this post was submitted on 14 Oct 2025
726 points (98.9% liked)

RPGMemes

13978 readers
741 users here now

Humor, jokes, memes about TTRPGs

founded 2 years ago
MODERATORS
 
(page 2) 16 comments
sorted by: hot top controversial new old
[–] Evilsandwichman@hexbear.net 7 points 2 days ago

"Oh the monk is immune to poison?! Well hah! ......I completely forgot"

[–] Stromatose@lemmy.world 3 points 1 day ago (2 children)

That's all we'll and good but in my experience DMing, it takes a lot of work to prepare interesting outcomes for the actions my players might take during a pivotal moment. A player with a guaranteed success at something is usually something I try to avoid so they don't feel railroads or like doing things that way is the ONLY solution. With 4 players I want everyone to have an equal share of interesting moments but when one person starts being a powerbuilding min/maxer I tend to build events from time to time that won't let them just steal the whole show.

Unfortunately, because they are a min maxing powerbuilder they are keenly aware of any opportunity for which they should have been the most OPest of characters and will sniff out how they have been silently slighted. They lock on to the fact that they didn't get to shine a few times while glazing over the times where they were OP because in their mind, that's how it's supposed to be!

Before you know it they start pouting, complaining to others, backseat rules lawyering, and just generally acting like they are being mistreated rather than trusting the DM to be trying their best to fit their fucking chadly, mind-controlling demigod in to situations with 3 other people who haven't hyper focused for days on the most efficient use of their action economy.

I'm bitching sure but end effect was similar to this meme's bad DM. I just stopped putting effort into letting the flawless demigod look cool because while he was A main character he was not THE main character and if that upset him... Well maybe next time he'll finally learn why the actual best characters to play are the ones with lots of interesting flaws

load more comments (2 replies)
[–] goferking0@lemmy.sdf.org 4 points 2 days ago

They removed that from monk in 2024 😭

[–] Dadifer@lemmy.world 3 points 2 days ago

I can graft parts on my character, so after I put spectator stalks on my head, now all the encounters are summons ☹️

[–] MrEff@lemmy.world 1 points 2 days ago (1 children)

I would argue that both are bad game/story design. Unless the skill is a plot point, it should not change the chance encounters in the world your players are in. Both of these examples are meta-gaming. The NPCs of the world didn't know the player characters had that ability, and should not change their actions until it is known to them.

I had one DM who was huge on meta-gaming, and at first I thought it was just some peev of his, but honestly after a while and understanding it better- it made a better experience. It now makes me annoyed to see it used and I better understand his rants...

[–] chetradley@lemmy.world 2 points 1 day ago

I get where you're coming from, but I disagree on a couple points:

Game design relies heavily on finding uses for the player character's abilities. Imagine a metroidvania where you pick up a cool new grappling hook, only to realize there's no terrain that can be grappled, and most enemies aren't affected. What's the point?

In terms of good/bad game design in TTRPGs, my philosophy is pretty simple; If everyone at the table is having a good time, it's good game design. For my players, getting to use the abilities that they picked or earned throughout the game is super rewarding. For me as a GM, I can scale encounters a little higher knowing that they have a built-in edge.

In fact, my number one resource for game prep is my players' character sheets. Did someone pick an obscure language as part of their backstory? You'd better believe it's going to show up in the game! Dragonchess proficiency? Guess what the game of choice is at the local tavern?

Conversely, if an ability becomes the only thing a PC relies on, it can be interesting to add a foil to that ability. For example, one of my players built a Kensei Monk with a specialization in firearms. It was a fun character for him, but the sheer damage output he could do kind of overshadowed everyone else. My solution was to introduce a combat encounter where he could use the weapon, but doing so had a chance to attract more hostile creatures.

Anyway, all this to say that in my opinion, playing to your player characters' strengths is not only rewarding for them, it can help a GM create some really cool moments.

load more comments
view more: ‹ prev next ›