D&D 5E Dealing with optimizers at the table


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To be crystal clear and define my terms, I'm not talking about low-hanging fruit like synergizing race/lineage bonuses with your chosen class, or a rogue taking expertise in stealth or sleight of hand. What I'm talking about are the game breaking combos that...well, break the game.

In my experience, optimizers relish the thrill of the hunt away-from-the-table and want to show off their finds at the table. The trouble is being a DM at a table with optimizers. There seems to be one of four possible approaches to dealing with an optimized character and an optimizing player. First, you outright ban optimization. Second, you ramp up the combat challenges to such a degree that the optimized character is properly challenged...which will almost guarantee the non-optimized characters die regularly. Third, just never feature combat. Fourth, do nothing and let the optimized characters constantly walk all over any and all combat challenges.

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TL;DR: optimizers ruin the fun for everyone but themselves at my table. Help.

Let me use a separation and define terms here so we are on the same page in discussion of terms.

Having insane HP, AC, Initiative, Stealth, Slight of hand, persuasion or any other skill is an Optimizer or often called a Min/Maxer... but not game breaking. Maximizing Damage is usually called a "power gamer" in my experience and is really the only thing that is game braking. You perfectly display with the second paragraph above being all about combat. Your not complaining about the high HP character that takes a long time to kill but can't kill anything. The high AC character which is virtually immune to attacks from melee fighters and archers but easily killed with AoEs and saves. The high initiative character who always goes first and is never surprised but has no advantage for the rest of the fight, the stealth character who is invisible and gets the jump until NPCs hold action and attack them when they break stealth to attack. The athletics/strength character who can break out of any trap. The Persuasion character who gets insane persuasion but you simply don't allow a roll for things an NPC would never agree to not matter how persuasive the player character is.

I find the best way to deal with "optimizers" is to ask them to be a min/maxer not a power gamer. I am a min/maxer my self. I like my character to be really good at something because it feels heroic. However, the heavy investment into maxing out one thing means minimizing in almost every other way meaning they are more flaws than perfection. The party can be composed to hit all the key areas in session 0 so that everyone has their own max without stepping on toes and in turn their own chance to shine i.e. preventing the ruining of fun for other players at the table (not that every area need to be or even should be covered, Party weaknesses are good too for story points too). Most min/max gamers will not be happy without "the hunt away-from-the-table" and character design is huge component of their fun. Focusing their effort on anything but damage can generally satisfy their hunt without breaking the game in away you can't deal with. For example the persuasion king might allow greater access to resources and short cuts as could a super scout, but neither mean that they can't just go the longer path with less resources if that player/player character misses a session unless the GM just makes it that way.

In your, "yes, I've tried the standard 'why don't you try talking to your players' routine." , did you ask them not too optimize at all or did you ask them to optimize (min/max) in something other than damage?

If you have then your current answer, "So I basically have to choose. Which group of players will I run the game for. I don't have time for both." is correct. I do that too, but I also make sessions for specific players one at a time. The all participate as a group but when you have players of different styles who want to play in the same group you end up having to do this. Its is also true with RP players versus strategic players even without max/min or power gaming. Some players want a session of nothing but talking and shopping and others nothing but combat and nothing but combat. Your best bet is to write for each type of player in turn and make a note of your player types to consider which group might need some love.

“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”​

― John Lydgate
 

Yes, you have to choose, and you should choose to play with people who share your gaming priorities. To do that, you need to ascertain what those are.
I agree you have to choose on a session to session basis but I disagree about playing only with people who share gaming priorities. You can have a mix of min/max players, RP players, and strategic players (winning encounters using the world not character options like simply walking around or pushing a bolder off a cliff).

You should play with friends or at least people you have fun playing with. Not playing your type of session this week does not mean you can't enjoy being a "spectator" for some session as long as the type of session you like comes up sometimes. I certainly do. I am more interested in min/max character design and strategic use if the environment (from world building etc) but I have enjoyed a number of sessions of role play and have even stepped more into the roleplay as I felt comfortable and invested in the world and story. Just don't force me to be front and center in the roleplay or never include sessions of combat/tactics and get upset when I don't want to play anymore.
 

My advice is twofold:

First, focus more on the other two pillars of play.

Second, make the spotlight explicit. If a scene involves one PC and the player of another PC tries to interject, tell them, "Yep, player X, I heard that, but right now the spotlight is on Y's character."
This is very true. A power gamer pumping out a ton of damage is not going to break an RP session where your talking your way through instead of fighting. Just don't forget combat or your end up chasing off that player... unless that is your goal, which is a bit of passive aggressive way to get rid of them without being the "bad guy" and upsetting the rest of the party.

Players: "why isn't playerX coming anymore?"

GM: "PlayerX said they just were not having fun any more... they are welcome back anytime. oh and roll initiative your being ambushed by goblins"
 

For the rest, the monsters that the optimizers fight have a behind the screen bonus of +2 to hit, +2d6 damage and Resistance to everything. (which mysteriously disappears when anyone non-optimized fights them).

Because reasons.
Never try to solve an problem from outside the game world within the game world. It doesn't work and it breeds resentment when found. It also gives the (correct) impression that you won't play fair with your players, modifying to get the result you want. They no longer own their wins or loss because they know (for a fact) that you modify the results, so it's really just want you wanted to occur.

I'd walk from that table, not even being the person you are adversarial with.
 

Look, in a game like D&D where the price of character failure in combat (death) is also a player failure (lack of fun), it's easy for players to conflate character success with player success. It's a rookie mistake that some don't grow out of, and frankly the default reward structure of the game (XP for encounters) reinforces it so it's not really their fault.

I know it took time behind the DM screen before I really appreciated that I had the most fun when the party was all around the same level. You get some who are a lot more powerful or a lot less powerful than the others and it doesn't work as well. And combat is the longest mechanical process in the game, so that's a bad place to be out of sync.

All of that said, people playing characters who can't hold up their end or mechanically out-shine the others is an out-of-game-world issue - it's not one for the characters to fix in-world, it's one for those around the table to fix. I find it actually pretty sad to discard "why don't you talk to your players", because that's the only possible solution that will work and still deliver fun to everyone.
 

None of those things is game breaking IMO. They all bring unique abilities to the table, but when built, or especially when optimized around these builds they all have weaknesses, in some cases glaring weaknesses.

Put a party of those 4 you mention into tomb of annihilation and play it as written and the party will be seriously UNOPTIMIZED for the campaign. They will end up spending a year wandering around the jungle lost, on the rare occasion they are not lost; they lack divination spells and will not be able to figure out many of the clues they do find. They will probably get killed in encounters they can't avoid with stealth in the jungle and will get slaughtered by traps once they make it in to the tomb itself ..... and that is assuming your sorcadin can turn undead, if he can't add that as a another glaring weakness. A lame Ranger-Cleric-Wizard-Rogue party is going to be better "optimized" for this particular campaign, due in large part to the class-specific skills they bring to the table (Ranger natural explorer, Cleric Undead and divination, Rogue stealth and traps, wizard-rituals like comprehend languages). Yeah in a straight-up Party-V-Party duel the "optimized group" beats this "lame group", but the "optimized group" probably can't find the fight in the first place.

As far as the spells you mention -
1. Hypnotic pattern is overhyped and hardly gamebreaking. It was my go-to offensive 3rd level spell for my last bladesinger and it is a good spell, but not game breaking. First, it is tough to pull off to maximum effect without catching allies unless the caster wins initiative. Second, as soon as the charmed are damaged the spell is broken, meaning you get exactly one with advantage hit on each enemy before it is over.
On a point of information, you don't get Advantage vs Incapacitated foes:

"Incapacitated​

So it's even weaker than you thought! :D

It can be situationally very good, eg vs a lone BBEG you can hypnotise him, surround him, and everyone Readies attacks. It's good against a group of foes to slow them down, but doesn't become an I Win button unless you got all or nearly all of them.
 

I know it took time behind the DM screen before I really appreciated that I had the most fun when the party was all around the same level. You get some who are a lot more powerful or a lot less powerful than the others and it doesn't work as well.

Conversely, I'm loving my current game where you may see a 1st level & a 5th level in the same party. When PCs die, new ones come in at 1st level, so getting a PC up to higher level in this game is a significant achievement. Also I use BTB XP with most fights being multiple foes (one group of 8 3rd-5th level PCs has just been ambushed by 20 Orcs & 2 Orc champions and are worried about a TPK) so advancement is pretty slow; been playing weekly on Roll20 since August 2020 and the PCs who started then are on the verge of 5th level (one PC played in the 1e version of the game since 2017 was converted over at 4th level, using 4 1e XP = 1 5e XP, and is now 5th). All PCs Point Buy or standard array, no Feats or Multiclassing. I got a bit bored running high power, fast advancement campaigns and wanted something a bit more old school grim & gritty - turns out 5e does this really well.

When a player has a new 1st level PC they're not worried about being outshone by the level 5 Fighter; their main concern is staying alive long enough to get good. In fact they are very grateful when the F5 soaks the damage.
 

Conversely, I'm loving my current game where you may see a 1st level & a 5th level in the same party. When PCs die, new ones come in at 1st level, so getting a PC up to higher level in this game is a significant achievement. Also I use BTB XP with most fights being multiple foes (one group of 8 3rd-5th level PCs has just been ambushed by 20 Orcs & 2 Orc champions and are worried about a TPK) so advancement is pretty slow; been playing weekly on Roll20 since August 2020 and the PCs who started then are on the verge of 5th level (one PC played in the 1e version of the game since 2017 was converted over at 4th level, using 4 1e XP = 1 5e XP, and is now 5th). All PCs Point Buy or standard array, no Feats or Multiclassing. I got a bit bored running high power, fast advancement campaigns and wanted something a bit more old school grim & gritty - turns out 5e does this really well.

When a player has a new 1st level PC they're not worried about being outshone by the level 5 Fighter; their main concern is staying alive long enough to get good. In fact they are very grateful when the F5 soaks the damage.
What rest and healing rules do you use?
 

What rest and healing rules do you use?
Long Rest 1 week - almost always done back at base, as part of downtime. Restores all hit dice. Light activities such as crafting or training can be combined with a LR. Resting overnight typically restores 1 hp/level & 1 Exhaustion level, in addition to SR benefits.

Short Rest 1 hour, but maximum 3 SR recovery of abilities (eg Ki, Action Surge) per day.

I use the 5e DMG training-to-level rules, but half the listed times if a mentor is available to train the PC. So eg 10 days at level 1-4 becomes 5 days with a mentor.
 

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