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Lightly-armored, greatsword-wielding human fighter
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<blockquote data-quote="CronoDekar" data-source="post: 2791889" data-attributes="member: 5998"><p>No offense, but I do think you're coming to this thread from the wrong direction. And from what you've said, I don't think you actually disagree with the main points being addressed.</p><p></p><p>Your campaign doesn't sound like you need any "optimizing" -- though "optimizing" in this sense is just making a character that's effective for the campaign (and again, using the definition of "campaign" as "all the adventures that will go on in a campaign world under a certain DM"). You seem to do varied challenges, which is cool, and as such fits for all playstyles. (Though that said, there may be things you don't use that much in your games, like how Kamikaze and I don't use Disable Device much -- but that's rather tangental to this discussion.) But suppose that the main plot of the campaign is going to be a zombie infestation. Rogues would probably be rather... unfun in that game, unless there's plenty of non-undead opponents.</p><p></p><p>Or, moving away from the famous rogue example, a campaign that primarily focused on dungeon crawls would make the druid rather unfun. It'd probably also make a character with a high charisma skill focus useless. And if half those dungeons were in areas of antimagic, then primary casters would feel rather hosed. Similarly, a campaign with very little combat would probably make the skullsplitting fighter/barbarian/warforged juggernaut pretty useless.</p><p></p><p>The problem comes when a bad DM -- or a DM who just hasn't really thought things through -- develops the campaign world without informing the players or keeping in mind the abilities of the characters. It's not that a light-armored fighter is best for min-maxing, just that it seems to (for the OP) have the least conflict with any campaign concepts the DM would use. And his tongue's firmly planted in his cheek <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Also, I don't think the hyrdophobe orc example is the best one in the world. The point there I believe was to show an exaggerated example: an orc who is afraid of water who, in a standard game, would encounter various personal challenges with bridges, swimming, and the like. Then the DM goes "it's a seagoing campaign," which is a big stretch for the character if thrown out early in the campaign. Eh, still don't think it's the best example (no offense Nac!).</p><p></p><p>Oh, one last thing I just thought of -- this will depend on the starting level of the character too. If I'm starting at level 1, then there's still a lot of wiggle-room if the DM decides to go in a direction I hadn't expected. If it's starting at level 10, a lot of my abilities are already set in stone, and barring the kindness of the DM (which is possible!), my wiggle-room will be very, very limited.</p></blockquote><p></p>
[QUOTE="CronoDekar, post: 2791889, member: 5998"] No offense, but I do think you're coming to this thread from the wrong direction. And from what you've said, I don't think you actually disagree with the main points being addressed. Your campaign doesn't sound like you need any "optimizing" -- though "optimizing" in this sense is just making a character that's effective for the campaign (and again, using the definition of "campaign" as "all the adventures that will go on in a campaign world under a certain DM"). You seem to do varied challenges, which is cool, and as such fits for all playstyles. (Though that said, there may be things you don't use that much in your games, like how Kamikaze and I don't use Disable Device much -- but that's rather tangental to this discussion.) But suppose that the main plot of the campaign is going to be a zombie infestation. Rogues would probably be rather... unfun in that game, unless there's plenty of non-undead opponents. Or, moving away from the famous rogue example, a campaign that primarily focused on dungeon crawls would make the druid rather unfun. It'd probably also make a character with a high charisma skill focus useless. And if half those dungeons were in areas of antimagic, then primary casters would feel rather hosed. Similarly, a campaign with very little combat would probably make the skullsplitting fighter/barbarian/warforged juggernaut pretty useless. The problem comes when a bad DM -- or a DM who just hasn't really thought things through -- develops the campaign world without informing the players or keeping in mind the abilities of the characters. It's not that a light-armored fighter is best for min-maxing, just that it seems to (for the OP) have the least conflict with any campaign concepts the DM would use. And his tongue's firmly planted in his cheek ;) Also, I don't think the hyrdophobe orc example is the best one in the world. The point there I believe was to show an exaggerated example: an orc who is afraid of water who, in a standard game, would encounter various personal challenges with bridges, swimming, and the like. Then the DM goes "it's a seagoing campaign," which is a big stretch for the character if thrown out early in the campaign. Eh, still don't think it's the best example (no offense Nac!). Oh, one last thing I just thought of -- this will depend on the starting level of the character too. If I'm starting at level 1, then there's still a lot of wiggle-room if the DM decides to go in a direction I hadn't expected. If it's starting at level 10, a lot of my abilities are already set in stone, and barring the kindness of the DM (which is possible!), my wiggle-room will be very, very limited. [/QUOTE]
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