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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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<blockquote data-quote="UngeheuerLich" data-source="post: 7057600" data-attributes="member: 59057"><p>I admit that depending on the adventure's scale, it may be very effective to be on a long rest basis and I actually changed long rests to be a whole day of rest, i e. 2 nights instead of just 6 hours. (A little bit different actually but that is mostly accurate). But it is still in my hand to challenge player characters equally.</p><p>A rogue is insofar very good, because his resources replenish on a turn basis. So every fight that goes over more than a single round, will favour the rogue more and more. Even better if there is more than 1 fight per hour which in a dungeon enviroment should happen frequently. Even the threat of a second hard encounter in a single day would leave that paladin reduced in power. 3 levels champion lower his number of slots significantly which are not too much to begin with.</p><p>And last but not least, the rogue will bring a significant amounr of other abilities to the table no damage output in short bursts can make insignificant. If the rogue player thought, he built a one hit wonder damage machine he thought wrong... except if he is an assassin that is allowed to fight alone frequently. Then he might barely keep up... and still can do that more than once per short rest.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 7057600, member: 59057"] I admit that depending on the adventure's scale, it may be very effective to be on a long rest basis and I actually changed long rests to be a whole day of rest, i e. 2 nights instead of just 6 hours. (A little bit different actually but that is mostly accurate). But it is still in my hand to challenge player characters equally. A rogue is insofar very good, because his resources replenish on a turn basis. So every fight that goes over more than a single round, will favour the rogue more and more. Even better if there is more than 1 fight per hour which in a dungeon enviroment should happen frequently. Even the threat of a second hard encounter in a single day would leave that paladin reduced in power. 3 levels champion lower his number of slots significantly which are not too much to begin with. And last but not least, the rogue will bring a significant amounr of other abilities to the table no damage output in short bursts can make insignificant. If the rogue player thought, he built a one hit wonder damage machine he thought wrong... except if he is an assassin that is allowed to fight alone frequently. Then he might barely keep up... and still can do that more than once per short rest. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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