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Have we failed to discourage min-maxing?
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<blockquote data-quote="NeverLucky" data-source="post: 6854193" data-attributes="member: 6809614"><p>I would love to see more noncombat ways to resolve problems in AL adventures, but I would hate to see adventures where you'd simply fail or get overwhelmed without certain noncombat abilities. AL is focused around public play with players who frequently don't know each other, so it's very easy to have parties that lack particular spells or skills. If a group of players sit down at a convention and they all happen to play paladins, fighters, and barbarians, it's not really their fault that they don't have a trap finder or ritual caster or whatnot. Combat should always be an option to get through an adventure, even if it's not the best option, because D&D is a combat focused game where every class and every character is expected and able to contribute in combat.</p><p></p><p>Having combat as a failsafe also helps to mitigate for bad or inexperienced DMing, which is important in an environment where you can play with a lot of DMs you don't know. It can be really frustrating trying to find the "right" solution to an investigation or problem when the DM fails to provide necessary clues or is too inflexible to allow for plausible options that aren't written in the adventure. With combat as always a potential option, at least we can hack our way through the adventure if it would otherwise grind to a halt. Hack and slash combat adventures aren't that fun with a bad DM, but investigation/puzzle adventures can be downright nightmarish with a bad DM.</p></blockquote><p></p>
[QUOTE="NeverLucky, post: 6854193, member: 6809614"] I would love to see more noncombat ways to resolve problems in AL adventures, but I would hate to see adventures where you'd simply fail or get overwhelmed without certain noncombat abilities. AL is focused around public play with players who frequently don't know each other, so it's very easy to have parties that lack particular spells or skills. If a group of players sit down at a convention and they all happen to play paladins, fighters, and barbarians, it's not really their fault that they don't have a trap finder or ritual caster or whatnot. Combat should always be an option to get through an adventure, even if it's not the best option, because D&D is a combat focused game where every class and every character is expected and able to contribute in combat. Having combat as a failsafe also helps to mitigate for bad or inexperienced DMing, which is important in an environment where you can play with a lot of DMs you don't know. It can be really frustrating trying to find the "right" solution to an investigation or problem when the DM fails to provide necessary clues or is too inflexible to allow for plausible options that aren't written in the adventure. With combat as always a potential option, at least we can hack our way through the adventure if it would otherwise grind to a halt. Hack and slash combat adventures aren't that fun with a bad DM, but investigation/puzzle adventures can be downright nightmarish with a bad DM. [/QUOTE]
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Have we failed to discourage min-maxing?
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