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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="Fenes" data-source="post: 4348455" data-attributes="member: 604"><p>I absolutely loathe the way specific group roles are needed in many MMOGs. If tabletop roleplaying was like this, if someone had to play the cleric, someone had to play the rogue, someone had to tank, and CC, I'd not do it.</p><p></p><p>Fortunately, a DM can, even without mechanical support, avoid that pitfall by adjusting the opposition and ensure that every player can play the character they want and have fun, and doesn't have "to take one for the team" and play the bandaid/Tank/CC/Trapmonkey/DPS.</p><p></p><p>There's a problem if the DM uses bought adventures/encounters, and if those encounters assume that a party will be optimised in composition ("Covering all bases") and optimised in combat ("Fighting as efficiently as possible"). If encounters demand a certain set of tactics (In MMOGs we'd have the "Tank pulls, CC ccs, Tank holds aggro, all gang up on one, then switch to next target" tactics that often was and is the best way to handle any combat) then tabletop lost a lot of its appeal.</p><p></p><p>It's in tabletop RPGs that you can play less a machine or set of stats, and more a character. Where your character's character shines through, not his DPS.</p></blockquote><p></p>
[QUOTE="Fenes, post: 4348455, member: 604"] I absolutely loathe the way specific group roles are needed in many MMOGs. If tabletop roleplaying was like this, if someone had to play the cleric, someone had to play the rogue, someone had to tank, and CC, I'd not do it. Fortunately, a DM can, even without mechanical support, avoid that pitfall by adjusting the opposition and ensure that every player can play the character they want and have fun, and doesn't have "to take one for the team" and play the bandaid/Tank/CC/Trapmonkey/DPS. There's a problem if the DM uses bought adventures/encounters, and if those encounters assume that a party will be optimised in composition ("Covering all bases") and optimised in combat ("Fighting as efficiently as possible"). If encounters demand a certain set of tactics (In MMOGs we'd have the "Tank pulls, CC ccs, Tank holds aggro, all gang up on one, then switch to next target" tactics that often was and is the best way to handle any combat) then tabletop lost a lot of its appeal. It's in tabletop RPGs that you can play less a machine or set of stats, and more a character. Where your character's character shines through, not his DPS. [/QUOTE]
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