Why is it a bad thing to optimise?

I suspect it treads on the ground that 4e has different expectations in combat that prior editions.

This could trend to a discussion of 4e, which is not really the intent of this thread.

But yes, it does seem everybody gets big damage numbers.

there is still more to the game than combat, even in 4e....isn't there???
 

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The game is not about the players having an absolute chance or risk of failure. The game is about the players perceiving that they have the ability to fail, thus increasing story and game tension.

Two entirely different things and it's the sign of a great DM that he or she is able to ensure that the players have success while experiencing enough loss that they don't yawn through the game session.

This seems like a hardcore 'Illusionist' approach. In my games the players "perceive that they have the ability to fail, thus increasing story and game tension", because they have the ability to fail. I'm pretty sure that's the standard approach, even if I'm a bit more of a killer DM than most.
 

there is still more to the game than combat, even in 4e....isn't there???

I don't want to bash 4e. I've only played 1 encounters worth that a friend was demoing, and I certainly never read any of its materials. As such, what I think is based on poorly informed opinion.

pre-launch 4e hype advocated a lot of ideas I agreed with. Including making sure everybody had fun stuff to do in combat.

Once it shipped, it seems every class had a combat orientation, with less emphasis on other aspects. As on friend lamented from a 3x all-rogue one weekend-long one shot, he didn't think they could have pulled that off in 4e.

However, the Stormwind fallacy probably applies. Just because you all kick butt in combat does not mean you can't role-play or be social or steally, sneaky, etc.

Thats just my impression, which has no basis in direct experience, and in no way denegrates 4e. People have fun with it, and people play a variety of campaign styles with it. Therefore, as a game system, that's alright.

I think the OP could have the same problems in 3e, so I don't see this thread as needing an Edition debate. Yes, the terms and numbers freak me out. But that's because I'm not familiar with that ruleset. But the gist is, Kzach can make some pretty powerful PCs, and his fellow players apparently can't.

Thats not a new problem.
 

You should know the characters your players are playing. If you know that the highest Arcana check in the group is +10, then.

Personally I dislike this approach, I don't think the DM should be designing around the precise abilities of my PC. As DM I prefer *not* to know what individual PCs are capable of. If I tailor, it's to a general encounter level, not to individual PCs. I find the game a lot more satisfying that way - the world feels more real, the challenge feels more genuine.
 

You missed my point or chose to make your own at the expense of it.

If the illusion of failure is successful your players have no reference point to be bored by and a heightened chance of having the kind of game they want to be a part of.

Players only have to spot your Illusionism once in umpteen adventures (or read you writing this on a message board), and trust is gone.
 

Players only have to spot your Illusionism once in umpteen adventures (or read you writing this on a message board), and trust is gone.

Perhaps. This is how it really went down.

Player: "I don't like that I don't feel we can fail."

Me: "I don't like it when you bitch about losing your characters after spending 10 hours optimizing it for the perfect 30 level build."

Player 2: "What do you consider fail? You and I both had our characters die last game. To kobolds no less."

Player: "Yeah but that was our own fault for not taking a good position."

Me: "Look, I'm happy to kill your characters and put you up against stuff that will kill your characters. I do it all the time."

Player 3: "But you're saying that you fudge to cover us."

Me: "Yes but that doesn't mean I fudge to cover you when you're stupid. We agreed that we were a story first group before we sat down to play and I advised all of you that I occasionally fudge rolls for storyline reasons or will spawn a new storyline off of an unfortunate event."

Player: "I just want to know I can fail"

Player 4: "He just killed two of us and the only reason why the party still exists and can continue through the adventure intact is because the gnome got away and brought back your new characters to get the old ones raised."

Player: "Did the gnome fairly get away or did you fudge it?"

Player 2: "Our entire group treasury just got wiped out to get two of us raised and hire the new characters."

Me: Stop. I did not fudge the gnome bravely running away half way through the battle. As far as failing goes, you're down 1000 GP and using new characters until the others fully recover, if they ever fully recover due to the raise dead house rules you guys asked for.

Long story short the person known as player one eventually left the table and we got a new person in the chair. It resulted in a better vibe for the group overall. People who have absolute views about what they must have in a gaming group often times don't do well as players and are better off running their own games.

Last, anyone who's ever been in my group knows I love them to death, even those who are no longer active. I just shoot straight and that engenders trust even if I do not necessarily let my player groups TPK for the sake of being random and simulationist. (If any of us wanted that, we don't need to be role-playing at all.)
 

So, if I'm reading this right, you're saying that A.) the PCs should be able to resolve an encounter given to them, B.) if for any reason they don't succeed, then it's obvious that the DM made the encounter too difficult? And in doing so should probably already plan for the PCs to need the help of an NPC?

That would be pointless and very poor DMing in any case.
This was touched on, but I'm doing it anyway. When the Dm places the arch, he should be knowledgeable of roughly how likely the party is to be able to read it(he sets the DC and has access to their sheets), which is a bit off from A. And if B, the party fails to read it, and the DM knows that could happen, since he decided how difficult the arch was to read, he should at least have considered the idea that the PCs might not give up on ever knowing what was written there.

I never use one standard per player...ever.
I use a lot of minions, so I can use some higher level foes sprinkled in.

as a quick/off the top of my head example: 5 2nd level partygoers target 625-750 xp: 1 wyrm priest, 1 slinger, 2 dragon shields, 8 minions = 12 kobolds

The character in question... a 2nd level half orc thief with "Gritty Seargant/ Mercanary" or whatever it was (I'll ask the OP about some other time) and the 3rd level magic items is still ,no matter if he gets 10000 d 8 damage is still only going to kill 2 kobolds, leaving 10 - and it would be hillarious if he were to kill - say 2 minions

in other news, I am building up the nerve to start a 4e PbP, I will look for you when the time comes.
I get you now. We're kinda on the same page, then. If the Thief goes nova on round 1, plenty is left to do on round 2. That was my point. Shoot me a PM when the time comes.

there is still more to the game than combat, even in 4e....isn't there???
Of course. Many of the rules(any edition) deal with combat, but there is still more than combat. 4e gets flak for this, imo, because the designers took a lean toward "rules are for combat resolution" and thus cut a lot of rules that weren't closely tied to conflict resolution. Combat is a primary means of combat resolution, so there are still lots of combat rules.

Personally I dislike this approach, I don't think the DM should be designing around the precise abilities of my PC. As DM I prefer *not* to know what individual PCs are capable of. If I tailor, it's to a general encounter level, not to individual PCs. I find the game a lot more satisfying that way - the world feels more real, the challenge feels more genuine.
Always interesting to hear your style, S'mon. As DM, I have a strictly kept rule that I must always have access to an up to date version of every PC's sheet(easy, with CB). Started it after a really bad campaign in 3.5 where this rule would've cleared things up quick.
 

there is still more to the game than combat, even in 4e....isn't there???

Isn't that the question that's been repeatedly asked about every edition of D&D for the last 30 years?

For what it's worth, over the last two years of the 4E game I've been in, we've done a lot of non-combat activity, from exploration, to negotiating a truce between elves and hobgoblins.

We've basically done as much, if not more non-combat roleplaying as any other D&D campaign I've been in. Anecdotal information true, but that's still enough to disprove an absolute.

Once it shipped, it seems every class had a combat orientation, with less emphasis on other aspects. As on friend lamented from a 3x all-rogue one weekend-long one shot, he didn't think they could have pulled that off in 4e.

However, the Stormwind fallacy probably applies. Just because you all kick butt in combat does not mean you can't role-play or be social or steally, sneaky, etc.

I'd say it definitely applies, because the game gives more support for non-combat activity than AD&D, and about the same level as 3.x.

I think what throws people off is the fact that the powers are strongly combat oriented (though even there there's quite a few utility powers that are useful for non-combat situations). But that's only part of the situation; there are skills, and there are feats, both of which have combat applications.

Granted, 4E doesn't give as much support tip purely non-combat games as say, GURPS or FATE, but then again, no D&D does. I'd say that 4E gives enough support for non-combat activities, except for problematic ones such as crafting.
 

Personally I dislike this approach, I don't think the DM should be designing around the precise abilities of my PC. As DM I prefer *not* to know what individual PCs are capable of. If I tailor, it's to a general encounter level, not to individual PCs. I find the game a lot more satisfying that way - the world feels more real, the challenge feels more genuine.

While I see what you are saying about not tailoring everything to a player's precise ability, I do want to point out you can't just ignore their abilities. I think that is what is at the heart of the OP issues.

The players are the protagonists of our story (well, usually) and they need to feel that they are the ones empowered to make the most significant changes to the story. If you don't create spotlight moments for them based on their specialized abilities, they simply become pawns to those in the game world that can advance the story. And that may be what this all boils down to - a DM not providing the "non-optimizers" a means to shine and get involved in the story at the same level.

As for the OP - I find that players who are really focused on optimizing tend to get bored with story centric games and vice versa so this is often a problem that resolves itself.

I have managed to run a middle of the road sort of game that has supported RPers and powergamers alike. I definitely have had trouble balancing encounters before when a player shows up with a "more optimized" build, but I control the source material enough that it has never been bad enough to break a game or draw complaints. I've never asked a player to neuter a build, though I have altered rules before based on feeling they were a bit broken with the group's play style (both for the benefit of the PCs and their detriment and always with their input.) I've also never seen a perfect optimized character with zero weakness. Usually when someone sits down at my table with a "perfect" PC it is highly focused and something of a one-trick pony. The player usually gets bored with it and moves on.
 

While I see what you are saying about not tailoring everything to a player's precise ability, I do want to point out you can't just ignore their abilities. I think that is what is at the heart of the OP issues.

The players are the protagonists of our story (well, usually) and they need to feel that they are the ones empowered to make the most significant changes to the story. If you don't create spotlight moments for them based on their specialized abilities, they simply become pawns to those in the game world that can advance the story. And that may be what this all boils down to - a DM not providing the "non-optimizers" a means to shine and get involved in the story at the same level.

Well, I don't run a game with a pre-written story, it's up to the players to create a story - but really "story" is never something I think about at all as a GM, so "they simply become pawns to those in the game world that can advance the story" doesn't really make a lot of sense to me in terms of how I see the game.

That said, as GM if I notice a particular PC is significantly underperforming in combat relative to the others I may well offer to help rebuild them to get up to speed. I won't normally ban/nerf uber PCs per se, but I'm happy to ban/nerf certain powers - those that trivialise encounters *without* ending them, like Moment of Glory and pre-errata Visions of Avarice, because IMO they are no fun for anyone. And I now (in 4e) limit sources, which greatly helps to limit power disparity between PCs; munchkin builds almost always rely on a wide variety of sources and synergies unforeseen by the designers; while regularly optimised/powergamed builds typically require cherry-picking sources in 4e - in 3.5e it was more about caster vs non-caster.
 

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