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Why is it a bad thing to optimise?
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<blockquote data-quote="Kobold Boots" data-source="post: 5651560" data-attributes="member: 92239"><p>As long as RPGs are designed around probability to accomplish something there will be characters that are better than other characters at doing certain things.</p><p></p><p>If a campaign is going to be combat heavy, it stands to reason that characters should be good at combat. If the entire group isn't, they will TPK. If one person's character out of the entire group isn't, the party might TPK and that's what annoys players in such ways as to suggest improvements.</p><p></p><p>The same can be said of a role-play heavy campaign and possible need to be skils focused. </p><p></p><p>Ultimately though, it's a shared problem, because if a player makes a character that isn't in the vein of the game being played then it's partially the DMs fault for not managing expectations/balancing the challenges, and partially the player's fault for not being aware of what other players are doing or knowing the rules well.</p><p></p><p>It's not a game design fault. A game design flaw would be not being flexible enough to have this problem. I don't know any version of AD&D that hand held people.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 5651560, member: 92239"] As long as RPGs are designed around probability to accomplish something there will be characters that are better than other characters at doing certain things. If a campaign is going to be combat heavy, it stands to reason that characters should be good at combat. If the entire group isn't, they will TPK. If one person's character out of the entire group isn't, the party might TPK and that's what annoys players in such ways as to suggest improvements. The same can be said of a role-play heavy campaign and possible need to be skils focused. Ultimately though, it's a shared problem, because if a player makes a character that isn't in the vein of the game being played then it's partially the DMs fault for not managing expectations/balancing the challenges, and partially the player's fault for not being aware of what other players are doing or knowing the rules well. It's not a game design fault. A game design flaw would be not being flexible enough to have this problem. I don't know any version of AD&D that hand held people. [/QUOTE]
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