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Merwin said it better than Schwalb
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<blockquote data-quote="keterys" data-source="post: 6334772" data-attributes="member: 43019"><p>I'm reminded of one time in a point-buy system where three of us were making characters.</p><p></p><p>Player A made their PC that dealt 15 damage and had DR 10.</p><p>Player B made their PC that dealt 30 damage and had DR 20.</p><p>Player C made their PC that dealt 40 damage and had DR 30.</p><p></p><p>Well, we saw right away that was a problem, so decided to use B as the median approach with minor fluctuations from there (A still had more skills than C, etc). Once we were on the same page for what was remotely acceptable, it was fine.</p><p></p><p>I don't think people really care about a point of damage here or there, but when someone utterly eclipses them - or the entire party - it's an issue.</p><p></p><p>Think 3e clerics with karma boosted holy words who (no save) defeat all enemies in an encounter every encounter. Whee. Or using shapechange shenannigans to literally tear the system asunder. </p><p></p><p>I'm usually on the upper end of optimization for the tables I sit at, though I try to do so in breadth and versatility, as well as a few emergency buttons. Less "I negated the encounter" and more "I saved the bacon when it happened to be needed". I usually do so as a preventative measure, often not even using abilities until and unless things really hit the fans.</p><p></p><p>I know plenty of people with less restraint. I've even got a couple of friends I DM for that have basically learned to pull back. Make sure everyone gets a couple turns - there's no point in encounters being decided before someone even got to go. In some cases, it was only _after_ they'd burned out DMs on running for them. </p><p></p><p>It is _very_ possible to optimize your way out of a game. There's a certain amount the designers can do to stop it, but there's _also_ a lot more players can do. Not being willfully ignorant or flagrantly abusive is a big step. Sometimes something isn't worded perfectly. Even most of the time. The goal is always fun, not just "winning".</p></blockquote><p></p>
[QUOTE="keterys, post: 6334772, member: 43019"] I'm reminded of one time in a point-buy system where three of us were making characters. Player A made their PC that dealt 15 damage and had DR 10. Player B made their PC that dealt 30 damage and had DR 20. Player C made their PC that dealt 40 damage and had DR 30. Well, we saw right away that was a problem, so decided to use B as the median approach with minor fluctuations from there (A still had more skills than C, etc). Once we were on the same page for what was remotely acceptable, it was fine. I don't think people really care about a point of damage here or there, but when someone utterly eclipses them - or the entire party - it's an issue. Think 3e clerics with karma boosted holy words who (no save) defeat all enemies in an encounter every encounter. Whee. Or using shapechange shenannigans to literally tear the system asunder. I'm usually on the upper end of optimization for the tables I sit at, though I try to do so in breadth and versatility, as well as a few emergency buttons. Less "I negated the encounter" and more "I saved the bacon when it happened to be needed". I usually do so as a preventative measure, often not even using abilities until and unless things really hit the fans. I know plenty of people with less restraint. I've even got a couple of friends I DM for that have basically learned to pull back. Make sure everyone gets a couple turns - there's no point in encounters being decided before someone even got to go. In some cases, it was only _after_ they'd burned out DMs on running for them. It is _very_ possible to optimize your way out of a game. There's a certain amount the designers can do to stop it, but there's _also_ a lot more players can do. Not being willfully ignorant or flagrantly abusive is a big step. Sometimes something isn't worded perfectly. Even most of the time. The goal is always fun, not just "winning". [/QUOTE]
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