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Dealing with optimizers at the table
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<blockquote data-quote="Non-Proficient" data-source="post: 8227958" data-attributes="member: 7030127"><p>Here's yet another solution OP that I'm developing to solve my issues. We play every other Sunday, the DM has another group on the alternating weeks, so we are planning to run Sidequest Sundays: a combat-heavy parallel campaign where we run our characters through all the time-consuming tactical madness that we grid-trolls thirst for. Raiding important NPC's homes in disguise to romance their women -but the guards block the escape! The secret crime syndicate mini-dungeon just outside of camp- stocked with thugs -whoa! How convenient! The BBEG's B-Team is deployed (that just happens to be considerably more competent than the A-Team!). How does this rub you OP? Would it wilt any feelings of importance for your storyline if you were aware that on the off-weeks your players were putting the smackdown on sub-plot antagonists? Would that still be stealing your player's thunder if they were doing it behind the scenes?</p><p></p><p>Maybe you can play it that these escapades always end with one of the combat characters waking up in a cold sweat... fever dreams of their paranoid overthinking of battleplans.</p><p></p><p>None of this involves any leveling or treasure, unfortunately, I mean it could, you just have to play it that you carouse it all away before the next 'official' adventure picks back up. We're bringing in NPC dummies for party characters that decline to be a part of the fun as meat shields -dying in the most horrible ways, but inexplicably fine come the next game day. Your caddy optimizers can run dual builds for the same characters: toned down for the game, and all-out for the sidequest one-shots -or they can pull their punches, but I'd side with an actual alternate toned-down sheet in case they don't have the discipline to behave. Use the excuse that they just can't bring it fully the next day because of all of the rowdy action they took part in the night before! --A sort of meta exhaustion. You can run these if you have time, it doesn't even have to be every off week, or your two players can if they aren't too lazy. Everybody seemingly gets what they want, and possibly more. What's not to love? Your <strong>Feeble Five</strong> are happy, your <strong>Ostentatious Optimizers</strong> are sated (as long as they aren't <em>really</em> more interested in ruining your game), and you can all live in harmony.</p><p></p><p>This is the outlet I've devised to nourish my combat cravings. We're gonna have alter-ego adventuring days getting into every gonzo shenanigan the DM would <u>never</u> let slide at the table (rightfully so) and for us, because we're carefully curating the implications to the main story- it's <u>all canon</u>! We're the <em>Sleepin'-in-our-heavy-armor-every-day!-OG's</em> --modeling our whole ******* lives around Morris Day and Jerome!</p></blockquote><p></p>
[QUOTE="Non-Proficient, post: 8227958, member: 7030127"] Here's yet another solution OP that I'm developing to solve my issues. We play every other Sunday, the DM has another group on the alternating weeks, so we are planning to run Sidequest Sundays: a combat-heavy parallel campaign where we run our characters through all the time-consuming tactical madness that we grid-trolls thirst for. Raiding important NPC's homes in disguise to romance their women -but the guards block the escape! The secret crime syndicate mini-dungeon just outside of camp- stocked with thugs -whoa! How convenient! The BBEG's B-Team is deployed (that just happens to be considerably more competent than the A-Team!). How does this rub you OP? Would it wilt any feelings of importance for your storyline if you were aware that on the off-weeks your players were putting the smackdown on sub-plot antagonists? Would that still be stealing your player's thunder if they were doing it behind the scenes? Maybe you can play it that these escapades always end with one of the combat characters waking up in a cold sweat... fever dreams of their paranoid overthinking of battleplans. None of this involves any leveling or treasure, unfortunately, I mean it could, you just have to play it that you carouse it all away before the next 'official' adventure picks back up. We're bringing in NPC dummies for party characters that decline to be a part of the fun as meat shields -dying in the most horrible ways, but inexplicably fine come the next game day. Your caddy optimizers can run dual builds for the same characters: toned down for the game, and all-out for the sidequest one-shots -or they can pull their punches, but I'd side with an actual alternate toned-down sheet in case they don't have the discipline to behave. Use the excuse that they just can't bring it fully the next day because of all of the rowdy action they took part in the night before! --A sort of meta exhaustion. You can run these if you have time, it doesn't even have to be every off week, or your two players can if they aren't too lazy. Everybody seemingly gets what they want, and possibly more. What's not to love? Your [B]Feeble Five[/B] are happy, your [B]Ostentatious Optimizers[/B] are sated (as long as they aren't [I]really[/I] more interested in ruining your game), and you can all live in harmony. This is the outlet I've devised to nourish my combat cravings. We're gonna have alter-ego adventuring days getting into every gonzo shenanigan the DM would [U]never[/U] let slide at the table (rightfully so) and for us, because we're carefully curating the implications to the main story- it's [U]all canon[/U]! We're the [I]Sleepin'-in-our-heavy-armor-every-day!-OG's[/I] --modeling our whole ******* lives around Morris Day and Jerome! [/QUOTE]
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