounters and environments that lend themselves to this goal: lava pools to jump over, ropes to swing from, walls to vault, roofs to race across, <em>&c., &c.</em></p><p></p><p>That said, some players do see getting hit as a sign of weakness or failure - they are out to 'beat' the dungeon and its master, using whatever rules (and/or loopholes) they can. It's easier, in my experience, to solve problems of one-dimensional characters than it is one-dimensional players.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2743224, member: 26473"] That's unfortunate, but you came to the right place - I've no doubt that you can get some helpful advice on (1) ways to challenge the 'broken' character mechanically, (2) provide more and better non-combat challenges that encourage roleplaying and discourage one-dimensional characters, and (3) put the fun back in your game. It would help to know more about the 'broken' build, but on a first read-through it sounds like the player's emphasizing AC, which means the character is still vulnerable to touch attacks that bypass armor, such as those made by incorporeal undead. Often these character builds are weak in other areas, such a Will saves, providing an exploitable weakness through mind-control magic and powers. Area attacks that force Reflex saves are also a useful tool for getting around some high AC characters, such as those relying on heavy armors.That's the reason for some players.Some players tend to be very risk-averse, robbing the game of some of its heroism and derring-do. As GM, you need to set a tone that encourages the players to be heroes - this means providing reasonable chances of success for heroic actions and creating encounters and environments that lend themselves to this goal: lava pools to jump over, ropes to swing from, walls to vault, roofs to race across, [i]&c., &c.[/i] That said, some players do see getting hit as a sign of weakness or failure - they are out to 'beat' the dungeon and its master, using whatever rules (and/or loopholes) they can. It's easier, in my experience, to solve problems of one-dimensional characters than it is one-dimensional players. [/QUOTE]
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