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Zazen
That'd require him to know the rules at least as well as two dozen bloodthirsty dumpshock posters nyahnyah.gif

It's not always about points. Knowing that you need to roll twelve 9's on that spell, that you can't stack this and that, that you can't take Bonus Attribute 16 times, etc.
Sphynx
Sorry for such a late response. Avoided initially because I completely disagree with the GM teaching the player a lesson sort of scenario.

Personally, there's nothing in the world wrong with uberness in a character. The game is not setup so that uber always equals "win". I don't see what the big deal is if he's playing uber. Attributes don't mean as much as you seem to think, even a 10 in everything won't be all that helpful (and as a troll, it's not even possible). It's how you play. I would LOVE a player who had a bad-ass troll in my game, the ones that worry me are riggers with a bunch of drones, or mages with a ton of spirits. You don't know how close I come in many games to adjusting mana warps so that Watchers just refuse to show up because a group of those can ruin any game.

Problem is never with the player, it's with the person who can't handle the player. wink.gif

Sphynx
Zazen
QUOTE (Sphynx)
Problem is never with the player, it's with the person who can't handle the player. wink.gif

It is when they break the rules. It's even worse when the player deliberately ignores rules and hands over his sheet, relying on the GM to catch him (and inevitably miss a few things).

I have one player in my game that consistently hands me the stupidest sheets imaginable. I spend more time explaining to him why this or that violates the rules than I do with the entire rest of the group combined.
TinkerGnome
I say don't bother swatting down the character with an anvil. It's not going to do any good, since he'll only come back with a stronger one. Instead, inforce the realities of the game world and the rules system.

Trolls are second class citizens in most cases. A troll with a charisma of 1 and an intelligence of 2 is a second class citizen in any case where he isn't wearing a uniform (and even then, he gets to go in first most of the time). Does he ever go anywhere public outside the barrens? Don't StufferShack clerks hit the panic button when he comes lumbering in through their door (likely taking half of it with him)? Most of, if not all, of his weapons are illegal and he'll end up in a lot of trouble.

Overdoing it on the reflexes? Aren't there rules for acting before you can think and doing things you don't necessarily want to do? A couple of runs where he accidently shoots the person they're trying to retrieve or another team member should drive home that there are disadvantages along with being super-wired.

Big sustained spells and foci? I'm a proponent of commonplace alarm wards in many public places (with Shedim about, especially) and monitored (afordable) astral security firms (check this old thread here for some ideas I put forth on this a long time ago). The mage drops by to take a peek and sees a huge force 6 spell standing in the room. He gives a phone call to the owner of the establishment and informs them. If there's not a lonestar or corper standing there, someone's likely to have to answer some questions. This kind of think wouldn't punish the casual user, but someone who keeps a high-force, illegal spell up for long periods of time is going to get hasseled if not worse. Of course he can blast his way out, but he'll leave astral residue and/or DNA behind. Nothing says "You screwed up!" like ritual sorcery (blast a cop and you'll find this out pretty soon).

Another alternative is to try a ganger campaign. Have the PCs create characters off of moderately-low karma Becks. If he still comes out uber... that's when it's called a mercy killing . devil.gif
Joker9125
I dont have one of his sheets but allow me to demonstraight the kinds of characters usuially played. This is just my attempt to recreate his munchkin-fu I am not fimilliar wiht alot of the cyberware out their but I am also not the head GM but I do GM quite a bit. Ill give a full character sheet complete with edges and flaws gear ect.

Using point system.
Troll 10pts
Resources 1,000,000 nuyen.gif 30 pts
Attributes 32 64 pts
Active Skills 19 19pts

Edges/Flaws
Esceptional attribute Str +2
Bonus Attribute Int +2
Allergy Common Moderate Table Salt -4

Unaugmented Stats
Body 12
Quickness 4
Stregnth 11
Charisma 2
Intelligence 4
Willpower 5
Reaction 4
Initative 1d6

Augmented with listed cyber/bioware
Body 18 Bone lace titanium(A) used 75,000, Derman sheath(A) used 120,000
Quickness 8 Muscle Toner 4 100,000
Stregnth 15 Muscle Augmentor 4 80,000
Charisma 2
Intelligence 4
Willpower 5
Reaction 10 wired reflexes 1 (A) used 55,000, Reaction Enhancement 2(A) used 120,000
Essence .44
Initative 2d6

Skills
Clubs/Claymore 5/7
Brawling 6
Bike/Harley Scoprion 2/4
Etiquitte 3

Gear(all gear is troll mod)
Dikote Claymore (Str+2 D)
Hardliner Gloves (Str+1 M Stun)
Form Fitting Full body Suit (Bal 4 Imp 1)
Secure Clothing(Bal 3 Imp 0)
Secure Ultra vest(Bal 3 Imp 2)
Secure Long Coat(Bal 4 Imp 2)
Total armor
Balistic 8 (9 With cyberware)
Impact 4 (5 with cyberware)
Cell phone
Harley Scorpion

***EDIT*** the mage is comming next
TheScamp
Man, that guy is so hosed when the assault rifles start opening up from the 2nd floor catwalk.
GunnerJ
...or when he eats anything with salt.

Actually, how the fuck is this character able to live? Salt is necessary for metabolism!
Shockwave_IIc
QUOTE
Attributes 32 64 pts


Thats one SComp recomandation broken right there

And personally i have issues with Buying used Cyberware at Character gen (make them stressed out there arse)
Joker9125
There is probably more I could do to simulate his characters but im to tired at the moment and still have a mountain of projects to do so this is the best I can do at the moment

(Note: Please forgive any small error or typo i dont want this to turn into a huge flame fest over a small mistake of math due to my weariness at the time of this post)

Using point system.
Dwarf 5pts
Sorcerer Adept 25 pts
Resources 650,000 nuyen.gif 25pts
Attributes 25 50 pts
Active Skills 18 18pts

Edges/Flaws
Exceptional attribute Will+2
Bonus Attribute Will+2
Allergy Common Moderate Table Salt -4

Stats
Body 5
Quickness 3
Stregnth 4
Charisma 3
Intelligence 6
Willpower 9
Reaction 4

Initative 4d6

Skills
Sorcery 6
Brawling 6
Aura Reading 2
Etiquitte Magical 1/3

Spells/Foci
Stunball 6
PowerBall 6
ManaBall 6
Increase attribute will 4 Sustained
Force 4 Power Focus
Force 1Sustaining focus +3d6

Gear (all gear is Dwarf Mod)
Hardliner Gloves (Str+1 M Stun)
Form Fitting Full body Suit (Bal 4 Imp 1)
Secure Clothing(Bal 3 Imp 0)
Secure Ultra vest(Bal 3 Imp 2)
Secure Long Coat(Bal 4 Imp 2)
Total armor
Balistic 8
Impact 4
Cell Phone

***EDIT*** the table salt thing is just for an example of a food based flaw that all the PC's like so much
TinkerGnome
There's nothing wrong with that character, whatsoever. [edit] The troll, that is. [/edit]

You know, provided he never intents to leave the Barrens. How does he move around town? Because if he's not hiding in a van or something, he's in for a LS pickup pretty fast. The sword alone is reason enough for him to have to be taken in for questioning.

God help him if he tries to resist.

Use the game setting, Luke! Trogs with claymores are NOT welcome in civilized areas.
Baatorian
QUOTE
Body 18  Bone lace titanium(A) used 75,000, Derman sheath(A) used 120,000
Quickness 8 Muscle Toner 4 100,000
Stregnth 15 Muscle Augmentor 4 80,000
Charisma 2
Intelligence 4
Willpower 5
Reaction 10 wired reflexes 1 (A) used 55,000, Reaction Enhancement 2(A) used 120,000
Essence .44
Initative 2d6

Skills
Clubs/Claymore 5/7
Brawling 6
Bike/Harley Scoprion 2/4
Etiquitte 3

Gear(all gear is troll mod)
Dikote Claymore (Str+2 D)
Hardliner Gloves (Str+1 M Stun)
Form Fitting Full body Suit (Bal 4 Imp 1)
Secure Clothing(Bal 3 Imp 0)
Secure Ultra vest(Bal 3 Imp 2)
Secure Long Coat(Bal 4 Imp 2)
Total armor
Balistic 8 (9 With cyberware)
Impact 4 (5 with cyberware)
Cell phone
Harley Scorpion


That's such a horrible and weak character. He's a dead man, yeah, he's good at what he does in melee, but damn it's awful otherwise. He has no ranged combat skills at all, he's deader than dead.

I dunno about most other people, but anything melee comes up SO unoften. A franchi-SPAS with Ex-Exploding on BF is 15D. The guy will be rolling at 6's to resist that, what's wrong with that? A half decent shooter with a smartlink will knock up a decent amount of successes.

The guy will be charging him, right? Since he has no ranged ability he has too, so probably no or little cover, the range will almost always end up short. That character is horrible, with combat pool any attacker will most likely end up with 8-10 successes, because it WILL end up TN2 at some point.

Resisting 8-10 successes at TN6 with basic D damage is like... no frigging way.

If I had a character like that in my games, I wouldn't be worried about him being a tank so much, rather dying all the time and having to constantly remake characters, or at least him getting bored stiff because he had nothing to do.

Although, when it comes down to small arms and such, I do see your point, but he's hardly unstoppable. Anything that does FA is going to mess him up, because he has to charge at whoever is shooting.

Then again, the point isn't whether his character can be hurt, is it? It's rather the fact that he's making these awful characters, and that is seriously awful.

Right, lets think...

You see, if you adjust the games to show the characters weakness, he'll learn and adjust. What you need to do is inject the role-playing into his character. Add in an NPC that somehow finds him attractive, or something like that, make him begin to cherish the moments when he's outside of combat.

Hard for me to judge because I don't know the player. Most people say give him a hard time out of combat situation, I totally disagree. You need him to see the light, you need this player to start preferring those quiet RPing moments. That's what you need to do and it won't be a quick change. Stick with it and it'll work out.

Have the group meet some meat-head NPC that respects power and talks to this guy first, get him to RP with the guy and try to build up a friendship, add in a love interest, then work in a friend in need and perhaps try to knock up some charity acts. Like saving some chick from being brutally gang-raped. But if he just messes the gangers up, show her horror (although mixed in with the thanks) at what he did and what he looks like.

He needs to see the children that are scared of him, you know. If he doesn't role-play at all, or always role-plays the same self-serving cold killers, then have the group kick him out of the group. That's what we do.

When someone makes a character that the other characters don't agree with, he gets asked to leave the team. That carries on until the team works out well. Which is why I have all my players sit down and dicuss everything, so that the characters work out.

No humanis members with Orks, yah know?

Btw, read the rules on used cyberware. He's abusing it and should learn them, but don't be mean with it.




- Baatorian
TinkerGnome
By the way, I'm shocked that the dwarf isn't an albino. We had one in our game once (even more twinked than that). He made the mistake of dropping his invisibility spell outside while a sniper was waiting for a target... Oh, and there's way too much armor there on both characters. How's he walking around with that kind of penalties?
Joker9125
QUOTE
Then again, the point isn't whether his character can be hurt, is it? It's rather the fact that he's making these awful characters, and that is seriously awful.


yup thats the point
TinkerGnome
To moderate what I've said previously, DON'T hammer him because it's him. Hammer him for doing things that you would/should hammer ANYONE for. That and make sure he gets bored fairly often (if he's only good at melee combat, for instance, just let it be not so common for a few games... I'd wager you have to go out of your way to make it possible anyway). Sure, he's a god at it, but what's he doing while the rest of the team has legwork and planning to do (50% or more of the game sessions, usually)?

That's actually what kicked me out of "uber-power-gamer" mode. I realized that a character who can do a bit of everything can still be good, and he'll have a lot more to do a lot more of the time. You can still power-game a well-rounded character and be good at a lot of things (but amazingly powerful at none). Playing smart, not hard, is the way to go and most people eventually figure that out.
snowRaven
I personally don't find either of the characters too over-the-top, but there are a few easy ways of targeting the weaknesses of each character:

First, as has been mentioned, Decrease Charisma spells - they'll work wonders!

Second: second only to 'geek the mage first' is 'geek the troll first'.

Third: the cyclops will stand out, and because he is a freak alot of people may even refuse to deal with him personally. If he participates in any crime where there's witnesses, LoneStar will be looking for a large cyclops wielding a claymore. After a few crime scenes like this, it'll be prioritized. Send a few Bounty hunters after him (and the rest of the team, of course...)

Have the team face a threat they can't handle. Target the cyclops and bring him down (either by said Decrease Charisma spell or by magic or guns) and watch the rest of the team try to carry the troll out of there... vegm.gif Also, remember that trolls are big and hard to miss, and cyclops are even bigger! A -1 to the TN to hit them in ranged combat is approperiate! And if he takes cover, insist on the difficulty of finding adequate cover for something that huge!

In melee combat, have the Cyclops meet opponents with Close Combat (Cannon Companion martial arts rules) - his reach won't mean squat! Or throw a phys ad at him - even as a starting character you can have a phys ad wielding two weapons rolling 24 dice on an attack EASILY! Give the adept counterstrike as well and watch the fun when the cyclop attacks the adept...

The dwarf is harder to target, but dwarves have x2 running multiplier, and if the team ever needs to rush forward - or flee - the dwarf will fall behind unless someone carries him.

Since both of these characters lack skills like Athletics and Stealth, they can get into a drek-load of trouble! In a recent game I had a minotaur try to scale a building - he was too big to fit in the old-style fire escape, and so he had to try to climb up the outside - it took a few combat turns for him to roll those eights(!) with his quickness. Sneaking around, most people would notice either character. And don't underestimate the use of Wards and patrolling Spirits to deal with the mage. Or even simply attacking spirits. Have the opponent security mage send his four bound elementals into the fray. That should tie up the dwarf for awhile...

EDIT: Also, the mage knows only area spells - he is useless s magic support in tight quarters (and the cyclops will have problems walking - let alone swinging his claymore - in most pre-gblinization built buildings.

The trick isn't to hurt and kill the characters, but to target their weaknesses to make the player realuze that there is alot of things he is sacrificing by having these one-trick ponies. Once his characters start falling behind, being left behind, or being useless for the situation at hand - hopefully he will realize his mistakes and make more wellrounded characters.
Sphynx
Those characters are NOT Run-Fu worthy, if that's his character, the rest of the group should learn to be more than kinder-teachers. This isn't a problem player, it's a problem gm. nyahnyah.gif

Sphynx
Solidcobra
now, i have to disagree, what would cause a enemy mage to use a decrease charisma spell on anything?
"Hey, he looks ugly! if i use decrease charisma, a spell that no-one would use since we all want sexy people on earth, on him he would be useless! yay!"

WHO would ever think that? in combat, charisma is the last thing one would think about.... his body, willpower, intelligence and quickness are likely targets, but not charisma...... besides, he can't see the troll/ork/ugly human behind all that armor, so he can't know of he's ugly or not......

decrease charisma is just a way to directly hose a character with no in-game rationality......
BitBasher
Because SolidCobra, many, many combat centric "muscle" positions have low charisma, and if you cna drop it to zero he becomes a vegetable. It's a FAR easier soloution to dropping trolls than trying to damage them. Security mages would know this and this makes that spell a "secret weapon" against specific stereotypes.

This alone, and the fact that it would work at low force, makes it pretty damn valuable. Against mundanes with a cha of 2 or even 3 or less this spell is better than one dedicated to paralyze them or knock them out.
Solidcobra
*shrug*, one must ask oneself: who the flying frag started with casting a "uglifying spell" on a troll in combat, knocking him out and thinking "AHAH! it was the uglifying spell! let's use it against ugly people we see!"

i hate extreme-force manabolts and decrease attribute: charisma spells, they are the weak GMs way of saying "look at me, i can't handle a combat character being good at combat!"

and yes, i stay away from them when i GM
and yes, most players who play stupid combatants still die
Sphynx
SolidCobra is right though. Characters don't think "Trolls have low Charisma, I'll make it lower to knock'em out" Only players do. And decrease Charisma shouldn't KO anyone anyhows, one of those "should house rule it" kinda things.

Decrease Charisma is, as SolidCobra said, just a cheezy way to hose a character with no in-game rationality.

Sphynx
Dax
Joker I have to admit, and agree with most of my peers on this issue, that the main problem stems from the point that the player is a combat junkie to begin with. I also have to say that he may be missing a few very important points in reguards to the background of the world. Such as the inherint racisim that seems to crop up almost daily. Case in point.

A new player was coming into my game, and he wanted to play an Elf of Japanese decent. Now I had shown him the Shadowrun timeline and told him to read it before his first session as he was new to the game, and therefor expected a Japanese elf that had come from a family that was raised in Seattle or something, beacuse he'd know Japan's opinion on Metahumans and such.

Needless to say, I was floored when his character showed up for his first run in a full fledged kimono acting like he was on his way to a tea ceremony with the fragging emperor himself! Then there was the whole issue of trying to hide an SMG in the sleeves of the damn thing (which can't be done, I don't care if any Kung Fu/etc movies say differently), and hiding a Samurai sword down the side of the garment (which would have made walking difficult to say the least). I found out later that he hadn't even bothered to read the time-line, and said character faced the wrath of Shaiwaise sometime later.

I think you may have something slightly similar in this scenario. You got a player who may be so focused on all the cool toys he can get, that he either A.) doesn't know or B.) doesn't care about some of the important facts about the setting.

I would suggest talking to this player first, and then if the carrot doesn't make any amount of change, then whip out the hammer and give him what's coming to him.
kevyn668
The character actually doesn't look that broken. I hate to admit it--if I played w/ this jerk, I'd probably find a reason for my character to kill him myself. Be that as it may....There are a few minor things that could be done to tweek it back towards the realm of roleplaying (as opposed to ROLLplaying).

As has been said: keep the 60 BP max for Attributes. That should seem reasonable him. Its only two points for him to shave off. But don't fall for that line if he tries to pull it on you.

The armor thing: are they wearing it all at once? are you calculating the values properly? (highest value + half the next highest value. Then thats it, you don't get the benefit of wearing more than two types of armor--thus trying to avoid part of your problem)
If they wearing it all at the sametime enforce those penalties, man.

I don't think any of those "hammer" the character.

And for all of you saying "Its not the player's fault. Its the GMs fault." I guess we should all be so luck as to be born a great GM and never have to learn anything. sarcastic.gif

He asking for help. Try to be constructive.

Now, if you DO wanna hammer him:
Rooftops. Snipers. If he's on a rooftop, put them on the next rooftop.
I also like the "make a run w/ as little combat as possible. I suspect that most runners can make thier own combat whether its there or not...

I dunno what to tell, ya other than that. Good luck!

Maybe one of the GMs that's used to dealing w/ this sorta thing can come through for ya.
Rev
If the charachter really has no stealth skill it is entirely realistic to have the entire group sneaking toward something and have a group of enemies all open up on the troll. They will simply notice him before anyone else. After he dies everyone else really ought to consider sneaking away from their lumbering troll hosed shadowrun.

You could also just tell him he must have some other skills. That as is his charachter is not a shadowrunner and the johnson will not call him. Basically "fix your charachter or leave". You could also start paying the charachters individually based on the johnsons assessment of them. The lumbering combat goon is probably one of the cheapest and easiest to get archtypes. Perhaps he should be paid half as much as the more skilled team members?

I still think BECKS would work better though. A charachter like you describe is terribly inefficient in BECKS. The problems the charachter has (ridiculous min-max) are exactly those it is designed to correct.

Also it is perfectly within your power to disallow used cyberware, especially at creation. If you do allow it you had better be using the cyberware stress rules cause otherwise it is just free money.


Sphynx is totally wrong, by the way. It is not the GM's job to deal with anything the players throw at them and make the game fun for everyone. Making the game fun for everyone is equally the responsibility of the players. You have said that this player is making the game less fun for everyone else and that the player knows that this is the case. This makes them a griefer. It is possible that nothing you can do will make them game fun as long as this player participates because thier source of enjoyment is the reduction of enjoyment for anyone else. If that is the case you simply have to kick them out and let them go back to killing newbies on mmorg's or whatever. If they are unintentionally and regretfully a griefer then you just have to get them to stop it, and that is really more of an out of game problem than an in game one.
RedmondLarry
Hey, I like these characters, in terms of number-crunching designs. They are not as min-maxed as they could be. The Troll will be very boring to run, unless he is played as the comedy sidekick to a lead actor, and the GM should make sure that the Shadowrun Team knows they don't have to take him everywhere.

The Sorcerer is cool, but doesn't have many skills or spells, and can't go into astral space. (He needs an Incr Reflexes +3 spell added to his description.) Until he gets a Sustaining Focus for his Increase Will, the caster may have +2 dice to drain rolls, but will have a +2 penalty for drain resistance and for spellcasting successees while sustaining the spell. This particular writeup doesn't give him any individual-target spells, but no big deal. He too is a one-trick poney, but not as likely to cause a social problem for the team.

Both of these characters only have one tool at their disposal, which is combat. And like a carpenter whose only tool is a hammer, they will treat every problem they comes across as something that should be solved by hammering.

I wouldn't have any trouble having either or both of these characters in my game, but my players know that their characters can force a team member to not go to the meet, or not meet with any contacts, or can eject a character from their team if they are not getting along. The GM needs to educate the players that they can interview and accept/reject potential characters that try to join their team.

The GM needs to ensure that he can make the flaws have roughly equal impact on the character as the edges provide benefit, or he shouldn't allow them or should lower the point value for them. For example, I believe all soy products are made with Table Salt, to improve taste. The character could never eat out without risking terrible pain, vomiting, nausea, dizziness, shortness of breath and splotches on his face. Then the flaw would have the appropiate value. No pizza (salt is used in the dough). No McDonald's french fries. Any common food item used for this allergy should be something he can't avoid, like Sunlight, Pollution, and Plastic can't be avoided in the 6th world.
Eyeless Blond
QUOTE (Sphynx)
SolidCobra is right though. Characters don't think "Trolls have low Charisma, I'll make it lower to knock'em out" Only players do. And decrease Charisma shouldn't KO anyone anyhows, one of those "should house rule it" kinda things.

Decrease Charisma is, as SolidCobra said, just a cheezy way to hose a character with no in-game rationality.

Sphynx

Not necessarily. Remember that in SR Charisma means more than just how pretty you are. In fact, it's the force of your personality, and as such applies to many other magical attributes, such as drain resistance for Conjuring and your effective Str when in astral form. It seems perfectly reasonable to think of decreasing Charisma as in a way decreasing the mental strength of someone, and when it reaches zero they can no longer move. I imagine wage-mages learning this spell mainly to combat conjurers, but it has a nice side effect of taking out people with no personality (this does not mean bad attitude, btw.)
RedmondLarry
An extremely beautiful character can still be Charisma 1. After all, beauty is only as deep as the Plastic Surgeon's scalpel. However, having a social relationship with a Charisma 1 character may be very uncomfortable.

I like the Decrease Attribute spells for dealing with shapeshifters a lot more than for samurai. The TN of 10-Essence can be troublesome with a Samurai.
Jason Farlander
QUOTE (Sphynx @ Apr 6 2004, 03:25 PM)
SolidCobra is right though.  Characters don't think "Trolls have low Charisma, I'll make it lower to knock'em out"  Only players do.  And decrease Charisma shouldn't KO anyone anyhows, one of those "should house rule it" kinda things. 

Decrease Charisma is, as SolidCobra said, just a cheezy way to hose a character with no in-game rationality.

Sphynx

Not exactly. The spell "Decrease Charisma" has existed for sufficiently long that most corporations, as well as a large portion of the shadow community, should be well aware of its general effectiveness against orks and trolls. The in-game justification of the use of the spell would be different than the OOC justification - but, then again, the actual name of the spell should probably be different, as the existing name simply describes its game-mechanical effect.

The in-character decision to use this spell against trolls and orks is in no way different than choosing to cast a powerbolt rather than a manabolt at an enemy mage, or a manabolt rather than a powerbolt at a troll. Your character wont be thinking to himself "mages tend to have a higher willpower score than a body score" or "trolls tend to have a higher body than willpower" - rather, your character will remember his magical training and know that its generally a better idea to use powerbolt against things that are less physically tough, and manabolt against things that are big and scary.
Solidcobra
and the "ugly and bland" spell to turn trolls into statues?

we have the brainfry spell, trolls are dumb, so we brainfry: IG thinking
we have the blasting spell, elves are weak, so are most mages, so we blast: IG thinking
we have the ugli and borifier spell, trolls are ugly, so we ugly and borify: NOT normal in-game thinking....

still, the decrease charisma spell is the bad GMs last resort to get rid of a troll samurai, i've never seen it used in any way other than a "hahah! i hate samurai, and that samurai have low charisma! and since i accidentally read that people with 0 charisma can't move i will lower his charisma! hah! i won over the samurai! i won Shadowrun! yay!"

a good GM should be able to stay within the fair level and yet challenge and maybe kill the players

fair level includes: Normal, 4 essence security guards, but using incredible tactics, thermal smoke grenades and cover they can take down anything

security law-ninja with 5 or 4 essence who sneaks up on the characters (Stealth 7) and then shoots them in the back with gamma scopomoline. (Okay, this one's pushing the upper limit, but still!)

Cyberzombie bob, 16 body, fast as a certain blue hedgehog and has a assault rifle in both arms. (This is pushing it as well, but i'm giving the high-end examples of fair game for a reason!)

things that are NOT good or fair, but just bad GMing include: Adept Snipers with AV ammo and a military anti-vehicle sniper rifle, BANG! Dead PC, repeat until TPK.

Decrease Attribute: Charisma, to make a spell that's supposed to lower a stat slightly into a save or die spell, with no chance to save! Alakazam, dead troll/samurai

Rocket Launchers, ever, ever EVER.

Adept law-ninja with a total of 16 stealth dice, a dikoted force 10 weapon focus claymore and around 22 dice in melee, slash, dead PC, repeat until TPK.


etc.etc.etc., the thing is: sucky GMs use decrease charisma in combat, less sucky ones doesn't, the good ones definitely won't use it.
gknoy
BTW, this post is WAY longer than I expected; but it has some number crunching stuffage in it. smile.gif

QUOTE (TinkerGnome)
There's way too much armor there on both characters.  How's he walking around with that kind of penalties?

Good point on the armor. (Haven'tread the whole 4 pages of topic, so sorry if someone already posted this smile.gif)

Read the armor layering rules -- only TWO layers of armor count towards actual protection, while all of them count towards penalties.

Ballistic Protection: 4 + 3/2 + 0 = 5 (6 w/ cyber). (3/2 is rounded down)
Impact: 2 + 2/2 + 0 = 3 (4 w/ cyber).

Total ballistic ratings (for calculating penalties for quickness):
4+3+3 = 10. 2 pts over his quickness, and therefore he loses 1 combat pool, and one effective quickness point (and one die from all related skills).

If you're not making him run towards the opposition at least some of the time, you're being too easy on him.

Vigorously enforce the movement rules: while he's running towards your guards/thugs, he's only moving a few meters, and chances are they have a chance to plaster him with a few full auto rounds. Which means he gets to resist (and dodge) several full auto sprays. If you have four guards, they'll probably be all shooting at the wall of steel/flesh/horns.

Let's run a little 'test'.

I assume that your team is given runs that will challenge them: Guards always travel in groups (let's say, 2-4), have some cyber, and are above average with weapon skills.

My assumptions: guards have 4's in CP-related stats (CP=6), SMG or AR skill of 4-5, and Smartlinks. Maybe some initiative-increasing cyberware. At least one guard in the pack will be a 'leader' sortof and have 5's (CP=7). Their weapons will have good recoil compensation (guards don't needto be stealthy wink.gif). Say gas vent III-IV.

I'll assume that your troll is maybe ~20-25 meters away at beginning of engagement. All the guards will shoot at him, for reasons mentioned above.

[foreach guard]
QUOTE

1st shot: burst @ short range.
    TN=4-2+2(running target)=4. 
        With 8 dice (4 skill + 4 combat pool): avg 4 successes.
        Attack power is staged from 10S (11S?) to 10D to 12D.
            (damage past D increases power by 2, IIRC)
        Armor reduces attack to 6D.
        Imagine if they were loaded with EX-EX or AP rounds: it'd be 8D.

        Without dodging, he can expect 3 successes: which stages D down to S. 
        He sounds pretty hosed.  From ONE guard with an AK97.

        If he wants to dodge, he'll have only 7 CP to spend.
        7 CP vs TN 4 is 3.5 successes -> the attack still hits.  He might take an M damage tho, when you consider his effectively extra staging dice.
        Note that damage modifiers don't apply to damage resistance, but I believe they DO apply to dodging:
        Also, I believe that when the attacker is using burst fire, your TN to dodge has a +2 or +3 modifier.  This is a big deal:
        7 CP vs TN 6: 1.1 successes. 
        The attack still hits, and he probably is still taking an M wound (or worse), if he gets less than average successes on staging.

        Remember that the first guard has 3-4 friends.  Your player won't have combat pool when guards B, C, and D are shooting at him, and therefore the above case comes into play, minus the dodging (S damage is almost guaranteed).


Second shot from first guard:  burst, TN=7 (4 plus the uncompensated burst recoil)
Guard uses 6 dice (4 skill plus remainin 2 combat pool).
        6 dice vs TN 7: 1 average success;  but that still means your troll friend is resisting (since he can't dodge by now, I expect) 4S damage.  This one he probably can soak, sadly.  So, rather than waste this shot, the guard should probably have used his first simple action to aim, and then have 5.3 expected successes. (simply means it's even harder for your troll to soak/dodge).


And then the second guard goes. Same scenario, except Mr. Troll has no combat pool left (OR is already in a lot of pain). Thus, he takes an S wound, most likely, and is either dead or in a lot of pain.

Assuming that there are only 2 guards in this patrol, sure, they've been killed ... but gunfire going off has set off alarms, all the other guards are on alert, and chances are your troll will not survive another such encounter. This will motivate him to either play a different type of character or try to develop a different style of play -- probvably with a new character better suited for stealth smile.gif

I don't consider this to be trying to screw the player. Well, OK, yes it is ... but the intended lesson is, "No matter how badass you are, automatic weapons fire from a couple of guards can still beat you down." - hopefully he'll try and play a bit more stealthily, because players by definition CANNOT win the arms race vs the GM. This might get him to stop trying to do so. smile.gif

Or it might play exactly into his hands .. but if you're looking at how to challenge him, this could be a way.



lacemaker
I don't agree solidcobra.

From the perspective of in game spell users the decrease charisma spell does two things:

1) It interferes with people's presence and social interactions.

2) When hurled against people whose brains are weak in a certain area, or when backed with enough power, it shuts down that portion of the brain entirely so that the person becomes incapable of action.

These are quite distinct effects, and you can argue that the spell is on that basis oddly drafted - it helps to think of it as disrupt brain [social circuits] and as someone said would have some kind of different name to reflect that fact.

But if you buy the idea of a spell that does those two things then word is going to get around that a lot of tough oponents are particularly vulnerable to having their social circuits fryed, and that when they fry badly enough they get shut down - and if you know that one racial group is on average especially suscpetible to such a zap then you slot that spell the same way you stock up on AP ammo...
TinkerGnome
I agree that security forces probably don't fling decrease stat spells around during combat. They're too hard to get to work and there's too much risk involved. A cybered troll with a 2 charisma would take 4 10s on the roll to knock them out. The same roll would probably kill a troll with a manabolt for the same drain.

However, if something's silly, but it works, it's not so silly. I mean, someone, somewhere, on some corp R&D team has cast spells at trolls to see what works and found that decrease charisma knocks out trolls as long as it's in effect and issued a memo to the security teams, just in case.

Law-ninjas are definitely the way to go, though. Law-ninja attack!
John Campbell
Two things, Solidcobra:

Firstly, you appear to have some personal problems with your game that you should probably take up with your GM. Coming on Dumpshock whining about how oppressed your samurai are isn't going to help. I'll keep to myself who I suspect is responsible for your personal problems, because it has no relevance to Joker's situation, nor is it likely to spark a productive discussion.

Secondly, Decrease Attribute (Charisma) is, like all other Health spells, touch-range. The TN is inversely related to Essence, so the nigh-cyberzombie sammies are going to be pretty close to immune to it... we discussed, earlier in this thread, how many dice you need to get even two successes against a TN of 9 - and that was assuming that it was unresisted. The spell is not insta-kill, or even directly damaging in any way. And the effects last only as long as the spell is sustained.

Summed up, those limitations mean that the mage has to engage and beat the sammy in melee, roll a ridiculous number of dice for the casting and get lucky with the successes, and then only disables the sammy for as long as he's concentrating on sustaining the spell... which, unless he's got a dedicated focus, probably effectively takes the mage out of action as well, especially if he fails to completely soak the Drain (which is quite likely, given the hefty Drain code on the spell and the amount of his Spell Pool he's going to have to dedicate to the casting to get any significant number of successes). Then the spell and the mage are both vulnerable to attacks that can disrupt the spell, and, in engaging the sammy and casting the spell, the mage will most likely have clearly identified himself and put himself where he can be targeted. In other words, Decrease Charisma is nowhere near the cheap sammy-killing method you and others have been making it out to be.
sidartha
Killing the Sam is not the issue. We all can think of a thousand and one ways to kill this guy.
the point is that the player in question constantly plays one dimensional characters.
And now Joker I'm going to make some assumtions based on what you've said, if I am inaccurate DEAL there only assumtions
1) the person in question is considerably younger than everyone else "turning 15" vs "virtual seattle veterans" so he's trying to impress in the only way he knows how.
2) he has a insecurity problem.
3) And take this not as a personal attack but you are not running a realistic game. their are maybe four cyclopes' in the seattle area and three of them are exchange students! Trolls this big and this stupid gather attention and WILL be traced and hit when the PC doesn't have the advantage. Also I'm not sure if the omision of the stealth skill was a mistake but if it was correct then security must be tripped very early on and all those guards have the ability to call in backup. Drones, Bound Elementals. Corp Samurai, all of the above can kill a team and there are always more NPC's than PC's.
It is a fundamental aspect of the game that a out of the box char can kill most anything with the proper preparation. The flip side of that is any Char can be killed by anyone else once the player in question realizes this he will mellow out and not try to be the baddest mofo in town.
Now my suggestion, use the adapt Law Ninja with Narcojet or Gamma Scopalimene capture the troll or the dwarf and hold them for interrogation, why them? Because their the most trackable(How foolish it was of you to leave you astral signature lying where you threw that force 9 fireball) then when/if the rest of the team decides to bail them out hand the munchkin the covert ops spec from the book and say the team fixer assigned her see if being forced to play a nonkiller for a while breaks the habit.
If that doesn't work might I suggest a Cattle Prod
Cain
Let's be fair, John. It *used* to be, back in the days of SR2. I have no idea how long Solidcobra's been playing, but Decrease Charisma -4 used to be a standard anti-sam and anti-troll spell.

Look, the problem here is that they guy's playing high power combat monsters, in a medium-power roleplaying-focused game. He needs to realize that a hackfactor is not the only goal of a game. That's it, that's all. The numbercrunching is a symptom, not the problem itself.

So, here's a few other suggestions. First of all, tell him no-- a lot. Tell him that his characters are overpowered for this scenario, and you're not going to let them be played. Eventually, he'll get the hint, and make something more reasonable.

Second, make him play with BECKS or points, but reduce the amount of points he has to spend. 375 karma for BECKS, or 100 build points should do the trick. Offer him more points for every good paragraph of character background he provides, *before* he starts generating the character.

Third, restrict the kinds of characters he can play. Tell him that you don't need a sammie, adept, or combat mage; tell him the group needs a dedicated decker or techie. (Avoid riggers, though. Munching a vehicle is disturbingly easy, and they require AV weaponry to do their job.)
kevyn668
I still don't know about this "Decrease charisma" spell thing. If its so unlikely that it would be ineffective against highly cybered individuals why would the corp teach it at a high enough level to be effective when a Manabolt would do the same job?

Even for ba-gillion nuyen a year companies, you have to draw the line somewhere. So why would you teach a spell that is largely ineffective (due to essence) against the highly cybered individuals its meant to incapacitate? Whereas you could and would teach a high power manabolt?

I guess I'm kinda biased. I dont agree with the idea of spell being able to enhance mental attributes.
Glyph
*Edit*
Oops - I hit reply when I was still on page 3, so I missed John saying the same things about the Decrease Charisma spell that I proceeded to.
*Edit*

There are a million better spells for dropping a sammie than Decrease Charisma. A Stunbolt usually does the job nicely, and resisting Drain is much, much easier. Plus, it's more scalable. In a normal combat, you can cast it at 6M, usually affecting the target and usually resisting Drain. Faced with a killing machine who is taking out people right and left, you can cast it at 6D and empty out your Spell Pool.
The White Dwarf
The point of decrease charisma is:
-that reducing anyones personal sense of power to nothing is the very essence of megacorp.
-that incapaciting anyone in a hard to resist manner is the esssence of security.
-that its no less viable that reducing int or wis or any other attribute as a way of hurting the opposition as the very essence of combat.

You think its the GM being retarded fine, some would think players with those characters are just being retarded. Keep your opinion of whats reasonable to your game.

Point of this thread was "oh how do I deal with this guys overpowering characters" and the point of all the replies is "theyre not overpowering theyre horrible they just have lots of dice in something that makes it great eyecandy on paper".

Theres nothing new to say. The characters arent plausible, have only 1 application in play, arent even well suited to carry that out, and dont even have any secondary skills or uses to bring anything useful to the team.

In short, theres no in-game reason why a team or johnson would pick this guy up, theres no in-game reason why he would even be able to operate in the seattle shadows, and theres no out-of-game reason why the player shouldnt see the first two.

Sit the player down, then beat the player down, and then make him go read tinkergnomes post about being versatle and powerful. Then have him make a new character. And tell him the beatings will continue until his character improves.
Joker9125
A few things i need to say
Ive never had a problem challangening my players in combat. My problem is him making completely combat orientated characters and forgetting the setting of shadowrun. I just bought 18 shadowrun novels and I think I am going to had them out to the PC's in order to get them more immersed in the shadowrun world And just so you all know we all live on the same floor of a college dorm.

A few things that i have picked up and think are going to be very handy to include in my games

Ritual tracking and sorcery
Legality codes
Making characters roll for increased attributes
Cops knocking doors at the PC's house for leaving an evidence trail at a run
Cops stopping Jo cyber troll with an assault cannon and gyromount walking down the street on the way to a run
Or honest bar patrons calling the cops because they see Jo cyber troll meeting with his Jhonson at some bar
ALARM WARDS!
Snipers if I really have to bring down the ALMIGHTY GM HAMMER!!!!!

One more question can you all please elaborate on the armor rules and penalties. I am a little unclear on those.
Eyeless Blond
The full rules for stacking armor are on page 285 of sr3. Basically they come down to:

Combat Pool Loss = (Bal - Qui)/2 + (Imp - Qui)/2
Quickness Penalty = Bal - Qui

Bal = sum of Balistic ratings of all worn armor (not incluting implants or Form-Fitting Body Armor)
Imp = sum of Impact ratings of all worn armor (not incluting implants or Form-Fitting Body Armor)
Quii = (Cybered) Quickness

Some GM's like to house-rule the Quickness penalty to be the maximum of Bal or Imp minus Quickness, but as per the core book it's just Bal.
Thistledown
As I said in another thread, decrease charisma is a prime target for a house rule. In our games, we rule that dropping charisma to zero just makes the character a little less than The Hulk in green mode. They can still fight, move, etc. Just nothing else. No willpower means total apathy, and you stand there and let whatever happen to you. No intelligence, yes, you sit like a vegetable. No quickness, you're paralyzed. No body, you break your arm off if you try to move it. No strength, you can move your eyes with effort, maybe squeeze a trigger once, but you aren't strong enough to lift your arm.

As a GM, I would not use the spells, because of their very limited use. As one of my characters however, I use it a great deal because his purpose in life is to make strong bullies feel weak (agony and cripple limb, or turning them into fish while on land). But no, I don't think standard security would use the spell.

As to the power-gaming, I've seen and done my share, and have talked people out of it before. On the other hand, I've seen trolls with huge melee skills and stats like that, with very well thought-out backstories and reasons for everything, and the character worked out very well in a group of average runners. Just be ready that when you to start to leave a trail, you can get some awfully nasty things coming after you.
Sphynx
QUOTE (Rev)
Sphynx is totally wrong, by the way. It is not the GM's job to deal with anything the players throw at them and make the game fun for everyone. Making the game fun for everyone is equally the responsibility of the players.

No, I'm not wrong. The problem definitely is the GM. Players all are trying to have fun, that's what they do. Unless the player is encouraging player vs player (stealing your team mates equipment, or backstabbing them in some way) then whatever the player has in 'power' is not going to effect the game's "fun factor". I'm sorry, it's just not possible. If I went on a run with a big lug of a troll who picked fights with everything he saw, I'd use that to my advantage, I wouldn't whine to the GM that the character was overpowered and ruining my "fun". That's like complaining that an NPC is ruining my fun. As a GM, I'd encourage players to role-play the character as they wish and help setup the story so that they each have fun with their character (as long as they don't encourage player vs player).

I think most of you would find my 150 karma sorcerer a bit more powerful than your characters, but how would that make playing your characters any less fun? This isn't SuperMan, lightning speed take out all the opposition, complete run and be back before you guys can load a gun. And I guarantee that, looking at the 2 example characters, there's no way this character is hogging all the fun. They're both 1-trick ponies really. I mean the troll can do what? Soak damage? No electronics, computer, or any other invasion skill available. "Waaah, it's not fair, he's never hurt..." So what? The Sorcerer, that's a laugh of a character. He can cast some combat spells without taking drain? Is that a huge deal? He can't sneak, go invis, he's last to act, and has to use all 9 combat pool to soak any damage, and better hope he doesn't meet someone who's good at melee in the process. "Waaah.... he takes as little drain as me with my pistol and does about the same damage"

Anyhows, sorry for ranting, I'm just annoyed at being called "totally" wrong. Even if you could find a more sensible way of blaming the player(s), there's definitely some GM-Fault here, like it or not. But I can't see anything wrong with the player or the characters to accomodate a belief that the blame goes there. Characters are sound, player's having fun and I'm assuming not killing other players off. What's the problem with the player?

Sphynx
Lilt
If people will look back to the original complaint it seemed to be that this guy was laying smackdown in combat and avoiding any form of social interaction. IE: he was specialising his character too much for the rest of the group's tastes.

Yes: They are 1-trick ponies, but that sort of system has probably been encouraged by his previous roleplaying where, for example, Fighters pay through the nose for the diplomacy skill so they just leave it to the bard. (Yes, I do love blaming D&D for the world's problems)

I personally am laughing at the 3 combat spells that guy has. His one trick is to knock-out groups of people. He'd be seriously screwed if people got too close to the group or spread-out too much.

For his increase Willpower: I can't remember the stats exactly but it'd take somewhere over 5000 rolls for him to successfully boost his attribute all the way but he has a 1/50 chance of taking light drain and a 1/2500 chance of taking moderate drain. Even recovering from the doses of drain (assuming 10 dice from 9 will + 1 pool) will probably take over 17 hours. Add 4-5 hours casting, 2 or so hours eating and preparing food, and you can see that it's probably going to take him a coupple of days to get it working again. I wouldn't have a problem letting him take 2 days to cast it, but that's a significantly long period of time and could mean he'd miss some combats if played right. (also, the total time might be reduced by keeping another spell pool back to help resist drain, totem advantages could help too)

For the cyclops: I've seen far nastier melee masters than that, in-fact there are *many* ways that you could screw that character over.
  • Apply visibility modifiers and use smoke grenades. No thermographic vision means a +6 compared to the other troll who has natural thermographic vision
  • Send an adept at him. Adepts roll more dice and can use close-fighting to cancel his reach bonus.
  • Send a girl-scout troupe wielding 1m-long pointy sticks at him.
  • Claymore in a confined space probably counts as superior position for his opponent.
  • He can't do anything to anyone that's more than 3m away from him.
Not that I'm reccomending any of these, but that character is seriously flawed and nigh useless in more situations than just social ones. He is also calculating the layering of armor incorrectly. From that set of armor the best he can get is 6/3 (7/4 with cyber).
toturi
I'm curious: Is the cyclops also an adept? Or is he cybered?

EDIT: Stupid me. Missed page 3.
kevyn668
Hey Sphynx, NPCs ruin my fun all the time...generally with a combination of 10mm Auto ExEx ammo and some good rolls. biggrin.gif
Lilt
QUOTE (kevyn668)
Hey Sphynx, NPCs ruin my fun all the time...generally with a combination of 10mm Auto ExEx ammo and some good rolls. biggrin.gif

Lol. Dammn GM and his sec-guards. Why can't they just use hold-outs and gel rounds?
TinkerGnome
As an aside, guys, those characters aren't verbatim what the player uses, they're examples. I'd wager that if the player is really good at being a munchkin a lot of the little holes are probably filled up on the full characters.
QUOTE (Joker9125)
Ive never had a problem challangening my players in combat.

Challenging players isn't the hard part. Presenting a challenge that challenges every single member of the team but can be walked away from is the hard part. You could drop a great western dragon on the team's heads and they'd be "challenged" (and also very dead). The problem sounds like you've got four characters who want to roleplay and one who follows the Fighter mentality (If it moves, kill it. If it doesn't move, wait till it does then kill it.).

I can give a challenging math problem to a class full of first-graders and it might be 3+1=?. However, if I wanted their teacher to be challenged by the problem I was giving the kids, it might have to look like 4x+19=48. The teacher could probably get that, but there's no way the kids could. The same thing applies here. Throw a cyberpsycho at the team and challenge the combat specialist... and turn the rest of the team into a pale pink mist. Or send a team of girl scouts after them and have the combat specialist laugh in their faces. It's a tough delima and one not restricted to SR.
QUOTE (Sphynx)
The problem definitely is the GM.

Sphynx is right, in a way. The problem isn't the player. [edit] Rather, it is not just the player's fault. [/edit] He doesn't know any better and thinks that this is the way to have fun. The GM (maybe the last one, maybe several of the last ones, maybe even the current one, hell we don't know) may have not known how to deal with his behavior and channel it into more constructive directions.

This is a great chance for everyone, player and GM, to learn new things. Joker's already picked up the most important lesson from all of this. Don't smack the player, let the world smack the player. A few good examples of this and, if nothing else, the character (maybe the next character) will change to suit the world. He may still be largely a one-trick pony, but he'll at least learn the merits of discression.

Take this situation. After a run, the team is heading back to meet the Johnson and get paid when they run into a police roadblock. The PCs can run (but there are cops waiting to run down those they see turning around -- a real life example I've seen before), they can talk their way through it, or they can go to jail (show me a shadowrunner who doesn't have jailable offenses on his person and I'll be surprised... though I know a few do run that way). Even better is if the PCs are seperated during this process somehow. This works even better in a border-crossing scenario.

The inclusion of events that make the choice clear that roleplaying is the away to avoid the stick and get the carrot will work wonders. Try not to hammer him for things he couldn't know about, but drop hints about some things. If you start warding high end restaurants, for instance, make sure there's a "magic check room" at the front where they politely request that the PC leaves any magical goods because of the warding they've recently had put up (to protect their patrons... last month there was an incident with a possessed chicken).

It's clear that the guy is Joker's friend or he wouldn't bother to go through the trouble of helping him learn some lessons in gaming (elephants are cheap and kill any character if dropped from sufficient height). Mature gamers tend to work with the GM to ensure that they don't all die, if nothing else, and that everyone has fun. The game isn't the GM against the players, it's the GM with the players (to steal someone's sig).

The parts of the player's characters which break the rules have to be changed forcibly, obviously, but the player needs to learn about the game world through example, if nothing else. Joker's already listed off a massive toolkit of items that can be used to show the player how the world "really works". The only warning I give for that toolkit is to make sure you have a damn good reason for snipers and other "save or die" type situations. If the PC just kidnapped the daughter of a high ranking corper, had his way with her and killed her and left all sorts of evidence and material links behind, that'd count as a good reason. As would organizations which use snipers as part of their SOP (like a Lonestar raid).

If he's REALLY on your nerves, snipe him and then have it be the adventure hook (the race to catch the Seattle Sniper!). Don't just do it because he annoys you. Well, more than a few times.
kevyn668
QUOTE (Lilt)
QUOTE (kevyn668 @ Apr 7 2004, 01:15 PM)
Hey Sphynx, NPCs ruin my fun all the time...generally with a combination of 10mm Auto ExEx ammo and some good rolls.  biggrin.gif

Lol. Dammn GM and his sec-guards. Why can't they just use hold-outs and gel rounds?

Thats what I'm screaming!!

If I have to buy two (if not 3) different types of ammon for all my guns just so some chics aren't widowed and some kids aren't orphaned, the least the sec guards could do is NOT mow me down when I happen to trip the alarms.

Common courtesy, ya'know?
Rev
QUOTE (TinkerGnome)
QUOTE (Sphynx)
The problem definitely is the GM.

Sphynx is right, in a way. The problem isn't the player. [edit] Rather, it is not just the player's fault. [/edit] He doesn't know any better and thinks that this is the way to have fun. The GM (maybe the last one, maybe several of the last ones, maybe even the current one, hell we don't know) may have not known how to deal with his behavior and channel it into more constructive directions.

This is really quite funny. The GM of this game, which is the only person we know to have any first hand knowledge of the situation, says that the player is making the game no fun for everyone and that the player knows this and refuses to stop it yet you guys are certain that it is because the GM sucks and that the player is just fine.

You have no idea if that is true or false. Griefers exist. Long ago I GM'd for a few of them on IRC and I had no problem dealing with regular munchkins and powergames, even ridiculously self absorbed drama queen munchkins (shudder). But a griefer is a completely different animal. They want the game to be LESS FUN for everyone else because that is what makes is fun for them. You must either convince them OOC to stop it, or kick them out. No matter what the gm does a griefer will still be able to screw up the game.

I did not say the player is a griefer, I said that it is a possiblity that the GM needs to consider. You say that it is not. Absurd!

GM'ing isnt a job. You aren't being paid. If a player has no interest in you or anyone else in the game having fun or is incapable, for whatever reason, of allowing them to have fun any effort spent accomidating them is wasted. If none of the other suggestions given here work it is possible that either the player cannot play well under any circumstances, or the GM is not yet able to handle such a problematic player which does not mean that they are doing anything wrong. The alternatives are then kicking out the player or playing the game and having no fun which surely means stopping alltogether eventually.

And I am not frightened by your 150 karma charachter, I have gm'd groups including charachters with karma ranging from 0-200 even illegally munckined players I could not get to follow all the rules (IRC made it hard to stop them, and they were otherwise fun to play with so I dealt with them) in the group and handled it just fine so that everyone had fun but there were a few people who made any game they entered significantly less enjoyable and had to change or I would refuse to allow them in my games. Some of them changed, some never played under me again.

Power level isn't really the problem here anyway. As has been repeatedly pointed out these charachters aren't really that well number crunched. The problem, I suspect, has more to do with the player forcing every situation into combat and if killed making a new charachter that just does the same thing. Hopefully the tips given here will be able to correct the player, but if none of it is working the GM really has a choice to either have the game die or to get rid of the player.
Sphynx
QUOTE (Joker9125)
In our group we have a certain player who is addicted to pimped characters. His idea of a balanced character is a cyber troll with a 20 body 15 stregnth and a quickness of 10, An aspected sorrcer adept with a force 4 power focus and 4 level 6 combat spells, and a elven cyber guy that goes on a 4d6 with a reaction of 22. To my knowledge this player has never made a character that had all attributes under 10. If he does make a character with some attridutes under 10 he always has one or 2 attributes in the 13 to 17 range. HELP!!!!! We have gotten to the point of outright refusing to let him play with these demi god characters. We literally have to sit down with him and help him make a semi balanced chatacter, but i feel that this only temporalary fixes the problem.

Rev, perhaps you should re-read the first post. He's not complained about the griefer type, his problem, as posted anyhows, is the characters the player MAKES not PLAYS. "Demigod characters" "At least one attribute is 10+" "4, Force-6 combat spells". Those do not a problem make, the problem is with the GM.

Sphynx
BitBasher
QUOTE
This is really quite funny. The GM of this game, which is the only person we know to have any first hand knowledge of the situation, says that the player is making the game no fun for everyone and that the player knows this and refuses to stop it yet you guys are certain that it is because the GM sucks and that the player is just fine.
That's not entirely right. That's not what he said. he said:
QUOTE
Rather, it is not just the player's fault.
And that is correct. Ultimately the GM is allowing this to happen. The GM is allowing him to play these characters. The GM is approving these characters for use in the game.

If they are Griefers or Drama queens then it is the GM's job to identify this and kick them out of it is causing the other players to not have fun. A player canot do something in a game that the GM doesnt allow.
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