Re: Starting Abilities + Augments

From: flynnkd2 <flynnkd_at_...>
Date: Tue, 03 Feb 2004 21:54:05 -0000


>
> Which brings me to a question for those with existing campaigns:
Do
> you find groups tending to break out into assorted specialists
> (someone does combat, someone does combat magic, someone else does
> stealth), so that each has one outstanding score? Or do you find
> more that most heroes develop a fair range of their abilities, so
> that the differences between them in any area are usually not so
> large? If the former, do you fudge things to get the right
> opposition against the right hero, or do you leave that up to the
> heroes to figure out?
>
> --Bryan

This is a problem I have raised with my players. One is a humakt and went solid sword combat all the way. He was at one stage 20-30 pts higher in combat than the rest of the party. Which caused a problem of how tough to make the enemies. Too weak and he would run up and attack several at once and wipe them all (multiple targets). Too tough and the rest of the part was badly limited in what they could do.

My answer was simply to point this out to them and the other players then harrassed him to draw back into the group, so he started buying magic, which costs a lot more.

The other option is more intelligent GMing (god forbid) and using tactics to counter his superiority... like attack him with magic. But then he felt victimised and whined.... muhahahahaaha I love players whining... )))

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