| Post/Author/DateTime | Post |
|---|---|
| hyphz11-05-03, 08:09 PM | Ok, this is going to be kinda strange. My players are munchkins. We're playing hack-n-slash. I know those aren't the greatest things; I'd like to try running something else too. But, for the moment, that's what we're doing, because let's face it, kicking (or burning) troll ass is fun. However, we have a problem. The players keep generating the same characters. The general opinion is that a particular build for each class is "optimal" and there is no reason to play anything else. Now, I don't want to try and stop them being munchkins. That won't work. I don't want to try and change the campaign focus. They like it they way it is. What I want is a house rule that will make playing a diverse range of characters become the munchkinly thing to do, without breaking the game. Any tips? |
| Xarrith11-05-03, 08:20 PM | Do you have Savage Species? If you don't, get it. A world of munchkinly glory awaits you on every page. Seriously. You could lower the LAs as presented and munchkin the heck out of the monster races. |
| Endarire11-05-03, 08:29 PM | Drastically lower SS's LAs and you'll be on par. -EE |
| Stuntman11-05-03, 11:07 PM | Try to give them reason to take different feats, skills and abilities. Have encounters that allow players to take advantage of less common abilities. That way, players would not feel they lose much when they try something new. You can also make encounters that are geared to handle such optimised characters, but are vulnerable to less common tactics and abilities. Perhaps when players see that a feat that they seldom use could be helpful in situations, they may be more likely to take them. Perhaps one reason why they always make the same builds is that they are used to your style of play. If you change your style of play, perhaps it would force them to adapt. |
| Aucturos11-05-03, 11:35 PM | Exactly as said above; Have them face situations where the lesser used skills, feats, and spells suddenly become very useful. Suddenly have them transported to a realm made up entirely of water... Who's going to be wearing the heavy armor now? Or the one made entirely of air... You know how hard it is to move towards an opponent while floating? |
| Misfit81511-06-03, 10:41 AM | Add a constraint to the creation process, then allow them normal munchkinness within that constraint. For instance, have all the characters be dwarves. Or have all the characters be clerics of different religions. Or wizards, each specialized in a different school. Or clumsy (max dex). Or victims of an insane spellcaster who severed each one's left arm. Or middle-aged. Or deaf. Or victims of lycanthropy. J |
| The Master Weaver Is Warped11-06-03, 01:00 PM | As above, but muncklin rogue guild. One acrobat, one assasin, one locksmith, etc. See the movies ocean 11 and sneakers. edit. can tell how much I deal with munchkins. Can't even spell it right. |
| wrax11-06-03, 01:10 PM | You could also tell them that they can't play the same character they previosuly played. Have them choose different classes or races, or change the setting around. |
| bitnine11-06-03, 01:13 PM | You could try something simple. Like have them roll 4d6, do not arrange for character generation. Likely they'll vary their character to take best advantage of where the stats fall, as they cannot move them around to suit the usual. Bill it as a challenge. |