Balancing Overpowered Combats Without Spoiling the Fun
A combat encounter was about to break because one player’s build could drop enemies in a single turn. Rather than nerf that character, I made the whole table a little stronger and added multiple foes leading up to a tougher mini‑boss. The player still got the power trip they needed, but everyone got to participate in a longer, more challenging fight.
Balancing overpowered mechanics isn’t about taking away fun – it’s about spreading it around and scaling the threat accordingly.
Further reading from Mike’s Tavern: