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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="pming" data-source="post: 6858279" data-attributes="member: 45197"><p>Hiya.</p><p></p><p></p><p></p><p>First, I'll tackle #2. How would you feel if the GM could point to some rules, or use some ultra-super-duper mechanical combo that forced your character to do something you didn't want him/her to do? Thing is, IME, powergamers (re: munchkins) get some kind of satisfaction in being able to point to something or some things in a rule book that "trumps" what the DM is describing as happening. The powergamer says <em>"No! See? Look, I have this class, this other class, this Feat chain, this weapon, and I just used this Spell. So no, the djinn is totally visible to me, and I can also attack once for free, and I get to do it again as a Bonus action if I hit him! So...nyaaa!"</em> In short, the PG is removing the DM's choice of how to adjudicate a game by trotting out rules and such. If a DM tried to pull that all the time on a player? *shudder*</p><p></p><p>Now, with #1. Also IME, I've found that most PG's think they are 'good at the game' because they master the rules and memorize the specials...and then spend days trying to manipulate what those rules say in order to pull off some rule-mechanics monstrosity. Why? So that they can 'win' most of the time without thinking. Y'see...knowing rules and memorizing 'power-combos' doesn't make you good at the game. It makes you good at min/maxing. Take away min/maxing, and a PG is left with little to fall back on....take away min/maxing from someone who doesn't do it, and the person doesn't even notice the game play has changed. </p><p></p><p>Besides... <em>A Hero isn't someone who wades into battle knowing he'll win. A Hero is someone who wades into battle knowing he'll loose.</em></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6858279, member: 45197"] Hiya. First, I'll tackle #2. How would you feel if the GM could point to some rules, or use some ultra-super-duper mechanical combo that forced your character to do something you didn't want him/her to do? Thing is, IME, powergamers (re: munchkins) get some kind of satisfaction in being able to point to something or some things in a rule book that "trumps" what the DM is describing as happening. The powergamer says [I]"No! See? Look, I have this class, this other class, this Feat chain, this weapon, and I just used this Spell. So no, the djinn is totally visible to me, and I can also attack once for free, and I get to do it again as a Bonus action if I hit him! So...nyaaa!"[/I] In short, the PG is removing the DM's choice of how to adjudicate a game by trotting out rules and such. If a DM tried to pull that all the time on a player? *shudder* Now, with #1. Also IME, I've found that most PG's think they are 'good at the game' because they master the rules and memorize the specials...and then spend days trying to manipulate what those rules say in order to pull off some rule-mechanics monstrosity. Why? So that they can 'win' most of the time without thinking. Y'see...knowing rules and memorizing 'power-combos' doesn't make you good at the game. It makes you good at min/maxing. Take away min/maxing, and a PG is left with little to fall back on....take away min/maxing from someone who doesn't do it, and the person doesn't even notice the game play has changed. Besides... [I]A Hero isn't someone who wades into battle knowing he'll win. A Hero is someone who wades into battle knowing he'll loose.[/I] ^_^ Paul L. Ming [/QUOTE]
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