overgeeked
Open-World Sandbox
Yeah. It’s just a thing some gamers do. Video games are designed around it.There seems to me to be optimizing oneself to boredom in some cases.
Yeah. It’s just a thing some gamers do. Video games are designed around it.There seems to me to be optimizing oneself to boredom in some cases.
Certainly. Some classes are better than others, e.g. Wizard is pretty much unequivocally stronger than Sorcerer even though both are fairly strong due to being full casters. Within a single class, some subclasses are better than others, e.g. Battle Master is better than Champion (not that that's a difficult bar to clear, but it's a ready-to-hand example.) Within a single subclass, some choices will succeed more often than others, e.g. a Barbarian with 16 Str is going to succeed a lot more often than a Barbarian with 8 Str, because the former will be rolling attacks with advantage, and getting bonus damage, whenever they Rage, while the latter will not. Even within a single subclass and stat array, some choices are better than others, e.g. there's no reason to use a short sword as a Dex-based melee attacker when you can instead use a rapier, since the two are equivalent in every possible way except damage dice, and you can always reflavor what your weapon looks like (e.g. perhaps you use a "leaf-blade gladius," which has the stats of a rapier but looks like a special variant of short sword.)I have had a few characters now that were a bit behind in their main stat in return for other things. Totally worth it. And highly effective.
Of course, they were also full-casters that weren't sorcerers. Char-op may not just be about a few stats.
"Optimizing the fun out of the game" is not what's going on here.
The principle driving this is a thing called Loss Aversion Bias: People hate a loss about twice as much as they like a win. Meaning you have to win (in this case land a hit) about 67% of the time to feel like you are actually winning. And lo and behold, the 5e devs thought of this, if you dig into the DMG tables, a character with a starting 16 who pumps the main stat with ASIs will hit a generic monster 65% of the time, close enough to "feel right", even more so when you consider situational bonuses.
While you might not think a mere 5% loss in accuracy that stems from starting with a 14 instead of a 16 would matter, it is enough to change that 65% into a 60%, going from skirting the "this feels good" squarely into the "this feels bad" side of the equation.
And yes, obviously not all people are as susceptible to Loss Aversion as others, which is why that 60% feels fine for them.
I would not think so.Not to mention, would anyone consider someone who put their ASI's into their primary stat "optimizing" in a game without Feats? Where there literally is no other way to be better at your class?
Or would some people be saying "ugh, you raised Strength? You should take higher Charisma for +1 on social rolls!".
Most likely they are right. I've heard plenty of DMs tell their players that you don't need to optimize your characters, then they throw CON saves at DC20+ out the wazoo. I am convinced anyone who tells you that you don't need to optimize and 'roleplay is more important' is just trying to sound like a nice guy. Saves at DC 21 is very common once you reach levels 11+, and i think the highest is like DC27 when you face the likes of Tiamat or something at the end game stuff.I was flat out told that if I don't have a 14 in Constitution then I don't know how to play the game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.