Min-Max Control

 

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`` Ambition has but one reward for all; A little power, a little transient fame, A grave to rest in, and a fading name! ''

- William Winter 
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Min-Maxing will occur in most any game to some extent, and should be encouraged at least to a point.  After all since most AD&D games will revolve around heroics and action for at least a portion of most sessions, characters should be created with survivability in mind.  It is only natural for a player to make his character the best he can at what that character does.  However, this can soon get out of control, and of all of the AD&D lines, Player's Option is the easiest to exploit (though, in my opinion, the most fun) so here are a few useful, common sense tips to keep Skills & Powers under control.

Assign a disadvantage point limitation, 20 points is a good start.

Many Pc's select disadvantages that they think will not hamper them during play, such as a taboo against eating seafood, make certain that these disadvantages come into play occasionally. Perhaps the local duke invites the PC's to dinner, wouldn't it be a shame if the party's wizard offended him by refusing to eat the main course, river crabs? 

A final alternative is to use the "bad guys are supermen too" approach by introducing a party of villains who are designed specifically to capitalize upon the party's weaknesses. My DM did this once.... it had the desired result, the characters we made up that night were much more acceptable. 

One last tip: the priest class, especially out of the spells and magic book is the single class easiest to overpower. I do not recommend priests be allowed to tailor fit themselves. My campaign uses established priesthoods with each god having a specialty priest class whose powers are roughly on par with the priests listed in the Faiths & Avatars accessory. Another option is for the DM to design each priesthood using the Spells & Magic book and then allow the player to select one of those. 

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Last updated September 21, 1999
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