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If the characters are super optimized should the monsters be boosted too?
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<blockquote data-quote="iserith" data-source="post: 6662966" data-attributes="member: 97077"><p>I would say pursuit of mechanical superiority to the point of the game becoming less fun for others at the table a behavior that is not in keeping with the goals of play. As well, it is definitely not the goal of <em>every</em> character to defeat all enemies by "dominating in battle." There are two other pillars of the game (Basic Rules, page 5). Engaging with these pillars can be a way for the character achieve their goals.</p><p></p><p>In any case, character and player goals are not the same. While a <em>character's</em> goal may indeed be to dominate all of his or her enemies through violence, the intended goal for <em>players</em> of D&D 5e is to have a good time and create an exciting, memorable story. Quoting from the Basic Rules, page 2 (emphasis mine):</p><p></p><p>"There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but <strong>if everyone had a good time and created a memorable story, they all win</strong>."</p><p></p><p>If one buy's into what the Basic Rules have to say about the goals of play (and I do, obviously), then it's simply not enough to create a mechanical monster of a character and always make optimal choices during play. Those choices must <em>also</em> lead everyone to have a good time and create a memorable story. In fact, there is a specific mechanic that can be used to reward <em>sub-optimal</em> choices that help achieve the goals of play - Inspiration. From the Basic Rules, page 35 (emphasis mine): "Typically, DMs award it when you play out your personality traits, <strong>give in to the drawbacks presented by a flaw or bond,</strong> and otherwise portray your character in a compelling way."</p><p></p><p>If players are making choices "regardless of the fun of others" as you suggest, then the group risks failing to achieve their goals even if the characters succeed in theirs. The group's fun is <em>everyone's</em> responsibility at the table, in my view, not just the DM's. To that end, players are well-advised to consider whether their choices both in their build and what they do in play are both in keeping with their established characterization, are fun for everyone, and will help create an exciting, memorable story.</p></blockquote><p></p>
[QUOTE="iserith, post: 6662966, member: 97077"] I would say pursuit of mechanical superiority to the point of the game becoming less fun for others at the table a behavior that is not in keeping with the goals of play. As well, it is definitely not the goal of [I]every[/I] character to defeat all enemies by "dominating in battle." There are two other pillars of the game (Basic Rules, page 5). Engaging with these pillars can be a way for the character achieve their goals. In any case, character and player goals are not the same. While a [I]character's[/I] goal may indeed be to dominate all of his or her enemies through violence, the intended goal for [I]players[/I] of D&D 5e is to have a good time and create an exciting, memorable story. Quoting from the Basic Rules, page 2 (emphasis mine): "There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but [B]if everyone had a good time and created a memorable story, they all win[/B]." If one buy's into what the Basic Rules have to say about the goals of play (and I do, obviously), then it's simply not enough to create a mechanical monster of a character and always make optimal choices during play. Those choices must [I]also[/I] lead everyone to have a good time and create a memorable story. In fact, there is a specific mechanic that can be used to reward [I]sub-optimal[/I] choices that help achieve the goals of play - Inspiration. From the Basic Rules, page 35 (emphasis mine): "Typically, DMs award it when you play out your personality traits, [B]give in to the drawbacks presented by a flaw or bond,[/B] and otherwise portray your character in a compelling way." If players are making choices "regardless of the fun of others" as you suggest, then the group risks failing to achieve their goals even if the characters succeed in theirs. The group's fun is [I]everyone's[/I] responsibility at the table, in my view, not just the DM's. To that end, players are well-advised to consider whether their choices both in their build and what they do in play are both in keeping with their established characterization, are fun for everyone, and will help create an exciting, memorable story. [/QUOTE]
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If the characters are super optimized should the monsters be boosted too?
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