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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: 7073609" data-attributes="member: 22779"><p>Oh sure, [MENTION=6785785]hawkeyefan[/MENTION], the DM could. Thing is, though, the module, at least as far as we've been able to determine, simply doesn't have that treasure. We've covered a good chunk of the module and just not found one. Now, we have found multiple magic weapons, just not that particular one. No reason, I think, just luck of the draw.</p><p></p><p>To me, it starts getting a bit too... predictable? No, that's the wrong word. Pat, I guess is the right word here. Player receives X, not because it makes any particular sense in the game, but, just because it's helping the PC? Sure, absolutely the DM can do this. And, to be fair, I've probably done it myself more than once.</p><p></p><p>OTOH, I do like the very old school feel of just having to make do with what you find. One of my favorite campaigns was my Worlds Largest Dungeon campaign. One of the best things about it was that you couldn't buy or manufacture magic items. There just wasn't any way to do so. So, characters had to make do with what they found. And it meant that you saw players get pretty open to the idea of Macgyvering solutions. Like the one time they beat a were rat to death with a chunk of silver, simply because the party had no other weapons capable of actually hurting it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I think the game gets more memorable in adversity, rather than catering to the strengths of the PC's. Sure, I'd love to have a magic bow for the ranger. Would solve all sorts of problems. But, OTOH, I'm not sure that the campaign would be anywhere near as memorable if I had never had to deal with the problem.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7073609, member: 22779"] Oh sure, [MENTION=6785785]hawkeyefan[/MENTION], the DM could. Thing is, though, the module, at least as far as we've been able to determine, simply doesn't have that treasure. We've covered a good chunk of the module and just not found one. Now, we have found multiple magic weapons, just not that particular one. No reason, I think, just luck of the draw. To me, it starts getting a bit too... predictable? No, that's the wrong word. Pat, I guess is the right word here. Player receives X, not because it makes any particular sense in the game, but, just because it's helping the PC? Sure, absolutely the DM can do this. And, to be fair, I've probably done it myself more than once. OTOH, I do like the very old school feel of just having to make do with what you find. One of my favorite campaigns was my Worlds Largest Dungeon campaign. One of the best things about it was that you couldn't buy or manufacture magic items. There just wasn't any way to do so. So, characters had to make do with what they found. And it meant that you saw players get pretty open to the idea of Macgyvering solutions. Like the one time they beat a were rat to death with a chunk of silver, simply because the party had no other weapons capable of actually hurting it. :D I think the game gets more memorable in adversity, rather than catering to the strengths of the PC's. Sure, I'd love to have a magic bow for the ranger. Would solve all sorts of problems. But, OTOH, I'm not sure that the campaign would be anywhere near as memorable if I had never had to deal with the problem. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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