overgeeked
Open-World Sandbox
To prevent the topic from consuming another thread, here's a dedicated thread for this topic.
Someone picking up the core book and giving it a good-faith reading and figuring out that it's a good idea to put your best stat in your class's primary ability score, etc isn't an optimizer. The kind of math-focused gamers who're out to win the game in character creation are optimizers. The people who will intentionally use an utterly broken build to wreck games, that's an optimizer.
If you say so. One player takes an option that provides one attack, another player takes an option that provides six. The first says the second is breaking the game, the second says that the first doesn't know how to optimize. You are somehow saying one is right, the other, wrong.There's a big difference between making a PC that's well-constructed, intentionally avoids taking any trap or weak or poorly-designed options, and is, functionally, definitionally, "well-optimized" and seeking out a "broken" build. These are different things.
I'm hoping this is less true than you think. Numenera awards XP for allowing the GM to "intrude." I think it was Rifts that gives more character points for giving your character Flaws. Maybe Savage Worlds too. Modos RPG rewards self-sabotage with Hero Points.Most game systems don't actively reward players for making poor or less optimal choices.
This was pointed out by an illustration on page 10 of the AD&D PHB. A dunce wizard vs one with brains. On the page describing Intelligence. The next page has a drawing of someone tripping over a banana peel on the page describing Dexterity......
A wizard class always assumes the character will have a high Intelligence score, for example. Thus, most related mechanics and abilities of a wizard ties directly to that one stat. Does the game offer a consolation or adjustment for having mediochre INT? Almost never. So why shame others for making the better choices that the game expects players to make in order to have an effective character?
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