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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="hawkeyefan" data-source="post: 7073563" data-attributes="member: 6785785"><p>I wouldn't say it's the DM's job to design around advantages or disadvantages...but I would expect that most DMs do it to some extent. I would think that at most points of design....unless a DM designs an entire campaign before the players have created characters...the DM is aware of the character's strengths and weaknesses. </p><p></p><p>I'm sure there are folks who would say that doesn't apply to them, that they design their adventures for some general party of PCs, much in the way that published modules are designed. But I would expect such an approach to be used far less often, especially since the DM may subconsciously consider the specific party in question.</p><p></p><p></p><p></p><p>Being "some people" I want to clarify that I don't necessarily look at it as the DM's responsibility to rectify such situations, just that it's within his ability. You went on in your post to point out how the player could address the situation through ASI assignment or Feat selection. And that's fine...those certainly would help mitigate the situation. </p><p></p><p>But it's also within the DM's ability to solve...and in a much simpler manner. I mean, why do the other players have magic weapons? Because the DM rewarded them with those items. So the question is why reward some players and not others? Why not drop a quiver of +1 arrows into a treasure hoard somewhere? Seems far easier than expecting the player to take on a new class or to change his approach to ASI/fear allocation. After all, the other players did not have to concern themselves with such considerations.</p><p></p><p>Now, this is not to say that there can't be a compelling reason for one PC to lack a magic weapon...I'm sure that there can be a variety of reasons. And I don't reward such items all at once in my campaign either, so there are always times where such imbalance is present. And my players are fine with it....but I tend to want to reward them all with cool stuff as they go along, so it's usually something that gets addressed sooner rather than later. </p><p></p><p>So whether or not it's actually a problem for the table or not, if it is, there are ways that the player can address it that require a pretty significant expenditure of character resources, yes. Or, more simply, the DM can throw that player a bone like he has the others.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7073563, member: 6785785"] I wouldn't say it's the DM's job to design around advantages or disadvantages...but I would expect that most DMs do it to some extent. I would think that at most points of design....unless a DM designs an entire campaign before the players have created characters...the DM is aware of the character's strengths and weaknesses. I'm sure there are folks who would say that doesn't apply to them, that they design their adventures for some general party of PCs, much in the way that published modules are designed. But I would expect such an approach to be used far less often, especially since the DM may subconsciously consider the specific party in question. Being "some people" I want to clarify that I don't necessarily look at it as the DM's responsibility to rectify such situations, just that it's within his ability. You went on in your post to point out how the player could address the situation through ASI assignment or Feat selection. And that's fine...those certainly would help mitigate the situation. But it's also within the DM's ability to solve...and in a much simpler manner. I mean, why do the other players have magic weapons? Because the DM rewarded them with those items. So the question is why reward some players and not others? Why not drop a quiver of +1 arrows into a treasure hoard somewhere? Seems far easier than expecting the player to take on a new class or to change his approach to ASI/fear allocation. After all, the other players did not have to concern themselves with such considerations. Now, this is not to say that there can't be a compelling reason for one PC to lack a magic weapon...I'm sure that there can be a variety of reasons. And I don't reward such items all at once in my campaign either, so there are always times where such imbalance is present. And my players are fine with it....but I tend to want to reward them all with cool stuff as they go along, so it's usually something that gets addressed sooner rather than later. So whether or not it's actually a problem for the table or not, if it is, there are ways that the player can address it that require a pretty significant expenditure of character resources, yes. Or, more simply, the DM can throw that player a bone like he has the others. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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