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I have had comments from players who say they felt like they weren't much use on an adventure. That's when I tell them to go back to the rulebook and really see what the character is capable of doing with the skill sets that have been selected. I'll often sit down with them and point out what they could have done in the last adventure and didn't. So I let the power gamer go nuts and I hand hold the other PCs until they feel better about themselves.
That's a very good answer. I like that approach, I'll try and remember it the next time it pops up.
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If a player is clever enough to use the rules to create a power munchkin within a 400BP system then good for him. He's a smart cookie. However, I also raise the stakes of the game. If you have a player who's maxed out in regards to firearms and can handle a Panther assault cannon in each hand he's also turned himself into a huge, loud target. So if hypothetically a group of runners were to encounter a squad of corpsec guards and the power munchkin did his thing, I'd turn all of the guards on the munchkin and have them ignore the rest of the runners as the munchkin would logically be the most immediate threat. The other runners could scurry away, just kick back and wait to see what happens after the smoke clears, or move on to do what they're good at while the power gamer gets swarmed like ants on a dead squirrel.
This I don't like so much. If they have enough power to take out the power character, then they've got more than enough to overkill the rest of the team. Scaling the game like that also leads to an endless arms race, as the player will be left believing that he could have done better if he'd min/maxed more. So, he'll come back and try for an even more powerful character. Over time, he might even start developing problem behaviors, like pushing back role play in favor of a more effective killing machine.
This also raises issues for what happens when characters max out other parts of the game. If a pornomancer emerged in your game, how would you handle that? We're talking a character with 30+ dice for social tests. If you raise the stakes so that every important NPC has a dice pool to match, the other characters won't stand a chance in a social test. If the pornomancer gets taken out, the NPC will have a dice pool big enough to talk the characters into taking the job for free.
I like the approach of teaching players too, so I prefer to encourage positive behaviors. I've found that simply talking to a player can prevent problems from happening. But that does mean that when I GM, I have to have clear expectations about what I want from the players. I have to be able to say: "A dice pool over 20 might unbalance the game, could you dial that back a bit?" *and* back that up in game, so they don't ever regret not having that huge dice pool. I just don't see how I can accomplish that in an anything-goes environment.