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General Tabletop Discussion
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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="doctorbadwolf" data-source="post: 7072879" data-attributes="member: 6704184"><p>Dangerous territory, indeed. lol</p><p></p><p></p><p>If you provide no challenge, because they never have to get creative because the strength challenge just never even comes up, sure. As long as the adventure provides alternate methods, then their choices are being given consequences, without those consequences hampering enjoyment of the game by way of throwing The Gladiator at the cast of Leverage, and providing no avenue for them to Leverage their way through the challenge. </p><p>That sort of scenario is only interesting or fun, or IMO, worthwhile, if they present a challenge for the player characters to get creative with their abilities and skills to find a non obvious way to turn a roadblock into a scalable obstacle. </p><p></p><p></p><p>Sure. Or, the tools to move the boulder using leverage, or melt it, or use a hidden mechanism, or repurpose a mechanism the adventure just tried to kill them with, or any number of other options that are vastly more interesting, and do vastly more to encourage roleplaying and enhance player agency, than simply telling them they cannot find out what is in that area of the dungeon because they all have low strength. </p><p></p><p></p><p></p><p>Agreed.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7072879, member: 6704184"] Dangerous territory, indeed. lol If you provide no challenge, because they never have to get creative because the strength challenge just never even comes up, sure. As long as the adventure provides alternate methods, then their choices are being given consequences, without those consequences hampering enjoyment of the game by way of throwing The Gladiator at the cast of Leverage, and providing no avenue for them to Leverage their way through the challenge. That sort of scenario is only interesting or fun, or IMO, worthwhile, if they present a challenge for the player characters to get creative with their abilities and skills to find a non obvious way to turn a roadblock into a scalable obstacle. Sure. Or, the tools to move the boulder using leverage, or melt it, or use a hidden mechanism, or repurpose a mechanism the adventure just tried to kill them with, or any number of other options that are vastly more interesting, and do vastly more to encourage roleplaying and enhance player agency, than simply telling them they cannot find out what is in that area of the dungeon because they all have low strength. Agreed. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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