ph0rk
Friendship is Magic, and Magic is Heresy.
the Jester said:I disagree, especially at high levels. When you have to factor in ability buffs, power attack, the effects of being enlarged, bardic music, recitation and more, and lots of it changes every round... well, it's a lot harder than just writing down "1d12+5" or something.
eh? does being enlarged and bardic music happen so rarely you can't plan for it? The party knows its abilities, and the buffs likely to be cast. Write them down if you can't add them quickly. If it changes every round, all the more reason to jot it down.
If you add it in your head each round, and are slow enough to slow combat down, I'd say you are doing it wrong. For a recent character I jotted down his damage with each weapon, with power attack at full, at half, and when raging, and also against humans.
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players that suck can monopolize the game, either through role playing or roll playing - this does not in itself make either style of play 'bad' in all cases.
In the case of characters that are optimized or specialized in a particular facet of the game (the dungeon-crawling rogue, the rock'em sock'em fighter, the glib bard), these characters are often specialized at the expense of other areas.
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rushlight said:From my experience, he would probably not use the killer combos to their most effective. Not intentionally, mind you - he would most likely "do what the character would do".
What, so the well-trained fighter is just going to decide not to fight their hardest in a life or death melee... just because? Thats what the character would do... if they were suicidal!
rushlight said:A power-gamer wouldn't even consider what the character would do. He'd look over the battlefield, ponder for a moment on the most effective target and combo, and them methodically implement it. Is that what his character would do? Would he really stop in the middle of a vicious melee (while being attacked by other people!) and figure, "hey, I could trip that mage and get an AoO - that's like a free hit!" and then run over and do it?
Yes, if he was able to figure out it was a mage. Choice 1: stand your ground, get cut to bits, and eventually nuked when the mage finished with the rest of your party. Choice 2: suffer the penalty from disengaging and charge the mage; he/she can dish out much more damage in a round and will most likely harm you more if left alone than if charged and tripped.
You can call it self preservation, selfless defense of the party, or just experienced. A fighter-type knows how to fight; that means more than swinging the pointy end at the soft squishy bits.
Your examples sound like you'd prefer players not use tactics much while playing - if that's how your group likes it, fine. I prefer to play my characters (fighters too) as if they had an int of 6 or better.
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It seems a thread on this topic pops up about once a fortnight. Is the idea that some people play the game differently that difficult to swallow?
roll playing and role playing are not mutually exclusive.
However, I wouldn't want to play with anyone that picked one to the total exclusion of the other.