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65

A DM should not think of himself as having the right of Rule 0, which is why he controls the game. A DM should instead think of himself as having the responsibility of controling the game, and therefore being given the tool of Rule 0 in order to do so. Because ultimately, that is what Rule 0 is: a tool given to the DM to keep the game fun, engaging, and ...


51

The limit to Rule Zero is what the players are willing to accept. It's that simple. Unless you can convince him to change what he's doing, your only option is to walk away.


47

Take a lesson from real-life windfalls: Investment First - don't panic! This happens all the time: http://www.fudco.com/chip/lessons.html (read from "You can't trust anyone".) Give them something to invest in - let them make a down payment on a keep or an airship - something that will really pay off for them in the future. The Paladin/Cleric should give ...


40

Definitions: Group: everyone wanting to build a character to a roughly similiar set of requirements. Everyone: A set of 1 or more players with sufficient system expertise who communicate in some codified way, e.g. through a forum or around a game table. Thesis: An option is overpowered if, when presented as a choice, it will always be chosen by members ...


35

Here're the basics: Have the player sandbag. Explain to the player that his optimized PC makes DMing too difficult. The problem isn't that the player's winning—the DM, after all, has infinite monsters—but that the player's character is overshadowing the other players' characters. Strongly urge the player to pick a character class 1 to 2 tiers lower than ...


32

This is a system transition issue, not a creativity issue. 4e is a very different system and that's okay, but it's not for everyone. There's a gap between the player and the system and your job as GM is to help facilitate bridging that gap. Your goal in this should not be to make the player conform to the system, but to help the player understand the ...


32

Yes and no. The limit to Rule 0 is defined entirely by agreement of the people playing the game. If such a limit existed, it would be created by a philosophical limit on the ability for human beings to cooperate to achieve consensus, which would lie somewhere far outside the scope of the roleplaying game they're playing. So in theoretical terms, there is no ...


32

I would treat this as if the sorcerer had cast True Polymorph (another 9th level spell) and concentrated for the entire duration to make the transformation permanent. Since you subjected the sorcerer to great additional risk to use Wish to become a dragon (and the sorcerer really wished to be a dragon) you should treat this as a change in reality rather than ...


31

If you forgive me, the odds are that this is a perception thing, not a reality thing - unless you own biased dice. The sane way to determine which is true is test, test, test: take a dice, and roll it a thousand times. Keep a tally of how many times you roll each number. That will do one of two things: Most likely, it shows that there is no substantial ...


31

This is not a great answer This is a very general question, with a specific example given, and this answer addresses the example very specifically. I think there are lessons that can be drawn from this answer, and I think this answer is probably useful to the question-asker, but it may not be as helpful to others with the same question, which was part of ...


31

A few thoughts: I had a friend who played a weekly pick-up game, he showed up every week, everyone else showed up much less frequently. They all started at Level 1, soon enough he was level 15, most of the rest were somewhere around level 8-10. It was decided that his character should bow out gracefully and he should make a new one (if your DM will allow ...


28

The Barbarian is known to be a more powerful class than the Swashbuckler. The Barbarian is a so-called "Tier 4" class, the Swashbuckler a "Tier 5" class (see the Tier System for Classes). Parts of the definitions of the involved tiers are "Capable of doing one thing quite well" (Tier 4) and "Capable of doing only one thing, and not necessarily all that ...


28

It will take some work, but it's perfectly doable. Enemies with special defenses The players won't have access to see invisible, flight, magic weapons, or ghost touch. Therefore, if you include enemies that can fly, or have DR/magic, or are intangible, these will be huge challenges, and may be downright impossible. The easy solution is simply to not ...


27

The general consensus seems to be not worth the opportunity cost, save if you build specifically for it. 100 posts talking about this very thing with choice quotes: Post: It's dumb as hell, is what's the problem. It assumes combat is conducted on a flat plane and is more or less a straightforward exchange of damage, and the only real difficulty that ...


27

No, Pathfinder actually makes the balance quite a bit worse. The weakest classes got weaker, and the strongest classes got stronger. Changes to combat feats and combat maneuvers mean that the few mundane tricks the system had, are now much more difficult to pull off and are less useful when you do. Changes to magic items disproportionately hurt martial ...


26

Short Answer: Basic Evocation Wizards are now the equivalent of Tier 3 at lower levels. Basic Champion Fighters are now the equivalent of Tier 3 at lower levels. The Usefulness of Tiers will have to change for 5e, as tiers 1, 5, and 6 at this time don't exist, and likely won't exist as the overall power of 5e is much flatter. For overall power however, ...


24

Ancedotes do not make for useful data. If necessary, suggest a psychic warrior to your swordsage. It's pure SRD, and has "impressive moves" without rendering the sorcerer moot, but there are no prima facie power imbalances here. Looking at this well reviewed ranking system We see that all of the ToB classes are neatly within Tier 3: Tier 3: Capable of ...


24

I once had a Shadowrun group who hit a truck transporting gold, and they walked away with something like two million nuyen (each) in a campaign where that was more than they had combined through character creation and their careers. It was somewhat of a mess, but it counteracted itself nicely, because I didn't just let them spend it on anything they could ...


24

GM guides have long advocated solutions like bandits, tax collectors, and runaway inflation, but they rarely work out well in practice. Partly that's because those solutions have unintended consequences like vigilanteism, tax evasion, and bookkeeping headaches. The bigger problem is that players are sensitive to loss, and they react very poorly to losses ...


24

Are you sure there's a problem? It sounds like the things that your players are doing are pretty legit, and not really overpowered. Remember that using the Violent Thrust option for Telekinesis consumes the spell all at once, and doesn't let you use either of the other options at the same time. The things that you're talking about all sound like sort of ...


23

Yes, this would be unbalanced. Firstly, consider what Wild Shape gives you. It is a single ability that gives: Unlimited flight Unlimited water breathing and swimming A huge pool of temporary hit points Multiattack before the Fighter even has their Extra Attack ability The ability to have good physical stats without investing in them The ability to have ...


22

These are bascially listed in order from “smallest and easiest” to “biggest and hardest.” Step One: Eliminate the lost spellcasting level at 3rd There’s literally no reason for it. At the time, it may have been believed that there were advantages to spontaneous casting that demanded it as a balancing factor, or, as rumored, Monte Cook may have just hated ...


22

I think the hat of disguise is a wonderful heirloom to start the game with. It promotes roleplaying and fascinating non-combat interactions. In my games I would expect characters to take one of five routes: All characters can get an equivalent non-combat magic item of about that cost given a backstory. Then, if they want an item, they can go to equivalent ...


22

In short, yes. There are a few things that make monk on par with the other melee fighting classes. I'll list a few of them here: Dex to attack and damage Monks can apply dex to attacks and damage automatically at level one. Extra attacks Monks are the only class that gets 2 attacks per round at level 1, and they keep up with Fighter attacks per round ...


21

Ok, so let's compare this to a comparable power. The Human Heroic Effort power. For this we'll take two Rangers, at L1 since that's the best time to compare racial powers and build them basically exactly the same. To make this completely fair, we'll burn the Human's extra feat on something worthless so that it doesn't color our findings (in reality, it ...


21

You need your friend to agree to play the same game that you want to run. It sounds like this player is working hard at character optimization and rules mastery. That's a legitimate style of play, but it often creates problems if only one or some of the players are doing it, such that people are engaging the system in vastly uneven ways. It's even tougher ...


20

Let me chip in with the blue collar guy's answer to this question, drawn from experience not theory. A rules option, character, gear, or other game element is "overpowered" if it gives you significantly more effectiveness than most other options in a way that impacts the fun of the game for its participants. As @Soulrift points out, the implication is that ...


20

You are going to have to come up with houserules galore to make this work, and in general it's a bad idea. Here's some of the major points you're going to have to hit: Damage Reduction has to be changed Anything with DR/Magic will have to be changed, as this party can't overcome magic DR without magic weapons. If you can't overcome it, everything with it ...


20

It is imbalanced, but not because of Spell Compendium The imbalances you note are very real. They have often been noted, commented upon, and even codified in the 3.5 tier list. Clerics and druids, along with archivists and wizards,1 simply are the most powerful classes in the game because they have access to all of these spells and can change them every ...


20

AD&D took an interesting approach to this—the classes don't advance in levels at the same pace. It is still likely a level N wizard will be more powerful than a level N fighter, but if a fighter and a wizard have the same amount of XP, then the wizard will be of a lower level than the fighter. This is most evident when comparing the Wizard and the ...



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