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Optional vs. "Optional"
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<blockquote data-quote="billd91" data-source="post: 5905587" data-attributes="member: 3400"><p>Oh, I don't see it very often either. But it sure does come up on these boards. That suggests that either the poster is using a lot of hyperbole or some DMs are doing a poor job of helping their players be successful and I think the attitude you were espousing - who are you to judge - or - it's their character - plays into that. Too much of that sentiment and not enough willingness to intervene and you can get PCs that are in need of fixing.</p><p></p><p></p><p></p><p>In my case, it's also about what I want. I want my players to be successful when they play, both on their own and as a member of a group whether they're new players or experienced. It's a slightly different philosophical approach, I think, from yours. But then, I've played quite a few point-based games (particularly with superheroes) in which GM participation and approval were important elements of building a character that would work out. So maybe it's a case of being socialized by the types of games I've played and run into taking that approach.</p><p></p><p>I actually do wonder sometimes if too many DMs just leave their players hanging out there without enough guidance. Back in the days of 1e when there were relatively few choices to make, you could leave well enough alone. But with thousands of feats to choose from in 3e/PF/4e, that gets to be a problem. D&D flavors have become much more sensitive to PC build choices over time. Some things synergize better than others. Some thing simply don't fit in with a campaign. DMs should be willing to jump in and help players who aren't fitting in to fit in, by recommending better choices and discouraging ones that may frustrate.</p></blockquote><p></p>
[QUOTE="billd91, post: 5905587, member: 3400"] Oh, I don't see it very often either. But it sure does come up on these boards. That suggests that either the poster is using a lot of hyperbole or some DMs are doing a poor job of helping their players be successful and I think the attitude you were espousing - who are you to judge - or - it's their character - plays into that. Too much of that sentiment and not enough willingness to intervene and you can get PCs that are in need of fixing. In my case, it's also about what I want. I want my players to be successful when they play, both on their own and as a member of a group whether they're new players or experienced. It's a slightly different philosophical approach, I think, from yours. But then, I've played quite a few point-based games (particularly with superheroes) in which GM participation and approval were important elements of building a character that would work out. So maybe it's a case of being socialized by the types of games I've played and run into taking that approach. I actually do wonder sometimes if too many DMs just leave their players hanging out there without enough guidance. Back in the days of 1e when there were relatively few choices to make, you could leave well enough alone. But with thousands of feats to choose from in 3e/PF/4e, that gets to be a problem. D&D flavors have become much more sensitive to PC build choices over time. Some things synergize better than others. Some thing simply don't fit in with a campaign. DMs should be willing to jump in and help players who aren't fitting in to fit in, by recommending better choices and discouraging ones that may frustrate. [/QUOTE]
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