EyeontheMountain
First Post
My problem between powergaming and role-playing is which seems to be the strongest factor in character creation. I run a lot of PBEMs, with people I have never and will never meet face to face. So I ask for full character sheets plus backgrounds, as a way to get the crunch of the game, (obviously) and to get the fluff of what kind of player i am dealing with, and how the player is likely to act in the game.
And believe me, I get all kinds. From people who have a concept and then cannot put together a character (rules-wise) who really can pull their own weight in the party. Nice concept, and some interesting combinations, but just not effective in a way the party needs them to be effective. Sure, I let some of them in, but not in the top four slots, they can come in as a 5th, 6th or such character, the more general slots.
I know people may not agree with me, but in my experience having the basic four roles, plus backups does make the game work better.
The other end of the spectrum is power-gamers, who have a concept they want to play, but it is not a concept of a character, but a concept of a set of rules/feats/abilities they want to 'try out'. Generally thee show up in my games where I start at levels much higher than 1. And then the optimizing begins with odd feat selections at low levels (like those who take quicken at first level, to save their higher slots for other things),and then a lot of rules-driven choices, that make little or no sense in any role-playing sense, like alignment shifts at key points, or 'I was an assassin, but now I am good, and of course you will still let me use my death attack' kind of people. To me that is power gaming, and it is pretty easy to pick out form the crowd. Is it wrong, not really, but it is a totally different style of game.
For my games, I don't actually like either extreme. I want characters who are competently built, and effective, without getting into power gaming territory. It is a fine line, though.
And believe me, I get all kinds. From people who have a concept and then cannot put together a character (rules-wise) who really can pull their own weight in the party. Nice concept, and some interesting combinations, but just not effective in a way the party needs them to be effective. Sure, I let some of them in, but not in the top four slots, they can come in as a 5th, 6th or such character, the more general slots.
I know people may not agree with me, but in my experience having the basic four roles, plus backups does make the game work better.
The other end of the spectrum is power-gamers, who have a concept they want to play, but it is not a concept of a character, but a concept of a set of rules/feats/abilities they want to 'try out'. Generally thee show up in my games where I start at levels much higher than 1. And then the optimizing begins with odd feat selections at low levels (like those who take quicken at first level, to save their higher slots for other things),and then a lot of rules-driven choices, that make little or no sense in any role-playing sense, like alignment shifts at key points, or 'I was an assassin, but now I am good, and of course you will still let me use my death attack' kind of people. To me that is power gaming, and it is pretty easy to pick out form the crowd. Is it wrong, not really, but it is a totally different style of game.
For my games, I don't actually like either extreme. I want characters who are competently built, and effective, without getting into power gaming territory. It is a fine line, though.