Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What if applying ASIs to worse abilities gave greater bonuses?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mercule" data-source="post: 6944356" data-attributes="member: 5100"><p>This. It's been years (like on the 2E dnd-l listserve, IIRC), but I was part of a conversation about optimizations. There was one guy who was extremely good at it and he made a distinction between what he called "min-max" and "max-min". I may get them backwards, but his definition was something like this:</p><p></p><p>Min-Max: Minimize your maximums such that you put a laser focus on what you do well. Sacrifice everything to be the best at one thing. Once you're the perfect hammer play as if everything is a nail. Yes, you may end up with some ridiculous weaknesses, but your strategy is to do everything in your power to beat nails -- then rely on your team to cover for screws, etc. At a certain point, you may decide to diversify, but do so judiciously; the more you water down your strengths, the more those weaknesses matter.</p><p></p><p>Max-Min: Maximize your minimums such that your weaknesses are covered. This is, essentially, defensive optimizations. You may not solve problems as well as the Min-Maxer, but you also don't have to worry as much about your flank. Once you're comfortable that your weaknesses are sufficiently dealt with, you may start to better develop a couple of tools.</p><p></p><p>I've never seen that distinction made, since, but it stuck with me. Most optimizers in D&D are min-max. D&D is a team sport and you get more bang for your buck by having the Fighter be strong<u>er</u>, the Wizard smart<u>er</u>, etc. The more PCs are in the group, the higher the rewards of this style play. Such things as the 3E spiked-chain master are clear, but effective, one-trick ponies.</p><p></p><p>If you're in a small group, especially a solo game, the max-min style makes sense. Save-or-suck is indistinguishable from save-or-die. Also, "fifth player" characters, like the Bard, have a certain amount of max-min flavor. Also, <u>some</u> kinds of heavy RP games, like a group of Sharn inquisitors, might be well suited to max-min because you're likely to be able to work towards slow success, but also more likely to be able to be isolated from the safety of your team.</p><p></p><p>The idea of making ASIs favor low stats tends to nudge people in the direction of max-min play. If you're in a standard D&D game, I'm not sure that sort of play is strategically beneficial. If you're in a high RP game, you might actually end up making the problem worse. About the only time I think it would be beneficial is if you have a group that's heavy into the min-max mindset but you're playing a campaign where a max-min might be better. Even then, once they shift their gears, it'll probably do more harm than good.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6944356, member: 5100"] This. It's been years (like on the 2E dnd-l listserve, IIRC), but I was part of a conversation about optimizations. There was one guy who was extremely good at it and he made a distinction between what he called "min-max" and "max-min". I may get them backwards, but his definition was something like this: Min-Max: Minimize your maximums such that you put a laser focus on what you do well. Sacrifice everything to be the best at one thing. Once you're the perfect hammer play as if everything is a nail. Yes, you may end up with some ridiculous weaknesses, but your strategy is to do everything in your power to beat nails -- then rely on your team to cover for screws, etc. At a certain point, you may decide to diversify, but do so judiciously; the more you water down your strengths, the more those weaknesses matter. Max-Min: Maximize your minimums such that your weaknesses are covered. This is, essentially, defensive optimizations. You may not solve problems as well as the Min-Maxer, but you also don't have to worry as much about your flank. Once you're comfortable that your weaknesses are sufficiently dealt with, you may start to better develop a couple of tools. I've never seen that distinction made, since, but it stuck with me. Most optimizers in D&D are min-max. D&D is a team sport and you get more bang for your buck by having the Fighter be strong[U]er[/U], the Wizard smart[U]er[/U], etc. The more PCs are in the group, the higher the rewards of this style play. Such things as the 3E spiked-chain master are clear, but effective, one-trick ponies. If you're in a small group, especially a solo game, the max-min style makes sense. Save-or-suck is indistinguishable from save-or-die. Also, "fifth player" characters, like the Bard, have a certain amount of max-min flavor. Also, [U]some[/U] kinds of heavy RP games, like a group of Sharn inquisitors, might be well suited to max-min because you're likely to be able to work towards slow success, but also more likely to be able to be isolated from the safety of your team. The idea of making ASIs favor low stats tends to nudge people in the direction of max-min play. If you're in a standard D&D game, I'm not sure that sort of play is strategically beneficial. If you're in a high RP game, you might actually end up making the problem worse. About the only time I think it would be beneficial is if you have a group that's heavy into the min-max mindset but you're playing a campaign where a max-min might be better. Even then, once they shift their gears, it'll probably do more harm than good. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What if applying ASIs to worse abilities gave greater bonuses?
Top