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General Tabletop Discussion
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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<blockquote data-quote="Jester David" data-source="post: 7056928" data-attributes="member: 37579"><p>Okay, I think I'll actually pull my head out of my butt enough to actually answer the original poster's question...</p><p></p><p></p><p></p><p>I think a character is too good when what it does as it's secondary niche is better than another character who is specialising at that thing.</p><p>If you make a character who is a tank, but can deal more damage than the rogue who was planned as a damage dealer, it's a problem. When you're a healer, but can also tank like the fighter, it's a negative. Because you're taking the spotlight away from the other characters.</p><p></p><p>It's also a negative when the DM has to customise encounters based on that character just to normalise the "challenge". This is not designing encounters with a archetype in mind (i.e. like including undead with a cleric, or considering a trap when a rogue is lacking) or designing an encounter specifically with the party in mind to be hard fight. Instead, this is when an encounter is designed (or redesigned) to be deadlier than the rules imply just to provide an appropriate challenge to that one player.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7056928, member: 37579"] Okay, I think I'll actually pull my head out of my butt enough to actually answer the original poster's question... I think a character is too good when what it does as it's secondary niche is better than another character who is specialising at that thing. If you make a character who is a tank, but can deal more damage than the rogue who was planned as a damage dealer, it's a problem. When you're a healer, but can also tank like the fighter, it's a negative. Because you're taking the spotlight away from the other characters. It's also a negative when the DM has to customise encounters based on that character just to normalise the "challenge". This is not designing encounters with a archetype in mind (i.e. like including undead with a cleric, or considering a trap when a rogue is lacking) or designing an encounter specifically with the party in mind to be hard fight. Instead, this is when an encounter is designed (or redesigned) to be deadlier than the rules imply just to provide an appropriate challenge to that one player. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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