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General Tabletop Discussion
*Dungeons & Dragons
The tyranny of small numbers
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8680774" data-attributes="member: 82106"><p>Right, instead I think most people are more like myself. I WILL pick more potent mechanical solutions, but it isn't going to happen at the expense of RP.</p><p></p><p>So, for instance, the last 5e game I played in I created this Tabaxi street urchin character (why I don't know, I did, it was a year or two ago) but I had this idea that the character would be really fascinated with magic, but he's a kind of street fighting scrabbling sort of creature. So, I thought I'd probably make him become an Eldritch Knight, but it didn't seem to fit well with Tabaxi or whatnot, so instead I just made up this story where the character stole a 'magic book' and it taught him 'fighting tricks', so he's mechanically a Battlemaster. Because he found some magical +1 claws I expediently picked TWF as a fighting style. So, its not like incredibly optimized, but I did pick certain things based on "this is mechanically better" vs story, and the character is PRETTY good, mechanically. His story required a bit of reflavoring of maneuvers as 'magic' but everyone was just like "whatever, go for it." I mean, apparently his flavor of magic doesn't run into big problems with anti-magic, maybe because its internal. Maybe someone would get steamed about that, but whatever.</p><p></p><p>The point really is that this is probably pretty typical for a LARGE segment of players in my long experience playing FRPGs. Most players don't totally min/max and might make some sub-optimal choices, but to a great degree when faced with a better and a worse choice mechanically, they will either work out a thematic interpretation of the better choice, or reflavor something. Now and then they'll make a sub-optimal choice if it really matters.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8680774, member: 82106"] Right, instead I think most people are more like myself. I WILL pick more potent mechanical solutions, but it isn't going to happen at the expense of RP. So, for instance, the last 5e game I played in I created this Tabaxi street urchin character (why I don't know, I did, it was a year or two ago) but I had this idea that the character would be really fascinated with magic, but he's a kind of street fighting scrabbling sort of creature. So, I thought I'd probably make him become an Eldritch Knight, but it didn't seem to fit well with Tabaxi or whatnot, so instead I just made up this story where the character stole a 'magic book' and it taught him 'fighting tricks', so he's mechanically a Battlemaster. Because he found some magical +1 claws I expediently picked TWF as a fighting style. So, its not like incredibly optimized, but I did pick certain things based on "this is mechanically better" vs story, and the character is PRETTY good, mechanically. His story required a bit of reflavoring of maneuvers as 'magic' but everyone was just like "whatever, go for it." I mean, apparently his flavor of magic doesn't run into big problems with anti-magic, maybe because its internal. Maybe someone would get steamed about that, but whatever. The point really is that this is probably pretty typical for a LARGE segment of players in my long experience playing FRPGs. Most players don't totally min/max and might make some sub-optimal choices, but to a great degree when faced with a better and a worse choice mechanically, they will either work out a thematic interpretation of the better choice, or reflavor something. Now and then they'll make a sub-optimal choice if it really matters. [/QUOTE]
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