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Dealing with optimizers at the table
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<blockquote data-quote="Sword of Spirit" data-source="post: 8224004" data-attributes="member: 6677017"><p>Here's what I'm understanding from the OP:</p><p></p><p>The optimizers have been asked to work better with the rest of the group. They either try and fail because they just can't not process character option information the way they do, or they refuse. I'm going to assume the former so I can offer the sorts of suggestions I think the OP is looking for.</p><p></p><p>An idea occurred to me to let the optimizers get the experience they want without throwing off the power balance between optimized and non-optimized characters--which is the real issue here.</p><p></p><p>1) Assign an "optimization rating" to each PC created. The optimizers should be able to accurately assign such ratings to other people's characters, and if they seem inaccurate in play it will become obvious and can be adjusted.</p><p>2) XP is gained on a sliding scale based on optimization rating. A highly optimized character gains less XP, will fall behind in level, and therefore will end up being about as effective in combat as an unoptimized character.</p><p></p><p>This should allow the optimizers the desired experience of trying to beat the game by making a super-powerful character, except now the goal is to make a 3rd level character that's as effective as an unoptimized 5th level character. The win condition is that you're keeping up just fine even though you are lower level.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8224004, member: 6677017"] Here's what I'm understanding from the OP: The optimizers have been asked to work better with the rest of the group. They either try and fail because they just can't not process character option information the way they do, or they refuse. I'm going to assume the former so I can offer the sorts of suggestions I think the OP is looking for. An idea occurred to me to let the optimizers get the experience they want without throwing off the power balance between optimized and non-optimized characters--which is the real issue here. 1) Assign an "optimization rating" to each PC created. The optimizers should be able to accurately assign such ratings to other people's characters, and if they seem inaccurate in play it will become obvious and can be adjusted. 2) XP is gained on a sliding scale based on optimization rating. A highly optimized character gains less XP, will fall behind in level, and therefore will end up being about as effective in combat as an unoptimized character. This should allow the optimizers the desired experience of trying to beat the game by making a super-powerful character, except now the goal is to make a 3rd level character that's as effective as an unoptimized 5th level character. The win condition is that you're keeping up just fine even though you are lower level. [/QUOTE]
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