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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: 7073670" data-attributes="member: 6785785"><p>Yeah, I can get that....as I said, there can be reasons for the imbalance. And it can also be mitigated in other ways...other non-weapon magic items can be granted, and so on. And I agree with adversity. </p><p></p><p>I don't know if awarding magic items has to be pat, though. Certainly no more pat than having to rely on a monster's resistance to non-magical weapons in order to create adversity. </p><p></p><p>I would think in most campaigns, if they go on with any length, then eventually all the PCs get magic items. Now, 5E has a slightly altered expectation in this regard....it's less certain in this edition, I think. But likely still expected. PCs should get cool stuff through their adventures....I think that's pretty much a default expectation of the game. Now, there can be fun in subverting expectations or like I said, other cool stuff can be provided instead of a weapon...but awarding treasure is like gaining levels, it's pretty much baked into the game. </p><p></p><p></p><p></p><p></p><p>Sure, I agree that awarding treasure can be an organic part of the story, and that's what I would try to do. As for what treasure is found....do you determine it randomly or what? I tend to select treasure rather than generate it randomly. Now, I don't simply pick things according to what will always be the most useful to the PCs....I tend to allow the fiction to help shape things, as you suggest, and other such factors. But I am not going to say that there is not some aspect of rewarding the players with stuff they will really like involved. For instance, a +1 trident....no one uses a trident. Why bother with it? It's just going to get sold or bartered....and unless you want to design some encounters around the idea of "what to do with this trident"...then that's just going to slow the game down. So in that case, I'd probably either give them a weapon one of the players may use, or just give them some other item, or a GP equivalent. </p><p></p><p>When it comes balance as it relates to team play....I don't think that having one player who is facing one challenge doesn't matter if the players aren't more competitive minded. As with any team oriented task, a weakness in one area can affect the whole team. </p><p></p><p>And as [MENTION=22779]Hussar[/MENTION] describes it, the team addresses the issue. So it's working for that table, in which case I wouldn't necessarily change anything. I'm just putting forth options if it was an issue.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7073670, member: 6785785"] Yeah, I can get that....as I said, there can be reasons for the imbalance. And it can also be mitigated in other ways...other non-weapon magic items can be granted, and so on. And I agree with adversity. I don't know if awarding magic items has to be pat, though. Certainly no more pat than having to rely on a monster's resistance to non-magical weapons in order to create adversity. I would think in most campaigns, if they go on with any length, then eventually all the PCs get magic items. Now, 5E has a slightly altered expectation in this regard....it's less certain in this edition, I think. But likely still expected. PCs should get cool stuff through their adventures....I think that's pretty much a default expectation of the game. Now, there can be fun in subverting expectations or like I said, other cool stuff can be provided instead of a weapon...but awarding treasure is like gaining levels, it's pretty much baked into the game. Sure, I agree that awarding treasure can be an organic part of the story, and that's what I would try to do. As for what treasure is found....do you determine it randomly or what? I tend to select treasure rather than generate it randomly. Now, I don't simply pick things according to what will always be the most useful to the PCs....I tend to allow the fiction to help shape things, as you suggest, and other such factors. But I am not going to say that there is not some aspect of rewarding the players with stuff they will really like involved. For instance, a +1 trident....no one uses a trident. Why bother with it? It's just going to get sold or bartered....and unless you want to design some encounters around the idea of "what to do with this trident"...then that's just going to slow the game down. So in that case, I'd probably either give them a weapon one of the players may use, or just give them some other item, or a GP equivalent. When it comes balance as it relates to team play....I don't think that having one player who is facing one challenge doesn't matter if the players aren't more competitive minded. As with any team oriented task, a weakness in one area can affect the whole team. And as [MENTION=22779]Hussar[/MENTION] describes it, the team addresses the issue. So it's working for that table, in which case I wouldn't necessarily change anything. I'm just putting forth options if it was an issue. [/QUOTE]
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Where does optimizing end and min-maxing begin? And is min-maxing a bad thing?
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