Optimisation in PC building

When you refer to a character being powerful are you meaning powerful in combat?

This is a good question.

Imagine a Bard in Moldvay Basic that increases Monster Reaction rolls from 2d6 to 3d6. Suddenly, the distribution of NPC relations moves significantly toward friendly. Or they allow their companions to roll the best of 2d6 for all of their exploration moves. Suddenly, the competency of their companions in exploration jumps significantly. Or they change the Wandering Monster Clock from ever 2 turns to every 3 turns. Suddenly, the # of encounters per delve drops significantly.

That is an enormously powerful Class.

Or an Elven Ranger in DW w/ Follow Me as a Move. Suddenly, they're able to Scout and Navigate on a Perilous Journey and guarantee a 10+ in both of those roles. That fundamentally changes (obsoletes outright if the Ranger player wishes or they can select to encounter 1 or 2 Discoveries - interesting site that is likely a boon - on the Journey if they wish ) the nature of one of the primary sites of play.

That is an enormously powerful Playbook/build.

Both of those are significantly more powerful than the AD&D 2e Katana of Munchkin Legacy that lets players see their enemies driven before them and hear the lamentations of their GMs.
 
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I admit I don't get the obsession some people have with balance which I suppose drives these win condition discussions. If the group had fun, then the players are winners. If they did not have fun then they are losers. I've had players who are obsessed with maximizing their abilities and get a lot out of thinking they are the best at something. I also have players who could care less about that and are focused on some other aspect of play.

So when someone says a "win" condition, are they not implying they are beating someone else? At what? kills? Who cares. I don't. My group doesn't. Maybe those who are obsessed with being uber keep count for their own pleasure but the rest of us just don't care.
The very term "game" carries connotations of two key elements:
  1. procedural rules other than for etiquette
  2. At least one of
    • a defined win condition or...
    • a defined loss condition
    • obvious but undefined loss condition
Most people consider character death a loss condition, even if that is not actually defined as a loss condition.

There also is a small (but still significant) minority for whom RPGs are tactical character scale wargames with the thinnest linking talk to justify the next fight. Hell, there are times I like to play that way. (D&D 4e was really good for that mode, especially once skill challenges were understood.)
 

I've done a lot of playing and GMing of games with detailed character design systems (mostly Champions and GURPS), where optimisation is very possible and some aspects of it often become conventions within a group. The point where it becomes annoying is when characters are designed only as "playing pieces" for a role in a party or story, and lack the complexity of "real" personalities.

The most talented optimiser I know has real skill in creating personality without spending many points on it. His characters are highly effective, since that's the way he likes to play, but they don't grab the spotlight all the time: he's willing to let other characters do much of the work, or all of it, if they can manage without him.
 

I dunno. I could say the same thing about 5e rapiers versus other one-handed weapons, or even archery versus other fighting styles. If not broken, they exist outside the normal power curve, and I would certainly say choosing those options counts as optimization.
If done deliberately, perhaps.

If done accidentally, say by a player unfamiliar with the rules? Not so much - just put it down to a lucky choice and carry on.
I do think asking what play priority is being violated by optimized characters in a standard adventure path type game is an interesting one, though. Everyone playing is aware that they're going to eventually win out (even if their character dies, you make a new one), so what does it really matter if the combat is easier and goes faster? I feel like it's probably the performative aspect being negated in combat by the stronger characters, but I'm still thinking about it.
Sports: the win condition for the team is to win the game. The win condition for the player is to be the best player on the team; "man of the match", as it were.

D&D: the win condition for the party is to beat the adventure. The win condition for the character (and player) is to be the best character in the party; where best is defined as the character who leads by example, takes more risk, gains more rewards, and - in a party of four, say - represents considerably more than 1/4 of the party's overall effectiveness in as many situations as possible.

Ideally, this personal win condition is achieved through the run of play. Optimizers instead want to achieve it through character build and pre-play game mechanics and then let the run of play take care of itself, which IMO isn't nearly as much fun.
 

The very term "game" carries connotations of two key elements:
  1. procedural rules other than for etiquette
  2. At least one of
    • a defined win condition or...
    • a defined loss condition
    • obvious but undefined loss condition
That's the American view, a culture in which for some reason every game must have a winner and loser.

There's a fourth option, that being "a defined endpoint or end condition at which time if both sides are equal there is neither a winner nor loser". A tie in football. A stalemate in chess. Etc. Rarely if ever applicable to RPGs, but that doesn't deny its existence.
Most people consider character death a loss condition, even if that is not actually defined as a loss condition.
It's a personal loss condition; as are significant loss of character wealth, loss of levels, and so forth. Contrast this with a team-level loss condition, where the party gets its lunch fed to it in a battle and has to retreat, or blows some negotiations so badly that things would have been much better had the PCs never got involved.
There also is a small (but still significant) minority for whom RPGs are tactical character scale wargames with the thinnest linking talk to justify the next fight. Hell, there are times I like to play that way. (D&D 4e was really good for that mode, especially once skill challenges were understood.)
I suspect there's more such players (and DMs!) out there than we'd like to admit. :)
 


If done deliberately, perhaps.

If done accidentally, say by a player unfamiliar with the rules? Not so much - just put it down to a lucky choice and carry on.
Sure. That goes back to the larger point I was making in that post, that to consider a choice to be optimization requires intent. Lucking into a powerful choice is just that, lucky.

D&D: the win condition for the party is to beat the adventure. The win condition for the character (and player) is to be the best character in the party; where best is defined as the character who leads by example, takes more risk, gains more rewards, and - in a party of four, say - represents considerably more than 1/4 of the party's overall effectiveness in as many situations as possible.
That's interesting, because it implies the players are "keeping score" as it were, even if that play priority is being disavowed. ("You can't win D&D!") Which makes sense to me. Most modern D&D type games deploy a lot of options around allowing your personal vision of a character to be deployed through rules modules, but attempt to restrict the difference in overall effectiveness between all combinations of those options. This speaks to a win condition primarily of performative contributions ("Look at how distinct and different my character concept is"; "Look at how my contribution shifted the battle"). It's not really about winning the module, it's about looking good doing it.
 
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Most modern D&D type games deploy a lot of options around allowing your personal vision of a character to be deployed through rules modules, but attempt to restrict the difference in overall effectiveness between all combinations of those options. This speaks to a win condition primarily of performative contributions ("Look at how distinct and different my character concept is"; "Look at how my contribution shifted the battle"). It's not really about winning the module, it's about looking good doing it.
In some ways this seems a fairly weak win condition.
 


Well my observation is that if you care about optimization and being one of the most powerful PCs then you do certain things and you care about certain things. My point was that not everyone engages in that game and they don't need to engage to have fun. The people who have played rogues in my games in older editions definitely had weaker PCs in combat. Some people just don't care. If you care and can't get what you like then of course you are not going to have fun. My observation is that not everyone is obsessed with whether their character performed better in combat than someone elses. YMMV.
My observation is that a lot of people who think that they don't care about this stuff actually do, just not in nearly as conscious a way. That people who you think are fine with weak characters are, in at least some cases, simply not speaking up because they think it's "the way it is".

I have a specific example. One of the players I've played with for 30-ish years, for the first 10+ years, whenever we played AD&D 2E, played a Thief (single-classed, human). He seemed to enjoy it, though I think part of that was that I ensured he had magic items that allowed him to keep up with the other PCs more. He never complained. In other systems he played other things, though still usually leaning Rogue-ward. In 3.XE, he played a Rogue, and honestly, 3.XE felt so bad for literally everyone who wasn't a caster that I don't think his experience stood out (this was true even at relatively low levels - though full BAB characters also felt okay at lower levels - ones who were neither full BAB or casters though? Ouch). Skills weren't hugely rewarding-feeling in 3.XE so that didn't help. Then he played 4E. 4E rejected this notion that it was fine for some classes to "just suck". 4E Rogues were badasses. Suddenly, his demeanour changed. We always thought his slightly rueful attitude to combat and the like was merely an expression of his personality, but in 4E? That clearly wasn't the case. He was actually having fun - and he expressed that in very clear and literal terms, saying that he finally felt like he was playing the character who he'd always wanted to play in D&D, finally really having fun in combat. He even started optimizing and making really sensible decisions re: powers and so on. 5E he played a Rogue again, but didn't have as much fun as 4E, and now his go-to class is Warlock, because despite never having complained during the 2E and most of the 3E era (he did voice a concern along the lines of "I wish I had spells..." in late 3.XE), he's seen what it's like to actually have fun in combat, and doesn't want to go back to not being like that.

So I strongly suspect a lot of other people are the same way, and until they get to play a character who is highly effective in combat, they won't really express it. Some might not even then, but I'd be interested to see if they kept on playing combat-ineffective characters.

It's not really about winning the module, it's about looking good doing it.
Even if the players consider themselves as a group I think this is true. My experience over 30+ years is that players don't actually put a lot of weight on "beating" an adventure. Some, but not a lot. They put a lot more weight on having cool characters, doing cool and memorable stuff and so on, and that depending on the system, that often does interact with optimization. Players often set short-term win conditions of their own too, like getting their own back on a specific NPC for they feel as screwed them over or something, even if this wasn't part of your plan as DM.

@pemerton Still agree with most of what you're saying but I feel like Rifts is the killer example of where the "Well just picking a class or choosing a weapon isn't optimization" breaks down, at least in terms of being meaningful. This is particularly relevant to me now because I've been comparing Rifts and the newest version of Savage Worlds Rifts. By your definition of optimization, there's absolutely no question that optimization in terms of picking specific edges, specific skills, spending stuff carefully and so on is vastly more possible within Savage Worlds Adventure Edition (SWADE) than Palladium Rifts. With Palladium Rifts, optimization is pretty limited - you pick either an Racial Character Class (RCC) or a race and an Occupational Character Class (OCC). You roll some stats and pick some skills, but the actual optimization is pretty limited. It's pretty much the same skills which are optimal for all characters, and in many cases some/all of those skills simply come with the class. But Rifts is vastly, insanely unbalanced, because the reality is, a lot of RCCs and some races and OCCs are just ridiculously better than other ones, like laughably so. It's been that case since the beginning, too, and only got worse over time. Knowing which RCCs, OCCs, and simple equipment choices were just waaaaay better than the others (combined with a limited number of choices re: skills) was huge. A lot of it required you to understand stuff that wasn't immediately obvious, too. Like, yeah, a Glitterboy is obviously powerful and doesn't require much in the way of choice-based optimization, but something like the Hunter Cat RCC buried deep in South America 1 is also ludicrously powerful, and to know that, you need to know it exists, and understand why it's so powerful, which feels awfully like optimization to me, and unbalances the game more than a lot of points-based or similar optimization. Likewise with knowing about guns and armour buried in various books, and understanding why certain ones were particularly OP because of the way they interacted with other rules

Contrast this with SWADE Rifts, where whilst you can, in theory, optimize more, because you have more moving parts to work with, more choices, and so on, and you see that actually, SWADE is far more balanced (though not without issues), and in-depth knowledge of the system and books is far less likely to benefit you to the same degree.

I don't know if this entirely undermines what you're saying - I don't think so - but I feel like you can have games where your definition of optimization is quite limited, but which are grotesquely unbalanced, and ones where there's a ton of optimization possible, but the end result is pretty balanced in most cases.
 

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