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<blockquote data-quote="Tony Vargas" data-source="post: 7192195" data-attributes="member: 996"><p>Nod. By the same token 'goal is not to optimize' and 'goal is to not optimize' are two different things. (I think?) That is, even if your goal isn't to optimize, unless you specifically want to be less effective than you could be (your goal is to not-optimize or counter-optimize, I guess), optimizing can still be a secondary goal, or even a tool to achieve your primary goal (build to concept, is /using/ optimization to realize a character concept).</p><p></p><p> Then again, you could approach combat as if your character were a real, but heroic person, who, even if he fears death, faces it frequently - and probably /doesn't/ 'know' how the game stacks the deck in his favor (with mechanics like hps) to let him get away with all that heroism, while you do know it.</p><p></p><p> The game has always put a lot of rules into covering combat, and has not always nor consistently nor even-handedly spread exp-gaining opportunities over the 3 pillars (the early game had exp for gold, which weighted exploration, evenly with combat, but had relatively few rules for said exploration; skill challenges had potential exp comparable to encounters; 'story awards' are rarely of equal weight with other awards; etc) - Mearls's latest UA experience variant tried to address that shortcoming once again.</p><p></p><p> The focus on optimization is undercut by the focus on DM Empowerment, you can't optimize aspects of your PCs effectiveness that happen to rest on off the cuff DM rulings. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> One of many, perhaps slightly-less-obvious, perks of DM Empowerment.</p><p></p><p> So, as long as we're highlighting buttons, contrasting combat-heavy and role-playing focused is another. Adventurers do a lot of fighting, it's part of their role in life, when & how your character fights (including using spells in combat, obviously, or most classes would be almost entirely left out) is an expression of the character - that's right, it's roleplaying. All three Pillars are roleplaying. </p><p></p><p> Profoundly sub-optimal characters (and 'melee rogue' doesn't begin to qualify, IMHO), are only a liability to the party they waste resources trying to keep them alive. That kind of problem takes care of itself.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7192195, member: 996"] Nod. By the same token 'goal is not to optimize' and 'goal is to not optimize' are two different things. (I think?) That is, even if your goal isn't to optimize, unless you specifically want to be less effective than you could be (your goal is to not-optimize or counter-optimize, I guess), optimizing can still be a secondary goal, or even a tool to achieve your primary goal (build to concept, is /using/ optimization to realize a character concept). Then again, you could approach combat as if your character were a real, but heroic person, who, even if he fears death, faces it frequently - and probably /doesn't/ 'know' how the game stacks the deck in his favor (with mechanics like hps) to let him get away with all that heroism, while you do know it. The game has always put a lot of rules into covering combat, and has not always nor consistently nor even-handedly spread exp-gaining opportunities over the 3 pillars (the early game had exp for gold, which weighted exploration, evenly with combat, but had relatively few rules for said exploration; skill challenges had potential exp comparable to encounters; 'story awards' are rarely of equal weight with other awards; etc) - Mearls's latest UA experience variant tried to address that shortcoming once again. The focus on optimization is undercut by the focus on DM Empowerment, you can't optimize aspects of your PCs effectiveness that happen to rest on off the cuff DM rulings. ;) One of many, perhaps slightly-less-obvious, perks of DM Empowerment. So, as long as we're highlighting buttons, contrasting combat-heavy and role-playing focused is another. Adventurers do a lot of fighting, it's part of their role in life, when & how your character fights (including using spells in combat, obviously, or most classes would be almost entirely left out) is an expression of the character - that's right, it's roleplaying. All three Pillars are roleplaying. Profoundly sub-optimal characters (and 'melee rogue' doesn't begin to qualify, IMHO), are only a liability to the party they waste resources trying to keep them alive. That kind of problem takes care of itself. [/QUOTE]
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