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General Tabletop Discussion
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Is optimization on a common ground such as teamwork good for an rpg?
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<blockquote data-quote="SSquirrel" data-source="post: 4348376" data-attributes="member: 5202"><p>My group only has 3 people in it right now and 2 of us are going to make 2nd characters to fill out the group until we can find another couple of players. I told my friend to go ahead and make whatever he wants to play, b/c his wife is our cleric and he is a fighter, while I'm playing a wizard. Currently I have a warlock, warlord, rogue and paladin all sitting ready to go. My friend's choice will inform my decision on which one I play, but they're all interesting characters to me and I'm happy to play any of them. No rogue in the group, but Thievery is easy to pick up.</p><p></p><p>Now, I could ignore what my friend wants to play and then he can either go w/his first choice or make something else to fill a hole from some sense of duty. I wouldn't do that to a friend tho, so whatever happesn our group will function well together. This has been this way since Basic folks. 4E is not the only edition to encourage teamwork, but the teamwork is certainly the most effective mechanically compared to other editions. You can try really hard and make a sub-optimal character, but they will still be at least of a certain level in combat regardless. Making a lone wolf type can be fine, lord knows there are enough fantasy novels w/a lone wolf who still manages to work in the party scenario...typically. </p><p></p><p>Characters can still be personalized as focused or as sub-optimal as you like, and the party could be 5 wizards. Typically tho, a group talks about character ideas, shares ideas on backgrounds, etc. Maybe that's just my groups. I have yet to see how this is detrimental to enjoyment at the table.</p></blockquote><p></p>
[QUOTE="SSquirrel, post: 4348376, member: 5202"] My group only has 3 people in it right now and 2 of us are going to make 2nd characters to fill out the group until we can find another couple of players. I told my friend to go ahead and make whatever he wants to play, b/c his wife is our cleric and he is a fighter, while I'm playing a wizard. Currently I have a warlock, warlord, rogue and paladin all sitting ready to go. My friend's choice will inform my decision on which one I play, but they're all interesting characters to me and I'm happy to play any of them. No rogue in the group, but Thievery is easy to pick up. Now, I could ignore what my friend wants to play and then he can either go w/his first choice or make something else to fill a hole from some sense of duty. I wouldn't do that to a friend tho, so whatever happesn our group will function well together. This has been this way since Basic folks. 4E is not the only edition to encourage teamwork, but the teamwork is certainly the most effective mechanically compared to other editions. You can try really hard and make a sub-optimal character, but they will still be at least of a certain level in combat regardless. Making a lone wolf type can be fine, lord knows there are enough fantasy novels w/a lone wolf who still manages to work in the party scenario...typically. Characters can still be personalized as focused or as sub-optimal as you like, and the party could be 5 wizards. Typically tho, a group talks about character ideas, shares ideas on backgrounds, etc. Maybe that's just my groups. I have yet to see how this is detrimental to enjoyment at the table. [/QUOTE]
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Is optimization on a common ground such as teamwork good for an rpg?
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