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<blockquote data-quote="barsoomcore" data-source="post: 625551" data-attributes="member: 812"><p>Nonsense. </p><p></p><p>Or rather, yes, but ALL games promote "power gaming" in that they reward certain types of actions or results. Figuring out how to get rewards and then seeking them -- that's "power gaming".</p><p></p><p>I agree that in the core rulebooks of D&D, "power gaming" manifests itself in acquiring higher attack bonuses and other combat-related abilities -- which is what I think you mean by "power gaming".</p><p></p><p>Make your campaign about something other than killing things and you very simply remove the urge to turn characters into powerful killing machines. Less combat with drooling monsters and more interactions, emotional conflicts and haunting storylines and there you are. There's nothing the DM needs to fight against.</p><p></p><p>Sure, the core rulebooks don't provide much guidance for that sort of thing. But in no way do they work against it -- unless your players are more interested in getting Whirlwind Strike than in overcoming their character's psychological problems. And if that's the case, your problem isn't the system -- it's your players.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 625551, member: 812"] Nonsense. Or rather, yes, but ALL games promote "power gaming" in that they reward certain types of actions or results. Figuring out how to get rewards and then seeking them -- that's "power gaming". I agree that in the core rulebooks of D&D, "power gaming" manifests itself in acquiring higher attack bonuses and other combat-related abilities -- which is what I think you mean by "power gaming". Make your campaign about something other than killing things and you very simply remove the urge to turn characters into powerful killing machines. Less combat with drooling monsters and more interactions, emotional conflicts and haunting storylines and there you are. There's nothing the DM needs to fight against. Sure, the core rulebooks don't provide much guidance for that sort of thing. But in no way do they work against it -- unless your players are more interested in getting Whirlwind Strike than in overcoming their character's psychological problems. And if that's the case, your problem isn't the system -- it's your players. [/QUOTE]
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