R
RevTurkey
Guest
Poorly built characters? Stats written in the wrong order? Head on back to front?
Unoptimised? What does that even mean?
Unoptimised? What does that even mean?
I didn't say you were adversarial. I said that when *I* read what you wrote, that is how *I interpret* it (based of posters from various boards). Part of the job is to provide difficult challenges, but many DMs feel that *every* challenge is supposed to be difficult and push characters to the limits rather than a variety of encounter levels (often with the attitude that characters not built to deal with are poorly designed).I also GM, and my players like my games. As a GM, part of my job is to provide challenges that are difficult but ultimately surmountable. Calling this process adversarial is putting words in my mouth.
However, when a character is poorly built (either compared to the rest of the group or just generally speaking) then the line between 'providing a challenge' and 'turning the PC into chunky salsa' becomes smaller and smaller. In my experience, when that line is narrow enough, I end up feeling stressed and no longer enjoying the experience of GMing. Therefore, unoptimized characters are not fair to me as a GM.
At this point, I'm sorry I used the halfling barbarian as an example, because everyone seems to be focused on that specific idea instead of the bigger picture.
In some/most/all systems, there are character concepts that do not work as well mechanically as other character concepts. We can all agree on that, right? So is the argument (a) that that's a good thing because those character concepts are bad or (b) that that's fine because the gap isn't that big? It seems like people are trying to have it both ways.
I feel I've already been pretty clear about my answer to (a). Namely, a system should be subordinate to its players, and not the other way around. If you're arguing (b), then if you'll pardon me, I'm exiting stage left before someone drags out the spreadsheets and the personal anecdotes.
The more balanced a system is, the less difference there is -- the less difference there can be -- between a roleplayer and a powergamer. I consider this a good thing. When I sit down to a game, I don't want to be forced to choose between making a character that's fun and interesting, or making a character that can pull its weight and not force the GM to throw wimpy encounters at the group. I don't feel that having to make that choice is either fun or necessary. To those that feel differently, I respectfully I have nothing further to say.
I'd say (c) it's a shame that those differences aren't bigger, and my players often wish the game supported more diverse character concepts instead of focusing on combat or even adventuring.In some/most/all systems, there are character concepts that do not work as well mechanically as other character concepts. We can all agree on that, right? So is the argument (a) that that's a good thing because those character concepts are bad or (b) that that's fine because the gap isn't that big? It seems like people are trying to have it both ways.
That's a good call as well. Might as well leave the value judgements out of it. If someone wants to play a barbarian with high Int and Cha and low Str and Con, it's probably not the most mechanically effective choice, but if they understand the rules, they may still enjoy the game playing it.Greg K said:Careful with the term *poorly built*. That is a value judgement and when based upon level of power or degree of optimization is a value judgement based on opinion and not fact.
I don't think this is a bad thing, because it makes your choices all about RP.If they're the same, there's no mechanically meaningful choice.
At this point, I'm sorry I used the halfling barbarian as an example, because everyone seems to be focused on that specific idea instead of the bigger picture.
In some/most/all systems, there are character concepts that do not work as well mechanically as other character concepts. We can all agree on that, right? So is the argument (a) that that's a good thing because those character concepts arebador (b) that that's fine because the gap isn't that big? It seems like people are trying to have it both ways.
I feel I've already been pretty clear about my answer to (a). Namely, a system should be subordinate to its players, and not the other way around. If you're arguing (b), then if you'll pardon me, I'm exiting stage left before someone drags out the spreadsheets and the personal anecdotes.
The more balanced a system is, the less difference there is -- the less difference there can be -- between a roleplayer and a powergamer. I consider this a good thing. When I sit down to a game, I don't want to be forced to choose between making a character that's fun and interesting, or making a character that can pull its weight and not force the GM to throw wimpy encounters at the group. I don't feel that having to make that choice is either fun or necessary. To those that feel differently, I respectfully I have nothing further to say.
No worries, we'll back you up. The Fighters vs Spellcasters thread is pretty much burned out, anyway.Anyway, I've repeated this too many times today, so I'm out. Enjoy your gaming, gentlemen (and ladies, if any are present).
The problem is, the spectrum isn't merely between "roleplayers" and "powergamers". There's also the "worldbuilders" or the "simulationists". Mechanically balanced, dramatic games hold no interest for them if they also don't cater to their genre versimilitude, and that is often directly antagonistic to the needs of mechanical balancing. Quite simply, one side wants a cow, one side wants a hamburger, and the game can't give us both.The more balanced a system is, the less difference there is -- the less difference there can be -- between a roleplayer and a powergamer. I consider this a good thing. When I sit down to a game, I don't want to be forced to choose between making a character that's fun and interesting, or making a character that can pull its weight and not force the GM to throw wimpy encounters at the group. I don't feel that having to make that choice is either fun or necessary. To those that feel differently, I respectfully I have nothing further to say.