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Game design allow sub optimal class build. Confirmed by M Mearls
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<blockquote data-quote="I'm A Banana" data-source="post: 6925065" data-attributes="member: 2067"><p>I'd be fine with it. Maybe they're a DEX build. Maybe they're mage-tanking. Give 'em a two-hander and some good armor, and they'll be good enough for any challenges I'd throw at the party.</p><p></p><p></p><p>Iffier, but not automatically a problem. For one, if I'm running a fight where one person makes the difference between success and slaughter, I think my encounter building needs some tweaks - the party should be able to fail without a near-TPK. For two, we've just learned that this character is not a reliable front-liner, which is fine. Some other character might be that, or we'll just take this game in a more sneaky/ambushy direction. Could be a problem if the player is being a jerk about it.</p><p></p><p></p><p>I play a wild mage, and that's actually happened from a wild surge for me before. It was not the end of the world. </p><p></p><p></p><p>Totally fine with me if the player wants to spend their slots on mobility. </p><p></p><p></p><p>IMXP, this is usually just a miscommunication of character goals. My inocculation against this is being up-front with the player: "What's your character's goal? What do they want? Why are the an adventurer?" Or, sometimes, I'll say, "Your character wants do to this. <strong>Why</strong> they want to do this is up to you, but part of the gameplay is that your character does want this." </p><p></p><p>Not that that'll work against someone who just wants to wreck the game, but also IMXP, it's rare for someone to actually want that.</p><p></p><p></p><p></p><p>It's kind of surprising to me how differently people react when all that you change is the presumption of positive intent. I presume someone who shows up to my game is doing their best to play D&D in a way that is fun for them, and I'm generally down for embracing a lot of that. Where I'm not cool, I'll let them know, if it happens, and try to solve it just by talking with the player. Showing up to a game where I have to prove my positive intent by creating characters a certain way and can be booted from the game if I don't measure up to someone else's standard seems....stressful, to me.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6925065, member: 2067"] I'd be fine with it. Maybe they're a DEX build. Maybe they're mage-tanking. Give 'em a two-hander and some good armor, and they'll be good enough for any challenges I'd throw at the party. Iffier, but not automatically a problem. For one, if I'm running a fight where one person makes the difference between success and slaughter, I think my encounter building needs some tweaks - the party should be able to fail without a near-TPK. For two, we've just learned that this character is not a reliable front-liner, which is fine. Some other character might be that, or we'll just take this game in a more sneaky/ambushy direction. Could be a problem if the player is being a jerk about it. I play a wild mage, and that's actually happened from a wild surge for me before. It was not the end of the world. Totally fine with me if the player wants to spend their slots on mobility. IMXP, this is usually just a miscommunication of character goals. My inocculation against this is being up-front with the player: "What's your character's goal? What do they want? Why are the an adventurer?" Or, sometimes, I'll say, "Your character wants do to this. [B]Why[/B] they want to do this is up to you, but part of the gameplay is that your character does want this." Not that that'll work against someone who just wants to wreck the game, but also IMXP, it's rare for someone to actually want that. It's kind of surprising to me how differently people react when all that you change is the presumption of positive intent. I presume someone who shows up to my game is doing their best to play D&D in a way that is fun for them, and I'm generally down for embracing a lot of that. Where I'm not cool, I'll let them know, if it happens, and try to solve it just by talking with the player. Showing up to a game where I have to prove my positive intent by creating characters a certain way and can be booted from the game if I don't measure up to someone else's standard seems....stressful, to me. [/QUOTE]
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