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General Tabletop Discussion
*Pathfinder & Starfinder
Why arn't Controllers Sexy
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5186878" data-attributes="member: 82106"><p>Heh, maybe it IS a 'grognard' thing, but I have to agree with KD and Keterys etc on this one. You get what you get, lol. The whole FUN of it is making good with the resources at hand. Now and then I let my players pick a bunch of items or drop them something that is perfect for them. Other times I hand them some item they can use effectively but is not one of the items optimizers would consider to be the best possible item.</p><p></p><p>I'm happy to have players express their desires for items. I just don't think its my job to simply present everything the players desire on a silver platter. Besides, what is the fun of endless carbon-copy characters with exactly the same items as every other character ever made with a similar build? Items should be part of the story, a bit unique to the character, and entertaining, not a tool for optimization.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5186878, member: 82106"] Heh, maybe it IS a 'grognard' thing, but I have to agree with KD and Keterys etc on this one. You get what you get, lol. The whole FUN of it is making good with the resources at hand. Now and then I let my players pick a bunch of items or drop them something that is perfect for them. Other times I hand them some item they can use effectively but is not one of the items optimizers would consider to be the best possible item. I'm happy to have players express their desires for items. I just don't think its my job to simply present everything the players desire on a silver platter. Besides, what is the fun of endless carbon-copy characters with exactly the same items as every other character ever made with a similar build? Items should be part of the story, a bit unique to the character, and entertaining, not a tool for optimization. [/QUOTE]
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Community
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Why arn't Controllers Sexy
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