Dungeons & Dragons offers a variety of character designs and mechanics that can feel truly endless. Unfortunately for Dungeon Masters, this can lead to unexplained loopholes and exploits that can result in players gaining far more power than they should too early on.
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These players can influence how the game plays out for the rest of the table, making encounters trivial and low-risk, or completely eliminating the ability to role-play certain scenarios. As a dungeon master, there are a few fair ways to deal with players using attacks that will help keep your session intact.
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Magic Item Rework
No DM has ever created a magic item for a campaign without it eventually becoming too powerful. Now players are using it to destroy any encounters they might otherwise lose. Here you can add arbitrary restrictions to the item, such as daily charging or allowing the item to disintegrate like a binding wand.
If you don't want to change the rules completely, you can give the item a hidden curse that forces the player to act in an evil way, forcing the player to choose between remaining good or becoming powerful. If nothing else, these issues can be resolved by completely reconditioning the item, even if you acknowledge the defect.
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Certain combination restrictions
Multiclassing is a significant source of player leverage, allowing players to move at supersonic speeds and summon numerous allies and creatures. You can ban certain species and spells in your campaign, so you can ban multiclasses that you know are causing problems at the table.
This could be applied retroactively, forcing players using multiclass exploits to choose one or the other. This may be embarrassing for that player, but it may save the game for everyone else. This is a better solution than banning a class or spell outright because it only removes niche options.
You can review your character sheet before your first session to ensure it is filled out correctly and that you have not broken any house rules.
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Readjustment Meeting
Instead of attacking at the source of the attack, you can rebalance social and combat encounters to prevent players from succeeding every time. The next time your bard player uses the feat to successfully charm a shopkeeper to hand out supplies, give the NPC a magic item that makes him immune to that effect.
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If your fighter can make 16 attacks per turn due to complex interactions with Eco Knight and Action Surge, use monsters that reflect melee attack damage, like Azer. In power expansion competitions between players and DMs, the DM always wins.
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enforcement of results
One of the biggest problems with players using exploits in D&D is that they usually force players to ignore the roleplaying and storytelling aspects to focus on the details of the gameplay mechanics. If your world reacts appropriately to these strange characters, it can be a way to punish unrealistic behavior.
Players who can slay monsters with a single blow may receive an unwanted visit from the Monster Hunting Guild, who are out of work due to all the carnage. News of powerful warriors can attract the attention of legendary champions who want to test their skills and have a better chance of winning.
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use anti-magic
The easiest way to fix player exploits is to use an in-game off switch, such as an anti-magic field, to reduce players to stones and daggers. Players using the exploit usually cannot afford to lose a single combo, which unbalances gameplay and forces the rest of the party to pick up the slack.
This can signal to players that they need to rebalance their characters to fit their unique situation rather than relying on a single attack or skill. For non-magical characters, using rust monsters or Heat Metal spells work the same way, cutting off key resources.
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Use their builds against them
Anything the player can accomplish in the world also applies to all other NPCs they meet. By using the same attacks against them, you can create encounters that show how dangerous or magical the world around you is.
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This is a popular tactic, using rival parties that mirror the main party, such as the party created for Call of the Netherdeep. This isn't necessarily a way to punish players for using exploits, but rather to show that they can't compete with M and shouldn't try to do so.
One of the most common exploits that stands out to D&D veterans is using out-of-game knowledge of creature stats and spells to make decisions that characters wouldn't otherwise be able to make or even think about. This could be a player who knows that the observer has an anti-magic cone and prepares his character accordingly.
The simplest solution is to prevent players from making decisions they shouldn't make by saying “no, your character doesn't do that.” A more subtle approach is to change the way monsters behave so that they are completely new to even the most knowledgeable players.
An intermediate solution is to allow players to roll a Nature or Survival check to deduce how a monster operates based on research, folklore, or investigation.
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ask politely
The best rule for any conflict between DM and players is to have a conversation outside of the game to resolve the issue. If a player at the table is using an exploit that ruins the other players' enjoyment of the game, talk about how they can change their character to accommodate the rest of the table.
Most power gamers want to show off the cool builds they've discovered or feel unstoppable. There are other ways to allow this while maintaining the integrity of the game. This may be an intimidating question, but it's the best option for your long-term gameplay and mental health at the table.
dungeons and dragons
- Posted by:
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E. Gary Gygax, Dave Arneson
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Dungeons & Dragons: Honor Among Thieves
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dungeons and dragons
- First broadcast date
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September 17, 1983