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Blaming the System for Player/GM actions
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<blockquote data-quote="Kormydigar" data-source="post: 2903262" data-attributes="member: 17113"><p>Ok. Here is the way I see it. Most of the problems that are blamed on the system are actually conflicts in playing styles. The hardest thing to do in this hobby is get a group of people together that are all on the same page with regard to playing style. If you have that then the rules set really doesn't matter because you will have fun with just about anything.</p><p></p><p> As far as the min/maxing concern goes it will happen as long as there are rewards for doing it. In most D&D games combat plays a large role (and, yes there are exceptions) so building the most effective combatant is rewarded in the game. If a DM wants to reduce the amount of this min/maxing then the campaign that is running will have to prove out in actual play that min/maxing won't really pay in the long run. There are so many DM's that complain that thier players always optimize for combat yet run campaigns that are an endless series of fights. I have run many campaigns of this type and had a lot of fun doing it and I was never shocked or dissappointed by my players for optimizing thier characters to the extreme reaches of cheese. It really is all about player expectations and past experience. </p><p></p><p> All that being said, the rules system certainly can influence playing styles. While no system that provides much in the way of player options can really be optimization proof, I believe that game designers owe it to thier customers to reasonably playtest rules and work out obviously abusive combinations of powers before a product is published. I don't appreciate spending upwards of $40.00 for a book just so I can be a playtester for it.</p></blockquote><p></p>
[QUOTE="Kormydigar, post: 2903262, member: 17113"] Ok. Here is the way I see it. Most of the problems that are blamed on the system are actually conflicts in playing styles. The hardest thing to do in this hobby is get a group of people together that are all on the same page with regard to playing style. If you have that then the rules set really doesn't matter because you will have fun with just about anything. As far as the min/maxing concern goes it will happen as long as there are rewards for doing it. In most D&D games combat plays a large role (and, yes there are exceptions) so building the most effective combatant is rewarded in the game. If a DM wants to reduce the amount of this min/maxing then the campaign that is running will have to prove out in actual play that min/maxing won't really pay in the long run. There are so many DM's that complain that thier players always optimize for combat yet run campaigns that are an endless series of fights. I have run many campaigns of this type and had a lot of fun doing it and I was never shocked or dissappointed by my players for optimizing thier characters to the extreme reaches of cheese. It really is all about player expectations and past experience. All that being said, the rules system certainly can influence playing styles. While no system that provides much in the way of player options can really be optimization proof, I believe that game designers owe it to thier customers to reasonably playtest rules and work out obviously abusive combinations of powers before a product is published. I don't appreciate spending upwards of $40.00 for a book just so I can be a playtester for it. [/QUOTE]
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