D&D 5E Dealing with optimizers at the table

Right. Which is why I'm here trying to get advice or at least some commiseration.

I can definitely sympathize with the frustration. I'm not sure exactly what your social dynamics are, but sometimes with established friends is not as simple as "dude, get on board or just don't play this game". Occasionally you have to walk a more delicate balance for one reason or another. I'm going to assume that's your current situation.

So, if I've got it right, here's what's going on. You are playing in a group of 8 established friends, and you want to make sure everyone is enjoying themselves. You're able to easily provide a D&D experience that meshes really well with the interests and fun of 5 of your friends. The other 2 however, have basically diametrically opposed desires, and it's negatively impacting the experience for the remaining 6 of you. I am getting that right?

What would be the expected outcome of my prior suggestion that you implement a rule where every character and every level-up has to be individually approved by you? I'm guessing that might not work because the over-optimizers might feel like they can't have any fun. Correct me if I'm wrong. If so, what other issues would there be with that suggestion?

If the situation is as I expect, here's a different possible solution (a simplification of another suggestion from earlier in the thread). Assigned optimized characters a handicap in the form of a level adjustment. If a character is over the borderline of optimization to the point that it will negatively impact the rest of the group's experience, they are permanently 1 level lower than everyone else. If they are even further than that, it's 2 or 3 levels lower. If you start at first level, just introduce that level adjustment gradually. You try to balance this so it's actually fair. The goal here is that the over-optimizers will still be a little better than the PCs (and thus be able to have fun with what they want to), but it will be within your group's tolerance of fun level. Is that one workable? If not, what particular issues does it fail to address?

It sounds like there might be an additional problem with the over-optimizers also forcing combat in situations where the rest of the party doesn't feel like an aggressive response is warranted. That's a whole different issue, but let's see if we can address the mechanical issue first.
 

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You forgot the text of the sorcerer class feature in question: "Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number ofsorcery points equal to the slot's level." Nothing there says you can't use non-sorcerer slots to fuel this feature.
Yes, but by default, 5e is a single-class game.

All of the rules for a class apply to the other rules of the class.

Only the multiclassing rules all you to use spell slots you gain from a sorcerer level on a spell you have from a wizard. And those rules state you can use the shared spell slots on spells from either class. They state that non-warlock spell slot progression is unified, which implies there is no difference between wizard and sorcerer spell slots.

They do not do this for warlock spell slots. Warlock spell slots, in the actual rules as written, are not unified with other spell slots.

I mean, read the warlock class. It states that at level 1, you gain the feature "You regain all expended Spell Slots when you finish a short or Long Rest." It doesn't say "your pact magic slots", because all 5e classes are written as single-classed characters, and multiclassing is an optional extension whose rules are covered elsewhere.

By so RAW, a level 1 warlock/wizard 19 "regain all expended Spell Slots when you finish a short or Long Rest." All spell slots. Warlock and Wizard.

This is as valid as coffeelock. I mean, there might be JC tweets about it, but following those religiously is madness.

Look, you are the DM. Your job is to interpret the rules, and determine what optional rules you are using.

And the rules do not actually say "you can use spell slots from Warlock pact magic on features of other classes". You can let that happen, but when things go wrong, well, guess you should change that.

No. There are two problems. One, they're obsessed with combat. Two, they're hard-core optimizers. Obsessed with combat I can generally handle. Optimizers who want to break the game, not so much.
If they optimize for combat and you don't have combat, their optimization doesn't matter.

If they aren't disruptive when they aren't in combat, then 2/3 of the game has fun stuff for most of the players.

You keep on talking about them derailing exploration. Is that not a problem? You just said it was, and now you say it isn't.

And stating "I have done everything, I won't change anything" is one of your problems.

Yes, it is.

And if they weren't obsessed with combat the problem of super-optimized characters would remain.

As stated in the OP, I've run through the possibilities.

Mechanical levers will utterly destroy the non-optimizers in combat. That's bad.
How does giving a non-optimizer a boon that makes them do +20 damage on every hit destroy them in combat?

For Gygax's sake, you are the DM. You are actually permitted to do the above. That is one of your mechanical levers.

You have control over magic items, boons, and monsters, and the entire world.

One of the DM's job is to notice party balance issues and deal with them if they are a problem.

Modifying the game so the optimizers have fun will directly cause the destruction of the fun of the non-optimizers. Modifying the game so the non-optimizers have fun will directly cause the destruction of the fun of the optimizers. When my goal is for us all to have fun...
If you refuse to change anything, nothing will change.

You refuse to change anything about the game. Between making up stawmen, saying that the players you seem to dislike don't "deserve" to have any changes to make their gameplay better, you basically blanket refuse.

You refuse to talk to the players. "I have said everything and it doesn't matter".

You refuse to change which players you play with.

So you want a solution that doesn't involve anything different by you in the game, doesn't involve talking to the players outside of the game, and doesn't involve any differences at all.

If you actually want things to be different, you actually have to do something.


You left out the real problem that they're optimizers.
I included 4 bullet points describing your problem.

1 out of 4 was optimization.

1 out of 4 was players who are combat obsessed.

1 out of 4 was players who are disruptive when they aren't in the spotlight.

1 out of 4 was you literally refusing any and all changes to your behavior.

So no, I don't leave out that problem.
No, they optimized their PCs to the point where combat trivial.
Combat difficulty is a dial you, as a DM, have total and complete control over.

So this describes the problem wrong. The problem is that they are ridiculously more competent than other PCs are. So any combat that challenges them makes the other PCs instant splatters, and any combat where the other PCs could contribute they make trivial.

As I have said repeatedly, you as the DM have mechanical levers to make the other PCs more competent in combat.

Literally the only thing stopping you from doing so is you refusing to do so.

Which was problem #4.
Right. Which is why I'm here trying to get advice or at least some commiseration.
Can you find me, say, 10 pieces of advice in this thread you have said "this is good advice, I am going to try it"?

Ok ok, 10 is a lot. I'll accept 5. Can you find me 5 distinct pieces of advice in this thread where you have said "this is good advice, I'm going to try it"?

Because there are a lot of people who know a lot about playing D&D in this thread, and if you where honestly looking for advice, the odds that there aren't 5 good pieces of advice in this thread yet is basically zero.

Which means if you don't have 5 pieces of advice you already said where good advice, I you are either lying to yourself or other people with near certainty.

Hell, start with one.
 

I thought of a slight change to my level adjustment suggestion that might be more palatable. Assuming that their characters are both over-optimized to about the same level, and the other PCs are at about the same level amongst themselves, you can leave the over-optimizers at their normal level, but give an extra level or three to the other 5 PCs. That shouldn't be as hard of a sell. "Hey guys, the rest of the group is feeling overshadowed since they don't have your mad optimization skills? I'm thinking of giving the less optimized characters a bonus level (or three) so they don't fall as far behind. You'll still be better but the gap won't be as big." You'll have to decide what works best for your group as far as whether to initially present this to the whole group, or just to the over-optimizers, but it's a lot harder to complain about your friends who are falling behind getting a boost than to your own character getting a nerf, so I think it's definitely a better way to present the same basic solution I offered above.

You might need to adjust the XP you give out (or change the advancement table, but if it's too obvious by the table that this is just effectively giving a level adjustment to the over-optimizers it might not be worth doing) to avoid having the party advance too fast this way, but that's a relatively simple fix.
 

Hiya!

Short Version: I'm the DM, I can "optimize" the NPC's/Monsters/Encounters FAAAAAAR better than any Player. You want to use poison all the time? Expect for NPC's/Monsters to do the same. You want to use flaming oil and molotov's all the time? Expect for NPC's/Monsters to do the same. You want to optimize your PC to the point you are punching at about 4 level's higher than average? Expect to fight monsters that are at least 4 'levels' higher than average. To me, the DM, this is a zero sum game. The bottom line is this.... think of Optimization as "Mutually Assured Destruction" and you're on the right track for how I handle it.

"This will not end how you think it will end...."

;)

^_^

Paul L. Ming
 

Doesnt really exist in 5E. All classes are pretty balanced against other classes, and most 'dips' are painful elsewhere now, even if they give you a situational benefit elsewhere. Even if for nothing more than delaying 5th level class features.

3.P is a totally different kettle of fish. Optimization and 'system mastery' was the whole point of the game.
I concur

You can make a PC casually in D&D, and it will be a bit weaker than an optimized one... but not by a ton. The optimized character will be better, but only a bit. Enough to make the optimizer happy, but not enough to disbalance the game.

(note, this opinion is pre-tasha)
 

Honestly, you know the solution to the problem. If it's 5 to 2, you should embrace the 5 and dump the 2. They're not compatible with the rest. The only reason to keep them is if the other 5 players insist they want them still there (for some reason).
 

So new question to the thread. How do you convince and avowed optimizer to stop?
As others have said, you probably don't.

One possible solution is to change systems - on a take it or leave it basis - to something that doesn't have all the bells and whistles of 5e (Basic D&D maybe?) and thus has fewer broken combos to exploit. And then, before running it, check the intrawebs and find out what broken combos do exist in that game and how people have fixed them.
 

Your problem players may be both obsessed with combat and optimization. But the optimization isn't the problem here. If their PC where incompetent at combat and they still Leroy Jenkinsed every single situation, the problem remains basically the same.
But at least then it'd be much more amusing and entertaining for everyone else. :)
 

Honestly, you know the solution to the problem. If it's 5 to 2, you should embrace the 5 and dump the 2. They're not compatible with the rest. The only reason to keep them is if the other 5 players insist they want them still there (for some reason).
Fair point.
Or drop the 5 and keep the 2, if their playstyle is more agreeable to your own. (shrug)
 

Can't agree. If the DM takes you aside and asks you to do something different for the sake of the table, and you're like "Nah, bro, I'm gonna keep doing what I'm doing", then that crosses over from "bad fit" to "bad player".
Depending on what he's asking you to do he could be crossing the line to "bad DM", too though. People here rarely allow for that possibility, but I've seen it happen. We need to be realistic and accept that DMs are as human and fallible as all the players, and whilst they're less likely to be the source of problems simply because even accepting the role requires a certain level of responsibility some players don't possess, they're still responsible for an awful lot of problems.

For example:
  • DMs who have bizarre and unexplained (some inexplicable) ideas about who the game should go
  • DMs who railroad hardcore-style without any player buy-in and usually because of their own incompetence
  • DMs who make little/no effort to make their game actually work and then get mad with the players when it's not stellar
  • DMs who are there for the wrong kind of "fantasy"... (often only discovered a session or three in)
  • DMs who don't understand the rules, are poor/terrible at adjudicating them and can't/won't learn
  • DMs who are basically there to enable a GMPC and/or a couple of favoured PCs*
  • DMs who think that the game is win/lose and if the players have fun then the DM lost
  • DMs who think their job is to say no to literally everything not written on the character sheet
And so on.

And that's not even the worst of it. Some of these DMs will make requests of players. Refusing or disagreeing with those DMs does not make you a "bad player". It might mean you may want to leave, but that doesn't always seem like as obvious an option, especially when one is younger.

* = I've even seen this happen with supposedly "respected" and "skilled" DMs. At uni I went to the RPG society, joined a VtM group (Ars Magica didn't have space booooo - to be fair there were like eight of them already), and it turned out we were basically just victims for WtA group which was somehow playing the same campaign and had been for years. Ugh forced PvP. Of course they also had munchkin-y characters - mixed-tribe garou with powers from all of them and so on. The contrived a horror-movie-style scenario where my PC was ambushed by the GMPC (StorytellerPC?) of the WtA group. Unfortunately, they didn't count on the rules for double-barrelled shotguns, and thanks to more 10s than I've ever seen from me and some pitiful soak rolls from him, he was dead as doornail and the next hour was the VtM and WtA group Storytellers arguing over what happened next, because apparently this "ruined" the WtA campaign. Another reason not to do PvP, let alone forced surprise PvP, in TT RPGs.
 

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