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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="Hussar" data-source="post: 7073001" data-attributes="member: 22779"><p>I just want to clarify something here. Are you saying that the DM must include the option to allow the PC's to use their strengths in every situation? That, in your Gladiator and Leverage example, the DM must include a way to talk their way out of the situation?</p><p></p><p>Now, does that way need to be explicit? Does the DM need to call attention to that different option?</p><p></p><p>Or does the DM simply need to be open to the idea? </p><p></p><p>For me, it's the latter. I have no problems with the players getting creative. Love that. Saw all sorts of that going on in the last few sessions. Playing to the crowd, intimidating enemy gladiators to cause them to back down, so on and so forth.</p><p></p><p>Heh, it's funny. I'm playing in a Ravenloft campaign right now (we're alternating DM's in our group). I'm playing a hunter ranger. We've just tipped 8th level, and are about to finish the campaign. Now, I went with an archer ranger. Fine and dandy.</p><p></p><p>I STILL do not have a magic weapon. In a campaign where pretty much everything has immunities to non-magic weapons, I don't have a magic weapon. Which has meant I've either had to suck it up, start using a lot of holy water, or get a Magic Weapon buff from one of the casters. But, it has been a constant challenge. Fantastic. </p><p></p><p>But, are you folks saying that the DM should be providing magic weapons for my character? After all, I'm playing with a pretty significant disadvantage here. And it's coming up pretty much every session. So, according to folks in this thread, should the DM be obligated to either change the adventure or provide a magic weapon for my character?</p></blockquote><p></p>
[QUOTE="Hussar, post: 7073001, member: 22779"] I just want to clarify something here. Are you saying that the DM must include the option to allow the PC's to use their strengths in every situation? That, in your Gladiator and Leverage example, the DM must include a way to talk their way out of the situation? Now, does that way need to be explicit? Does the DM need to call attention to that different option? Or does the DM simply need to be open to the idea? For me, it's the latter. I have no problems with the players getting creative. Love that. Saw all sorts of that going on in the last few sessions. Playing to the crowd, intimidating enemy gladiators to cause them to back down, so on and so forth. Heh, it's funny. I'm playing in a Ravenloft campaign right now (we're alternating DM's in our group). I'm playing a hunter ranger. We've just tipped 8th level, and are about to finish the campaign. Now, I went with an archer ranger. Fine and dandy. I STILL do not have a magic weapon. In a campaign where pretty much everything has immunities to non-magic weapons, I don't have a magic weapon. Which has meant I've either had to suck it up, start using a lot of holy water, or get a Magic Weapon buff from one of the casters. But, it has been a constant challenge. Fantastic. But, are you folks saying that the DM should be providing magic weapons for my character? After all, I'm playing with a pretty significant disadvantage here. And it's coming up pretty much every session. So, according to folks in this thread, should the DM be obligated to either change the adventure or provide a magic weapon for my character? [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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