Warpiglet
Adventurer
I recently read with interest a thread about multi-classing for power. It made me think about the rules and game as a whole.
As I was tweaking a character Bio today, I realize anything that is not just narrative has a specified in game effect. Every feat, every skill, every class ability is aimed at altering your ability to do something.
To that end, what are we really saying when we bust on power gaming?
We have our junior thespians complain about a lot. And frankly I am right with them sometimes. I HATED the stacking of prestige classes in 3.0/3.5! I am sure I would not like Pathfinder either.
But what the heck is a +2 ASI? How rich with roleplay potential is a move from 16 Str to 18 Str?
I unabashedly love D&D. I do not like the movement from cool stories and imagery to pure number crunching. Neither do I want the game to become some sort of drum circle where we all freeform make stuff up. I want rules and parameters and LIKE some wargame aspects of the game. I LIKE taking choke points and fighting orcs to a standstill.
But I also understand this stuff is all on a continuum. It is like some personality tests. The worst ones (which are not useful) place you in a whole new category based on a one point difference when one point could change because it was a bad day for you! In this game, a dichotomy between power gamer and thespian is about that useless.
It is really about finding your place on the continuum and then what kind of error bar you can stomach. Stray too far and you will not like it much. Have no tolerance for deviation and you play alone. This makes finding the right group paramount.
But make no mistake, the rules are there to be used and effect the outcomes of the game. I think the questions we ask about powergaming need to be reframed. But really if we are critical of the way they are employed, we are actually just saying we don't like your story.
Unless you bend and use cheese. Then you just suck
As I was tweaking a character Bio today, I realize anything that is not just narrative has a specified in game effect. Every feat, every skill, every class ability is aimed at altering your ability to do something.
To that end, what are we really saying when we bust on power gaming?
We have our junior thespians complain about a lot. And frankly I am right with them sometimes. I HATED the stacking of prestige classes in 3.0/3.5! I am sure I would not like Pathfinder either.
But what the heck is a +2 ASI? How rich with roleplay potential is a move from 16 Str to 18 Str?
I unabashedly love D&D. I do not like the movement from cool stories and imagery to pure number crunching. Neither do I want the game to become some sort of drum circle where we all freeform make stuff up. I want rules and parameters and LIKE some wargame aspects of the game. I LIKE taking choke points and fighting orcs to a standstill.
But I also understand this stuff is all on a continuum. It is like some personality tests. The worst ones (which are not useful) place you in a whole new category based on a one point difference when one point could change because it was a bad day for you! In this game, a dichotomy between power gamer and thespian is about that useless.
It is really about finding your place on the continuum and then what kind of error bar you can stomach. Stray too far and you will not like it much. Have no tolerance for deviation and you play alone. This makes finding the right group paramount.
But make no mistake, the rules are there to be used and effect the outcomes of the game. I think the questions we ask about powergaming need to be reframed. But really if we are critical of the way they are employed, we are actually just saying we don't like your story.
Unless you bend and use cheese. Then you just suck
