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General Tabletop Discussion
*Pathfinder & Starfinder
Anti-munchkin rules?
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<blockquote data-quote="Al" data-source="post: 305215" data-attributes="member: 2486"><p>Can I put the brakes on for a second? A lot of people here automatically assume that munchkin=powergamer. It is assumed that simply because a character is powerful, it is automatically munchkin. Not so. If a powerful character has a coherent and compelling background (and not one rigged to fit the smackdown) then why should it not also be a powerful character?</p><p></p><p>With this in mind, the answer is not to simply slap down a whole series of parameters and limits on a character. One can simply generate the ultimate munchkin within these parameters, so this is not a fix. And as for individual spells, then is it really munchkin to use the best weapon available? If a wizard memorises powerful spells instead of weak ones, this is a sign of common sense rather than 'munchkinning'. If there really is a problem, go to the heart. Have 'logical' characters, without placing a blanket ban. </p><p></p><p>If a character wishes to multiclass, let him- but in character. If the barbarian wants to be a wizard, he can find a mentor/academy and study to be one. The ranger can seek out the underworld to take that level in rogue. Randomly taking another class (including prestige) is out EVEN if it would not contribute to the power level of the character; conversely, if taken in character there is no problem even if it does make the character powerful. Apply similar logic to spells, feats etc.</p><p></p><p>Essentially, anti-munchkin is not anti-power. Anti-munchkin is pro-roleplay. Reducing the power of a munchkin doesn't solve the problem: he'll just munch out within the new parameters. To really tackle the problem, simply teach the munchkin how to roleplay properly.</p></blockquote><p></p>
[QUOTE="Al, post: 305215, member: 2486"] Can I put the brakes on for a second? A lot of people here automatically assume that munchkin=powergamer. It is assumed that simply because a character is powerful, it is automatically munchkin. Not so. If a powerful character has a coherent and compelling background (and not one rigged to fit the smackdown) then why should it not also be a powerful character? With this in mind, the answer is not to simply slap down a whole series of parameters and limits on a character. One can simply generate the ultimate munchkin within these parameters, so this is not a fix. And as for individual spells, then is it really munchkin to use the best weapon available? If a wizard memorises powerful spells instead of weak ones, this is a sign of common sense rather than 'munchkinning'. If there really is a problem, go to the heart. Have 'logical' characters, without placing a blanket ban. If a character wishes to multiclass, let him- but in character. If the barbarian wants to be a wizard, he can find a mentor/academy and study to be one. The ranger can seek out the underworld to take that level in rogue. Randomly taking another class (including prestige) is out EVEN if it would not contribute to the power level of the character; conversely, if taken in character there is no problem even if it does make the character powerful. Apply similar logic to spells, feats etc. Essentially, anti-munchkin is not anti-power. Anti-munchkin is pro-roleplay. Reducing the power of a munchkin doesn't solve the problem: he'll just munch out within the new parameters. To really tackle the problem, simply teach the munchkin how to roleplay properly. [/QUOTE]
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Anti-munchkin rules?
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