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The Min-Max Problem: Solved
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<blockquote data-quote="Starfox" data-source="post: 7482060" data-attributes="member: 2303"><p>A novel approach to reducing min-maxing for success is in the game Mouseguard. I will let my min-maxer persona describe how to do this.</p><p></p><p>When I min-max, the goal is always to build a solid base to expand on. I can live with a mediocre character at low levels (where the difference between different characters is usually minimal anyway). In Mouseguard, you earn experience for every roll, fail or success, and in order to succeed, you need a number of successes AND failures. More rolls generate more experience. If you fail, you have to roll again to negate the failure before you can succeed, resulting in more xp.</p><p></p><p>So the optimizing player identifies the situations where failure is not so bad, and fail at those, while succeeding at the crucial tasks. Since Mouseguard also has a fail-forward mechanism, its is actually quite easy to do. </p><p></p><p>Mouseguard is a procedural system (I think it is similar to Dungeon World in this, but I never tried Dungeon World). It uses a minigame that is a mix of paper-rock-scissors and dice to resolve situations. And this procedure can be gamed to no end.</p><p></p><p>The consequences of failures early in a task can be minimal (depending on the GMs mood in assigning failure penalties). By always defining "avoiding injury" as your major objective, the objective you normally achieve even on a minor failure, you can fail to your hearts content and still succeed at the entire task. Skill in the minigame trumphs character ability.</p><p></p><p>Not sure if this is a good way to handle min-maxing, but to me it was quite novel.</p></blockquote><p></p>
[QUOTE="Starfox, post: 7482060, member: 2303"] A novel approach to reducing min-maxing for success is in the game Mouseguard. I will let my min-maxer persona describe how to do this. When I min-max, the goal is always to build a solid base to expand on. I can live with a mediocre character at low levels (where the difference between different characters is usually minimal anyway). In Mouseguard, you earn experience for every roll, fail or success, and in order to succeed, you need a number of successes AND failures. More rolls generate more experience. If you fail, you have to roll again to negate the failure before you can succeed, resulting in more xp. So the optimizing player identifies the situations where failure is not so bad, and fail at those, while succeeding at the crucial tasks. Since Mouseguard also has a fail-forward mechanism, its is actually quite easy to do. Mouseguard is a procedural system (I think it is similar to Dungeon World in this, but I never tried Dungeon World). It uses a minigame that is a mix of paper-rock-scissors and dice to resolve situations. And this procedure can be gamed to no end. The consequences of failures early in a task can be minimal (depending on the GMs mood in assigning failure penalties). By always defining "avoiding injury" as your major objective, the objective you normally achieve even on a minor failure, you can fail to your hearts content and still succeed at the entire task. Skill in the minigame trumphs character ability. Not sure if this is a good way to handle min-maxing, but to me it was quite novel. [/QUOTE]
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