FrogReaver
The most respectful and polite poster ever
Complexity does not necessarily equal more fun.
Complexity does not necessarily equal more fun.
Complexity does not necessarily equal more fun.
What I'm about to say, is from a place of love, because I very much enjoyed 4e. But I find this mentality more common from those transitioning (or starting from) the last edition. And to a lesser extent 3.x (which I also very much enjoyed). Players tend to look for the options buttons, on their character sheets, to push. Rather than thinking outside the box or considering possible actions organically (something I think is a bit more common of older school players IMX).Instead you're just going to jump right to "of course I multiattack and maybe heal myself"? That's often not the best option.
I'll quickly make a small comment here: Not everyone has the choice of being an optimal character. I've mentioned once or trice here that I'm a swordsman. But I never claimed to be a great one - heck "fair" would be a bit generous. I'll never be a great swordsman - I don't have the reflexes, I haven't been training since I was a kid, and heck I don't have the joints for it either. It's not my choice.
Where am I getting with this? Well, sometimes people who are not swordmasters but merely decent combatants (in other words, not fully optimized) are trust into adventure. And these people can make very valid, even fun characters to roleplay.
This makes sense, but to me, a player who scripts combat in any way will always (eventually) get to the point where he/she gets bored with the game. To combat boredom, shift from focus on rules to focus on story, character personality and choices that are not dictated by rules and mechanics. If a optimizer can do that, he/she should have infinite fun. If the optimizer can't do that, boredom will ensue.
Well, it's just a game. A game with abundant healing, death saves, and the possibility of being raised from the dead.
No actual players will be hurt.