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More Rock/Paper/Scissors/Lizard/Spock in Combat
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<blockquote data-quote="delericho" data-source="post: 6008766" data-attributes="member: 22424"><p>In that case, 4e provided the wrong solution to the problem. The right solution is two-fold:</p><p></p><p>Firstly, the rules should not allow a PC to be built as "a Rock" - the character should certainly be allowed to specialise (becoming "a bit rock-like"), and perhaps specialise quite significantly (becoming "really quite rock-like"), but should <em>not</em> be allowed to over-specialise to the extent seen in some (many?) of the "Character Optimisation" builds, where <em>all</em> the character can do is trip, or fire damage, or whatever. In particular, a base competence in all areas must be maintained.</p><p></p><p>Secondly, the DM should be provided with clearly labelled tools, <em>coupled with advice to make sure he uses a diverse set</em>. If the DM is throwing Rocks, Scissors, Lizards, Spocks, and Paper at the PCs, then that ultra-optimised approach doesn't work - sooner or later you'll meet your antithesis and be defeated. The winning strategy is a diverse skill-set. Most importantly, the advice needs to be quite clear: if your players <em>do</em> ultra-optimise their characters into one-trick ponies who rock 90% of encounters but will be wiped out by the other 10%, <em>you must use that 10% anyway.</em> Better to have one TPK, and any whining that goes with it, and then have the lesson learnt, rather than have to deal with the constant arms race.</p><p></p><p>The net effect of putting these together is that all characters should be able to contribute at least somewhat to all encounters, but they'll each get a chance to shine in the various different types of encounters - the Fighters will rock against golems, the Wizards against large numbers of weak opponents, the Rogues against single powerful (and sneak-attackable) opponents, the Cleric against undead, and so on.</p></blockquote><p></p>
[QUOTE="delericho, post: 6008766, member: 22424"] In that case, 4e provided the wrong solution to the problem. The right solution is two-fold: Firstly, the rules should not allow a PC to be built as "a Rock" - the character should certainly be allowed to specialise (becoming "a bit rock-like"), and perhaps specialise quite significantly (becoming "really quite rock-like"), but should [i]not[/i] be allowed to over-specialise to the extent seen in some (many?) of the "Character Optimisation" builds, where [i]all[/i] the character can do is trip, or fire damage, or whatever. In particular, a base competence in all areas must be maintained. Secondly, the DM should be provided with clearly labelled tools, [i]coupled with advice to make sure he uses a diverse set[/i]. If the DM is throwing Rocks, Scissors, Lizards, Spocks, and Paper at the PCs, then that ultra-optimised approach doesn't work - sooner or later you'll meet your antithesis and be defeated. The winning strategy is a diverse skill-set. Most importantly, the advice needs to be quite clear: if your players [i]do[/i] ultra-optimise their characters into one-trick ponies who rock 90% of encounters but will be wiped out by the other 10%, [i]you must use that 10% anyway.[/i] Better to have one TPK, and any whining that goes with it, and then have the lesson learnt, rather than have to deal with the constant arms race. The net effect of putting these together is that all characters should be able to contribute at least somewhat to all encounters, but they'll each get a chance to shine in the various different types of encounters - the Fighters will rock against golems, the Wizards against large numbers of weak opponents, the Rogues against single powerful (and sneak-attackable) opponents, the Cleric against undead, and so on. [/QUOTE]
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