A min-maxed character does not have more self, just more spells or higher skills, and is not more heroic. Heroism is about emotion. I'm also saying that a lot of the tendency to powergame is to do with trying to protect yourself from 'the plot'.ARandomGod said:This doesn't make sense to me. You say that power gaming, as you are defining it, is trying to make the character as invulnerable as possible before play even begins. Hence before there is any opportunity to have self sacrifice... Hence trying to make a character with more self to potentially sacrifice... and therefore making one more capable of said sacrifice and therefore more capable of heroism as you have defined it here.
So, as I'm understanding it, you're saying here that the ability to BE a hero is antithetical to heroism itself, and therefore hero's are antihero's... well, it just breaks down. I don't see any sense in this attempt. Could you try again?
In my direct and second-hand experience, the mentality of conscientiously 'building' the rules incarnation of a character is a superficial experience that isn't rewarding for most people in the long term. In so far as it's done for its own sake, people who do that tend to get bored. Even if they don't, I feel it's a soulless, mechanical experience that doesn't offer deep emotional rewards.Once again, I'm not getting it. Sure, I'll agree that the quick fix isn't as good as long term enjoyment. But then again, building a character is long term. The quick fix of taking a feat without planning the character in full seems to be anti "powergaming" as you have defined it, and yet you're saying that it's anti itself too... Well.. What are you attempting to say?
The idea that playing a less rules-effective character is better roleplaying is, at least as far as this thread is concerned, a straw man, no? By 'powergaming' I mean someone for whom the aim of character power, and the means of manipulating the rules, *predominates*.
That sounds reasonable, so what are you disagreeing with? The strategy is to play to the mentality of a contingent of high-spending existing roleplayers (and encourage it, if possible, in others), but that mentality -- even the mentality of reading 300-page rulebooks at all -- is of much more limited appeal than the basic experience of roleplaying, which will not grow in popularity while these kinds of rulesets predominate.This I undersand. On the other hand, I at least semi-disagree with it. Or with part of it. Market research shows that people *will pay more* if you build a game with the potential to powergame, because you release the power gradually. This is what is meant when people say that WoTC didn't really make D&D so much as they made Magic: The RollPlaying. They took what they learned from magic and expansions and card (feat) combinations, and are making you buy more and more cards. And you do it. And it's very design is to encourage you to do so. They made the game this way to encourage powergaming and moneyspending. It's simple economics. Sure, you can get money spending other ways, other companies have done it. But obviously not with the success of Magic. And that's what this company is selling.
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