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Dealing with optimizers at the table
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<blockquote data-quote="pemerton" data-source="post: 8228954" data-attributes="member: 42582"><p>I don't think this is true. Part of optimisation is finding synergies. And the whole point of a synergy is that a new strength emerges from existing elements that are worth having on their own account.</p><p></p><p>I don't think that generalisations about <em>RPGs per se</em> are helpful here. Because different RPGs can be very different.</p><p></p><p>In Classic Traveller there is not really such a thing as optimisation: almost all of PC build is random, and one of the few points of choice is to allocate generic combat skills to particular weapons. There is scope for optimisation here - because different weapons have stat ratings below which a penalty is incurred and above which a bonus accrues - but it's not very complicated.</p><p></p><p>Prince Valiant is another RPG in which there is no scope for optimisation. PC build is just choosing skill ranks. It's not a system that has a number of interacting mechanical parts. There are no synergies.</p><p></p><p>D&D stands out, to me, as a RPG which has almost absurdly many interacting PC build elements and the same number of interacting subsystems. This is what creates the scope for optimisation; and also what creates the scope for building sub-optimal PCs if a player picks a build element that on its face seems to speak to what the player wants his/her PC to do, but which doesn't actually generate that pay-off in play because of the way it interacts with other elements of build and resolution framework.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8228954, member: 42582"] I don't think this is true. Part of optimisation is finding synergies. And the whole point of a synergy is that a new strength emerges from existing elements that are worth having on their own account. I don't think that generalisations about [I]RPGs per se[/I] are helpful here. Because different RPGs can be very different. In Classic Traveller there is not really such a thing as optimisation: almost all of PC build is random, and one of the few points of choice is to allocate generic combat skills to particular weapons. There is scope for optimisation here - because different weapons have stat ratings below which a penalty is incurred and above which a bonus accrues - but it's not very complicated. Prince Valiant is another RPG in which there is no scope for optimisation. PC build is just choosing skill ranks. It's not a system that has a number of interacting mechanical parts. There are no synergies. D&D stands out, to me, as a RPG which has almost absurdly many interacting PC build elements and the same number of interacting subsystems. This is what creates the scope for optimisation; and also what creates the scope for building sub-optimal PCs if a player picks a build element that on its face seems to speak to what the player wants his/her PC to do, but which doesn't actually generate that pay-off in play because of the way it interacts with other elements of build and resolution framework. [/QUOTE]
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