Eh, from what I've heard, they're moving D&D further into the territory they've started to delve with 3.5 -- fewer skills and more cookie-cutter characters with little besides a level number to distinguish them. But I'm a D&D hater, so maybe I'm not a good source of information (I broke my oath never to play again simply because I'm playing a game of incredibly modified Cyclopedic, a variant of 1st ed, where the magic and combat systems were completely reworked from scratch). I used to joke that they'd have only four skills in 4th ed -- doing things, thinking things, saying things, and sensing things. That's not true, but they still cut down the skill list by something like six. (Granted, some of those skills needed to go. "Use Rope," I'm looking directly at you.)
Personally, I'm frustrated by the way D&D tends to play up the antagonism between player and GM. One of you is always trying to outdo the other -- they want a broken class, and you want to TPK (that's sure how the Greyhawk Core Mods felt when I was playing RPGA). Too much hack and slash, not enough roleplay (and I'm from Dyvers, where you actually could solve problems through roleplay ;)), but that's part of D&D's roots as a dungeon crawler. I've always been preferential to the way other systems played it out; you and the players are working together to tell a story. And in the end, it's
their story. Too many young GMs end up railroading their players because they want to tell their story rather than the story the players are telling. The GM section in West End's D6 StarWars was very good, and the GM section in Fasa's Mechwarrior Second Edition remains one of my favorites ever, simply because it has such a wonderful example on setting atmospheric scenes.
Bah, I'm ranting. Let me get back to things.
I end up GM'ing a lot, largely because I enjoy painting a world. For the past five years I've been running a SpyCraft/SpyCraft 2.0 campaign (don't get me started on SpyCraft 2.0, you'll be listening to me rant all night, suffice to say, I'm very unhappy with it, mostly because they are finally releasing one of the books I've needed for the past three years and we scheduled the switch from 1.0 to 2.0 based on the original release date of said book, three years ago). I've been blessed with some fantastic players that are quite happy to take an idea and run with it. Their collective minds come up with far more intricate and convoluted explanations for things than I could manage. Which is perfect for a "world-wide conspiracy" themed game. :)
MeaCulpa wrote:
On slightly (and only slightly) more serious notes, one of the things that annoy me as a GM are people who do not have fun until they have found the one build that is always stronger than all the others, thus making me use stronger monsters for him that eat the rest of the party alive. Anyone know how I can either similarly endow my players with such amazing feats of game-breaking, or perhaps convince this mad balance bomber to actually pick a class based on its role-play ability and not its statistics?
You've already found the solution -- you change the game. Find the weakness to the class and exploit it in such a way that the other players aren't heavily penalized. The most important note is that you need to make sure nobody figures out that's what you're doing. Say you're dealing with someone who's playing 3.0 and found the trick to giving themselves a 10+ threat range. Okay, fair enough -- now we have an evil liche rise and start causing trouble in all the grave yards. Most characters are going to have 18-30 threat, if they're lucky, so they won't care much, but your broken player just lost himself that huge advantage. Toss in a few living necromancers once in a while to keep him happy and he won't even notice that the campaign is filled with monsters that are immune to his break. Simply dealing with a combat monster for whom you can't compensate? Shift the part into a situation where roleplaying the solution is strongly encouraged. The enemies are too strong to be brought down except by guile and teamwork or the players find themselves in a city where deaths
will be investigated and the players can't hide. What stops any normal person from solving all their problems with violence? Those same factors can reign in a broken character. If you're really concerned, elbow hard on their weakness, make them nearly useless for a few sessions, and then quietly take them aside and tell them that you'd be willing to give them the opportunity to retool their character a little, because it looks like they're not having as much fun as you want them to be having, but the campaign's going to keep going in this direction for a while. If you can get them to take the bait, reward them for the shift in direction, throw them some really cool things or events (interesting NPC friends for instance -- nobody forgets those, and striking up a friendship with an interesting NPC is a great reward that has exactly as much impact on the game as the GM decides it does). Eventually, they'll get into the new character more than they were into the broken one. Give any player the occasional chance to do something truly incredible and cinematic, and you'll keep them hooked through even the most dull grinding parts.
I'd better leave off, this is getting way too long, and if I keep going, I'll end up telling you about the Haunted House, and that'd also take all night. :D