I'm a PC and I'm way too powerful


Advice

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Tell him you want to take a (the) Vow of Poverty. This is probably the first time I've heard of where it would scale a PC's power down...


if you're rotating DM's every 4 weeks I fail to see the issue, run your game how you please, let him run his. If nobody enjoys this, part ways.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Glutton wrote:
if you're rotating DM's every 4 weeks I fail to see the issue, run your game how you please, let him run his. If nobody enjoys this, part ways.

If they're rotating DM's but keeping the same characters, this may leave him or other DM's with characters more loaded than what he's prepared to balance against. Rotating DM's with the same character group needs to consider keeping the players and the threats balanced between switches.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
LazarX wrote:
Glutton wrote:
if you're rotating DM's every 4 weeks I fail to see the issue, run your game how you please, let him run his. If nobody enjoys this, part ways.
If they're rotating DM's but keeping the same characters, this may leave him or other DM's with characters more loaded than what he's prepared to balance against. Rotating DM's with the same character group needs to consider keeping the players and the threats balanced between switches.

In the OP he said that they were changing games completely along with their GM

On the idea of playing an RP heavy stint, go for it but make sure that the other players know what's coming.


w0nkothesane wrote:
More rubbish from Mistah Green. Obvious troll is obvious.

You rang?

Sovereign Court

IkeDoe wrote:

[answering the OP]

Uhmm, I understand your problem.
That GM changed the game and did it wrong. Looks like he has no idea how much overpowered you are and how to challenge the PCs, CRs and encounter generation rules are almost useless now.
I don't know what your GM tries to acomplish with those changes, looks like the only outcome is making things harder for the GM and not fun for the players.

It could be that he came online and read from some people who claim that at high levels melee classes are useless and then tried to fix it before it became a problem. That's something I've seen and been guilty of, you go online, someone complains about something and you're convinced that it needs to be fixed before it ruins your game too. Problem being if you hadn't gone online and seen it, you wouldn't have tried to fix it in the first place, and it never would've come up or been a problem, or the guy complaining has a completely different playstyle and it doesn't mesh with your groups so your fixes actually ruin things for your players. It's something that happens, DMs are human to, and as such, they make mistakes.


Sadly this may just be an example of the GM trying to "fix" the system. He may be seeing a (real or imagined) problem with the way things work mechanically in his game and has decided the way to fix it is lots of magic items and custom classes.
I had a similar problem in the early years of 3.0 D&D. Our DM at the time felt compelled to "fix" the game system. When we gathered to roll up our characters, he stated we all get +4 to every stat and a bonus feat every 2 levels. When asked if the party was going to be made up of super-elite heroes he hand-waved the question by saying everything in the campaign setting got bonus feats and +4 to all their stats. ...So, if everything got feats and stat boosts, why give the bonuses at all? He never had a real answer. He just felt it needed to be done. The campaign lasted about 4 sessions before we got bored with easy mode and switched to a new game with a different DM.
I lost track of this DM for a few years but last September out of the blue he invited me to his 4th edition game. He was still giving insane bonuses to the PCs as well as the things they fought. Of course, he was also just running combat scenarios one after another without a plot. I didn't stay past the 3rd or 4th session.
If you've discussed your concerns with the GM and he still hasn't made changes I can only suggest you evaluate how much fun you're having in his game and whether you'll stick with it or leave. Sometimes the "fixers" can't be fixed.

Dark Archive

Zenyu wrote:
Bruno Kristensen wrote:
AvalonXQ wrote:

I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".

When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.

Wow, someone who's more of a pedant than me...

Also, it is Harbinger, not Harbringer ;)

300% Positive it says Harbringer on my Sheet. Which is from the DM himself.

DMs can make mistakes too ;)

Harbinger

Seeing as a Harbinger is someone who foreshadows something, it is easy to see why many make the mistake of Harb(r)inger, as in Bringer of Light (Lucifer), but it is still a mistake.


Zenyu wrote:
MordredofFairy wrote:
Zenyu wrote:

Everyone in the group is just as powerful. There are 6 of us. The only reason one person has died was because he stepped on a 40 d6 trap.

The DM's creation of BBEG's and Monsters have been a joke.Myself and another player have brought it up to our DM that we are way to strong.

40d6 traps.=> average 200 damage.

Level 10 party.

You provided your own answer.

He _MEANS_ to challenge you properly, but obviously fails to do so with the stuff he creates.
Technically, it's still quite possibly to challenge you, but it will take quite an effort on his part.
You can give him some time for him to get things right...basically consider yourselves as an "epic" group...problem with that being that many DM's are not quite "fit" for challenging epic groups.

Also happens to the best, forgetting a creative player has this or that ability/spell/immunity ruined some very high level encounters i created.
But getting it right MOST of the time is whats important. Seems your DM does not. Either fix everything up or give him time to "learn"/adjust, i guess.

1. How does 40d6 average to 200? 40*3.5 = 140

2. When he means to challenge us it is either instant death from something we have no chance of avoiding, or more instant death that cannot be avoided.

ah, sorry, yes, 140 of course.

And no, there is either a save or attack roll, so 140 is not fixed.

Aside from that, a dwarfen rogue can have 100+ HP by Level 10, and that's without bonus items.

A Fighter at Level 10, with 16 Con and a +6 Con Item, possibly thoughness, has 5.5+3+3+1=12.5*10=125 HP, and a Con Score of 22, or -22 HP to kill, so such a trap would have a good chance to knock him out, but not kill him, unless you roll lucky.
If it's one that allows a save(and this should), then it's a mere 70 damage, a little more than half his HP.

As said: I hope for him he just doesn't get it right.
If it's truly instant death with no chance to avoid, then that sucks, seriously.

I guess i'm just used to giving benefit of the doubt, and i saw it several times :P People just not getting things right. -_- I thrust your view, though...but in that case, this person maybe simply is not "fit" to DM? Maybe play Descent or something on that evening? Some light boardgame for a change, thats also fun and has campaignability? You don't have to tell him he sucks, just agree with the others that it's the best option and choose his round to make "place" for the new passtime. *shrug* It's a difficult situation, really, but you know the guys, not us.


In my groups last 3.5 campaign which started about a year before 4th edition came out we decided to go out with a bit of a bang and play with all the options set for high levels of monty haulism and see what the game was like. We had a 6 man party that floated occasionally to 8 players.

Each character was a gestalt, and most had a cl racial bonus that we used the rules in the unearthed arcana as a guideline to hand out the racial boosts over time. We received throughout the campaigns run (1st level to about 15th level) a pretty sizable amount of treasure way over our character levels. We received at various points in the story special somewhat minor to mediumn powers (my half farspawned Duskblade/Conjurer received the control abomination power based on the cleric control undead power for example).

We broke the system in every conceivable way in terms of power and our brawl line could easily dish out 2-3 hundred hit points of damage each round...and yet we were still heavily challenged in that campaign. We fought draco demilichs that projected Ancient black dragon avatars that when killed would reform and double, we fought Sword Spiders that had D.R. 35+ (which was fairly high for us at the time) that required a thousand points of damage to reduce the D.R. by 5 while it was dishing out a few hundred points of damage each round back at us.

We fought Far Spawn that could take our best hit and chose one damage cycle per turn and bounce the entire damage from that cycle back at us.

We saw non common energy types frequently tossed in to damage cycles (a red dragon whose breath weapon did half profane half fire for example) and we saw the damage out put of these monsters enhanced significantly.

We also saw new energy types (warp and distortion from Far Spawned) that we had to develope whole new colleges of magic to use and defend against.

All in all it was a very fun and challenging campaign, despite the difficulties at time in figuring out just how powerful our "broken characters" were compared to the displayed abilities of the monsters.

The point to this ramble is sometimes its ok for a good GM to throw out the guidelines for CR and expected power levels if he still can challenge the party despite their over power levels and the players are still having fun.

RPG Superstar 2009 Top 32

If you're a PC and are still too powerful.

Switch to a Mac.


Pathfinder Adventure Path, Rulebook Subscriber
dusparr wrote:

I would just tell him the next time you see him that you believe that you are way too powerful, if he does not believe you, get one (or two) of the other players together and discuss whether they believe that you are very powerful. If they agree then have them help you convince the DM.

If, in the end, he decides that you are not too powerful, then find a roleplaying reason to not use all of your resources all the time.

Who knows, the DM may be making you super-powerful so that the party CAN trudge through 10-20 encounters a day by making you the bastion of the party.

No no no he cleary just needs to stop running the epic ranters red disc


Bruno Kristensen wrote:
Zenyu wrote:
Bruno Kristensen wrote:
AvalonXQ wrote:

I hope you won't be terribly offended if I take the time to note that you have repeatedly misspelled "too".

When you mean "exceedingly" or "more than should be", the word is spelled with a double "o".
Examples: "too strong", "too powerful", "given out too much and gone too far".
Sorry for the pedantry.

Wow, someone who's more of a pedant than me...

Also, it is Harbinger, not Harbringer ;)

300% Positive it says Harbringer on my Sheet. Which is from the DM himself.

DMs can make mistakes too ;)

Harbinger

Seeing as a Harbinger is someone who foreshadows something, it is easy to see why many make the mistake of Harb(r)inger, as in Bringer of Light (Lucifer), but it is still a mistake.

Maybe the DM has a special bell that Pelorian clerics have called a 'Harb'. And if you are a member of the special sect, you get to ring it whenever you want.

Harb-ringer, or Harbringer.

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