WizarDru
Adventurer
To me, the issue is not one of powergaming, but group compatability. Powergaming, like so many terms, is relative to the person speaking it and the audience hearing it.
Some folks have a playstyle that emphasizes a more tactical approach: take a level of ranger to get the front-loaded feats, take a level or two of rogue for sneak attack and skill goodness, and then choose your prime class. 'Use the system to your advantage' are their watchwords. There is nothing wrong with this. They may see non-combat sequences as merely setups for said combats, or necessary filler that they suffer through to get back to the smackdown.
And all that's fine, as long as it's kept relative to the group as a whole, and everyone's on the same page. Over the years, I've encountered people on both extreme ends of the spectrum, and neither one bothers me so much, unless they intentionally work at undermining the game. A quick perusal of the Story Hours will show that we have a variety of perspectives available and that all sorts of games make entertaining reading. Wulf's Story Hour and Sagiro's are very different games in approach and tone, but both are excellent reading.
I've said it before, and I'll say it again: The only wrong way to play is to not have fun. Period.
Some folks have a playstyle that emphasizes a more tactical approach: take a level of ranger to get the front-loaded feats, take a level or two of rogue for sneak attack and skill goodness, and then choose your prime class. 'Use the system to your advantage' are their watchwords. There is nothing wrong with this. They may see non-combat sequences as merely setups for said combats, or necessary filler that they suffer through to get back to the smackdown.
And all that's fine, as long as it's kept relative to the group as a whole, and everyone's on the same page. Over the years, I've encountered people on both extreme ends of the spectrum, and neither one bothers me so much, unless they intentionally work at undermining the game. A quick perusal of the Story Hours will show that we have a variety of perspectives available and that all sorts of games make entertaining reading. Wulf's Story Hour and Sagiro's are very different games in approach and tone, but both are excellent reading.
I've said it before, and I'll say it again: The only wrong way to play is to not have fun. Period.