| Nardis |
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No. Not any more than it already was. The GM's job for the most part is to taylor your game to fit the style and type of players you have in your group. You don't seem to be doing that. Your player has changed the way he plays with his new supplements, so you must adapt. Set limits. I have had more problems with min maxing than anything else, so limit how high or how low an ability score can go at character creation for starters. Ban stuff that isn't making it fun for you as well as them. Just because you are the GM, doesn't mean you shouldn't have fun to. After all you put more work into a campaign than any of the players do. I like to see my players succeed, but I want it to be because they were clever or lucky, not because they had overwhelming numbers on their side. Your players will talk about the close victories for years because they outsmarted the bad guyway before they ever talk about the quick victories they achieved because of broken builds. YMMV though.
Agreed 100%. After a series of unsatisfying gaming sessions, I spent a lot of time on message boards, reading through rules, and so on only to realize that I wasn't putting out a varied game experience for the players. If the game looks tired and predictable, the first place to look is at the person running it.