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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="Ilbranteloth" data-source="post: 7073619" data-attributes="member: 6778044"><p>Agreed. I'm sure I do as well, although not intentionally. For things that are to be published, I think that it is more of a factor, not less. A published adventure has to be playable by many class combinations, so there needs to be a little something for everyone. But for my home campaign, I present options and provide information. I prefer a relatively "realistic" approach to my design. So if they are exploring a natural limestone cavern, there will be lots of tight spaces - great for the halflings, not so great for the larger creatures. Passages to explore are at many different levels, so those skilled in climbing will find things easier, too. If nobody thought about getting rope, then they may be limited in their options if certain characters can't climb well. The same thing applies to swimming (not every character knows how to swim in my campaign). It's not uncommon for there to be underwater passages in a limestone cavern. So there will be obstacles that might exclude some characters depending on their choices.</p><p></p><p></p><p></p><p>Well, when it comes to magic items, I don't reward them to anybody. They find them, and it's up to them to figure out who gets what. I have a lot of magic items in my campaigns, although more often than not they are consumable items. For permanent items, it's up to them to determine their best use, and who can make the most of them. If they are focused on the group, and group goals, then there tends not to be issues. If they are more focused on who has the most power, then it can become a problem. I'm not suggesting they pick particular feats, etc. In fact, I prefer that their ability selection is based on who the character is, not what they think will play well in a given adventure or with a particular group. </p><p></p><p>If they choose to search out and plunder a tomb of a fallen warrior, then they aren't likely to find new spellbooks or wands for the wizard. I'm not going to place them there just for balance purposes or to be "fair." If they want to explore the tower of an evil wizard, they may not find a magic sword. I'm not saying they couldn't, or even won't. But their choices also have an impact on what they find, not just deciding who gets to use it.</p><p></p><p>Of course, at some point they will find a permanent magic item that's useful to them. But if the fact that they've found three permanent magic items and there are four characters is a problem to them, then I think there's a different underlying issue at play. Particularly when we're talking about a 5% or 10% boost in combat efficiency. In fact, one of my complaints about 5e is the exact opposite. It's that everybody has the same combat efficiency when it comes to "to hit" numbers. I much prefer the idea that a 8rd level ranger has a much better "to hit" value than a 8th level wizard. Back in AD&D the ranger was 25% better at that level.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7073619, member: 6778044"] Agreed. I'm sure I do as well, although not intentionally. For things that are to be published, I think that it is more of a factor, not less. A published adventure has to be playable by many class combinations, so there needs to be a little something for everyone. But for my home campaign, I present options and provide information. I prefer a relatively "realistic" approach to my design. So if they are exploring a natural limestone cavern, there will be lots of tight spaces - great for the halflings, not so great for the larger creatures. Passages to explore are at many different levels, so those skilled in climbing will find things easier, too. If nobody thought about getting rope, then they may be limited in their options if certain characters can't climb well. The same thing applies to swimming (not every character knows how to swim in my campaign). It's not uncommon for there to be underwater passages in a limestone cavern. So there will be obstacles that might exclude some characters depending on their choices. Well, when it comes to magic items, I don't reward them to anybody. They find them, and it's up to them to figure out who gets what. I have a lot of magic items in my campaigns, although more often than not they are consumable items. For permanent items, it's up to them to determine their best use, and who can make the most of them. If they are focused on the group, and group goals, then there tends not to be issues. If they are more focused on who has the most power, then it can become a problem. I'm not suggesting they pick particular feats, etc. In fact, I prefer that their ability selection is based on who the character is, not what they think will play well in a given adventure or with a particular group. If they choose to search out and plunder a tomb of a fallen warrior, then they aren't likely to find new spellbooks or wands for the wizard. I'm not going to place them there just for balance purposes or to be "fair." If they want to explore the tower of an evil wizard, they may not find a magic sword. I'm not saying they couldn't, or even won't. But their choices also have an impact on what they find, not just deciding who gets to use it. Of course, at some point they will find a permanent magic item that's useful to them. But if the fact that they've found three permanent magic items and there are four characters is a problem to them, then I think there's a different underlying issue at play. Particularly when we're talking about a 5% or 10% boost in combat efficiency. In fact, one of my complaints about 5e is the exact opposite. It's that everybody has the same combat efficiency when it comes to "to hit" numbers. I much prefer the idea that a 8rd level ranger has a much better "to hit" value than a 8th level wizard. Back in AD&D the ranger was 25% better at that level. [/QUOTE]
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