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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="pemerton" data-source="post: 6858860" data-attributes="member: 42582"><p>I think that's a genuine risk. I've certainly seen situations where a group is not really into what my table would consider "serious play", and has been a bit put out when someone comes in who knows how to pick and cast spells effectively. (The reason I mention spells is because these experiences are mostly back in AD&D days, when spell load out was the main domain for "power gaming".)</p><p></p><p>But equally, as per my post above this one, I've encountered players who want to build mechanically effective characters but don't really know how to, and are happy to see it modelled by someone else at the table.</p><p></p><p>I've also encountered GMs - perhaps a bit like [MENTION=45197]pming[/MENTION] upthread? - who don't particularly like having players with mechanically effective characters because they don't want to relinquish control over the fiction, and so want the issue of "winning" or "losing" to be squarely in their hands rather than depending primarily upon the way the players build and play their characters.</p><p></p><p>I've also encountered both play groups and GMs who don't like players who build PCs with genuine goals and in-fiction convictions, because those sorts of characters - especially in the hands of a player who knows the system - can tend to (i) give the fiction a seriousness that might be at odds with the preferences of a more laid-back group, and (ii) can once again tend to wrest control of the fiction away from the GM.</p><p></p><p>I don't know if those sorts of GMs (and tables) are still common in organised play, but if they are that is another way that [MENTION=59096]thecasualoblivion[/MENTION] might come a cropper.</p><p></p><p>There are always risks!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6858860, member: 42582"] I think that's a genuine risk. I've certainly seen situations where a group is not really into what my table would consider "serious play", and has been a bit put out when someone comes in who knows how to pick and cast spells effectively. (The reason I mention spells is because these experiences are mostly back in AD&D days, when spell load out was the main domain for "power gaming".) But equally, as per my post above this one, I've encountered players who want to build mechanically effective characters but don't really know how to, and are happy to see it modelled by someone else at the table. I've also encountered GMs - perhaps a bit like [MENTION=45197]pming[/MENTION] upthread? - who don't particularly like having players with mechanically effective characters because they don't want to relinquish control over the fiction, and so want the issue of "winning" or "losing" to be squarely in their hands rather than depending primarily upon the way the players build and play their characters. I've also encountered both play groups and GMs who don't like players who build PCs with genuine goals and in-fiction convictions, because those sorts of characters - especially in the hands of a player who knows the system - can tend to (i) give the fiction a seriousness that might be at odds with the preferences of a more laid-back group, and (ii) can once again tend to wrest control of the fiction away from the GM. I don't know if those sorts of GMs (and tables) are still common in organised play, but if they are that is another way that [MENTION=59096]thecasualoblivion[/MENTION] might come a cropper. There are always risks! [/QUOTE]
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Thoughts of a 3E/4E powergamer on starting to play 5E
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