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<blockquote data-quote="Popertop" data-source="post: 5219310" data-attributes="member: 91514"><p>I don't really like doing absurd amounts of damage, and my play group is more conservative and I guess frown on power gaming. They really like to preserve the balance of the system, and role play is pretty important, granting us bonus experience for doing it (nothing huge, but it's nice to get +100 exp every now and again), and the story is most important for the adventure, because without the story, there is no D&D. If the characters grow too powerful then the CR is thrown off completely, and it doesn't make sense for the characters to have supremely powerful equipment. I believe that if you want powerful items and legendary weapons, you have to quest for them. If you really want a powerful character, you need to earn it through role-play and overcoming very difficult challenges (these could be intellectual puzzles, a hard fight, having to survive when split up from your party, etc., requires creative DMing, and more than one DM for the split party option, but could possibly be extremely rewarding). This would help you feel like you deserve the weapon, or feat, or whatever you were questing for and makes you identify with your character more and really feel like you are part of the world you adventure in. Immersive experience is the best kind of experience, and this is especially true with D&D.</p><p></p><p>That being said I don't play bad characters (after all, it doesn't make sense for a character to go on an adventure if they suck at everything).</p><p>It's just annoying when you play with people who are like "rah I'm a fighter, I hit him, I hit him, I hit him again" it leads to stale fights and boring encounters.</p><p></p><p>I really like having lots of options. I enjoy playing resourceful, varied characters that can really find their way out of a jam. If I just powergame and try to break the monks unarmed damage, that doesn't give me as much of an incentive to role-play and flesh out a characters personality, and is a jarring break of the fourth wall. The monk's strength should come from technique and perfecting his body, not straight brute strength. That means to me fleshing out different strategies for Stunning Fist, finding interesting ways to use monk abilities (delivering contact poison with your hands), or designing new monk abilities entirely (new feats, like tactical feats dealing with monks exclusively, too many tactical feats are poorly designed and not worth taking even if you focus exclusively on the benefits provided, there are of course a couple exceptions), and making the best out of Flurry. </p><p></p><p>Sorry if I sound like a broken record through all this, I just needed to type this stuff out. It helps me to just summarize things like this, or at least how I view it. No offense to anyone, but I think dex based Monks are the way to go, I would only build a strength monk if I rolled up a dwarf and took deepwarden.</p></blockquote><p></p>
[QUOTE="Popertop, post: 5219310, member: 91514"] I don't really like doing absurd amounts of damage, and my play group is more conservative and I guess frown on power gaming. They really like to preserve the balance of the system, and role play is pretty important, granting us bonus experience for doing it (nothing huge, but it's nice to get +100 exp every now and again), and the story is most important for the adventure, because without the story, there is no D&D. If the characters grow too powerful then the CR is thrown off completely, and it doesn't make sense for the characters to have supremely powerful equipment. I believe that if you want powerful items and legendary weapons, you have to quest for them. If you really want a powerful character, you need to earn it through role-play and overcoming very difficult challenges (these could be intellectual puzzles, a hard fight, having to survive when split up from your party, etc., requires creative DMing, and more than one DM for the split party option, but could possibly be extremely rewarding). This would help you feel like you deserve the weapon, or feat, or whatever you were questing for and makes you identify with your character more and really feel like you are part of the world you adventure in. Immersive experience is the best kind of experience, and this is especially true with D&D. That being said I don't play bad characters (after all, it doesn't make sense for a character to go on an adventure if they suck at everything). It's just annoying when you play with people who are like "rah I'm a fighter, I hit him, I hit him, I hit him again" it leads to stale fights and boring encounters. I really like having lots of options. I enjoy playing resourceful, varied characters that can really find their way out of a jam. If I just powergame and try to break the monks unarmed damage, that doesn't give me as much of an incentive to role-play and flesh out a characters personality, and is a jarring break of the fourth wall. The monk's strength should come from technique and perfecting his body, not straight brute strength. That means to me fleshing out different strategies for Stunning Fist, finding interesting ways to use monk abilities (delivering contact poison with your hands), or designing new monk abilities entirely (new feats, like tactical feats dealing with monks exclusively, too many tactical feats are poorly designed and not worth taking even if you focus exclusively on the benefits provided, there are of course a couple exceptions), and making the best out of Flurry. Sorry if I sound like a broken record through all this, I just needed to type this stuff out. It helps me to just summarize things like this, or at least how I view it. No offense to anyone, but I think dex based Monks are the way to go, I would only build a strength monk if I rolled up a dwarf and took deepwarden. [/QUOTE]
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