Alzrius
The EN World kitten
I just recently got Goodman Games's new product Power Gamer's 3.5 Warrior Strategy Guide, and I am very much floored by how great of a product it is. The book basically introduces no new material at all (0 new spells, magic items, PrCs, base classes, races, monsters, skills, feats, etc), and instead uses math and number-crunching to analyze everything in the PHB to determine what ability scores, races, classes, skills, feats, equipment, and combat tactics are used to make the deadliest possible character (within certain archetypes, such as archer, heavy infantry, etc).
I seriously enjoyed the book, as it has quite a few new insights to the PHB material I've been looking at for a while now, not to mention some great tips on what to do to prepare for combat, and when in combat. That said, when I mentioned the book to a friend of mine, his reaction was visceral, calling it "everything he hated about D&D" when I explained what the book was to him...apparently he felt that making a character for anything less than story reasons un-made it as part of a game.
I know that it's vogue to bash "roll-playing", but honestly, isn't that going a bit too far? There's no reason that you can't both roll-play and role-play; I don't see why you can't be very much in-character during a game, and still want feats and skills that'll maximize combat potential when designing your character out of game. Likewise, people say you should tailor your levels, feats, etc to your character concept...but doesn't the reverse work just as easily? If I have a character who is mostly a distance fighter, and then I choose Power Attack, it doesn't seem that hard to come up with an in-game reason for it. Likewise, if what I want is a character that's extremely good at melee combat, does it necessarily detract from the game if I look at the various feats in terms of which will let me deal out the most damage?
I think there's nothing with looking at things from a numerical/mechanical perspective sometimes (particularly when you do that out-of-game), the same way there's nothing wrong with doing something in-character that doesn't make the most sense from the persepctive of what'll get the highest numbers. Does this make me a bad gamer or what?
I seriously enjoyed the book, as it has quite a few new insights to the PHB material I've been looking at for a while now, not to mention some great tips on what to do to prepare for combat, and when in combat. That said, when I mentioned the book to a friend of mine, his reaction was visceral, calling it "everything he hated about D&D" when I explained what the book was to him...apparently he felt that making a character for anything less than story reasons un-made it as part of a game.
I know that it's vogue to bash "roll-playing", but honestly, isn't that going a bit too far? There's no reason that you can't both roll-play and role-play; I don't see why you can't be very much in-character during a game, and still want feats and skills that'll maximize combat potential when designing your character out of game. Likewise, people say you should tailor your levels, feats, etc to your character concept...but doesn't the reverse work just as easily? If I have a character who is mostly a distance fighter, and then I choose Power Attack, it doesn't seem that hard to come up with an in-game reason for it. Likewise, if what I want is a character that's extremely good at melee combat, does it necessarily detract from the game if I look at the various feats in terms of which will let me deal out the most damage?
I think there's nothing with looking at things from a numerical/mechanical perspective sometimes (particularly when you do that out-of-game), the same way there's nothing wrong with doing something in-character that doesn't make the most sense from the persepctive of what'll get the highest numbers. Does this make me a bad gamer or what?
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