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<blockquote data-quote="Greenfield" data-source="post: 6691765" data-attributes="member: 6669384"><p>Characters are <em>supposed</em> to be awesome at some point in their careers.</p><p></p><p>The problem comes when one PC is seriously outside the curve for the group. Either the DM has to be prepared to challenge the group and let the ubermanch roll over everything, challenge the ubermanch and slaughter the rest of the group (or obviously pull all the punches on them), or come up with a reason why the nastiest traps, worst disasters and biggest monsters only target one PC. Every time.</p><p></p><p>The other thing is, people who pursue the ubermanch builds seldom stop at being awesome. They like constant ego gratification, so they keep pushing the limits. They're all too often out to "win", to "beat the DM". This means that the DM has to watch them all the time, to see what else they're trying to slip through. That detracts from the game for the rest of the players, and that is something that can kill a game group.</p><p></p><p>The game was designed with a specific balance in mind. 3.*, for example, was designed so that, for a "typical" party of four characters, an opponent with a CR to match the party's level should call for about 1/4th the party's resources, in terms of spells, hit points, healing etc. </p><p></p><p>To challenge the ubermanch type you need bigger monsters, which means higher CR, which earns the PC more Exp, and makes them even more ubermanch. It's a cascade effect that the game wasn't really built to handle.</p><p></p><p>Now there's nothing wrong with a game scaled that way. The DM can basically redo the CR scale, using the party power as the yardstick. Kill an Ancient Wyrm at 4th level? I guess an Ancient Wyrm is CR 4 then. </p><p></p><p>But when there are only some PCs that fear Kryptonite, with the rest still afraid to cut themselves shaving... well, it's no fun being Jimmy Olsen every day when all you get to do is report on the other guy's activity.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6691765, member: 6669384"] Characters are [I]supposed[/I] to be awesome at some point in their careers. The problem comes when one PC is seriously outside the curve for the group. Either the DM has to be prepared to challenge the group and let the ubermanch roll over everything, challenge the ubermanch and slaughter the rest of the group (or obviously pull all the punches on them), or come up with a reason why the nastiest traps, worst disasters and biggest monsters only target one PC. Every time. The other thing is, people who pursue the ubermanch builds seldom stop at being awesome. They like constant ego gratification, so they keep pushing the limits. They're all too often out to "win", to "beat the DM". This means that the DM has to watch them all the time, to see what else they're trying to slip through. That detracts from the game for the rest of the players, and that is something that can kill a game group. The game was designed with a specific balance in mind. 3.*, for example, was designed so that, for a "typical" party of four characters, an opponent with a CR to match the party's level should call for about 1/4th the party's resources, in terms of spells, hit points, healing etc. To challenge the ubermanch type you need bigger monsters, which means higher CR, which earns the PC more Exp, and makes them even more ubermanch. It's a cascade effect that the game wasn't really built to handle. Now there's nothing wrong with a game scaled that way. The DM can basically redo the CR scale, using the party power as the yardstick. Kill an Ancient Wyrm at 4th level? I guess an Ancient Wyrm is CR 4 then. But when there are only some PCs that fear Kryptonite, with the rest still afraid to cut themselves shaving... well, it's no fun being Jimmy Olsen every day when all you get to do is report on the other guy's activity. [/QUOTE]
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