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Why is Min/Maxing a bad thing?
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<blockquote data-quote="Harold Mayo" data-source="post: 690176" data-attributes="member: 10361"><p>The problem with min/maxing is that it is done...PERIOD.</p><p></p><p>If everyone did it, there would be little variety in the game because there are certain feats, spells, classes, etc. that, in combination, do better than others. Why take something that is weaker than something else? Role-playing.</p><p></p><p>I have a player who will take two-weapon fighting no matter what when he plays a fighter-type. This has been true for the decade and a half that we have played together. He tries to make up some reason for it and weasel into it all the time, no matter what his character is. It's fine when there is a reason...like when you are from a particular culture or fighting school. When no one uses it and it is actually somewhat against the commonly-used styles in the area, then there is no justification.</p><p></p><p>In my world, fighting styles belong to certain areas/cultures/schools. If you see someone using one of them, then you know where they're from or where they've trained. The same with different sorts of magic. A guy using charm-type spells is from culture X and a guy using a bunch of fire spells is from culture Y and the guy using necromancy is from secret society Z. None of the good, old every 1st level mage having a sleep spell and every 1st level fighter having a longsword and shield. None of looking at a group and seeing the guy in plate mail with a shield and sword ("He's a fighter"), another in the same armor but carrying a mace ("Gee, he must be a cleric), another in leather armor with a short sword ("He's a thief"), and another in robes with a staff ("Hmmm...I'll wager he's the mage"). Just too basic, predictable and totally "blah".</p><p></p><p>Play the way you like but, if you allow min/maxing to any great extent in your game, then you will end up doing the same things over and over again.</p></blockquote><p></p>
[QUOTE="Harold Mayo, post: 690176, member: 10361"] The problem with min/maxing is that it is done...PERIOD. If everyone did it, there would be little variety in the game because there are certain feats, spells, classes, etc. that, in combination, do better than others. Why take something that is weaker than something else? Role-playing. I have a player who will take two-weapon fighting no matter what when he plays a fighter-type. This has been true for the decade and a half that we have played together. He tries to make up some reason for it and weasel into it all the time, no matter what his character is. It's fine when there is a reason...like when you are from a particular culture or fighting school. When no one uses it and it is actually somewhat against the commonly-used styles in the area, then there is no justification. In my world, fighting styles belong to certain areas/cultures/schools. If you see someone using one of them, then you know where they're from or where they've trained. The same with different sorts of magic. A guy using charm-type spells is from culture X and a guy using a bunch of fire spells is from culture Y and the guy using necromancy is from secret society Z. None of the good, old every 1st level mage having a sleep spell and every 1st level fighter having a longsword and shield. None of looking at a group and seeing the guy in plate mail with a shield and sword ("He's a fighter"), another in the same armor but carrying a mace ("Gee, he must be a cleric), another in leather armor with a short sword ("He's a thief"), and another in robes with a staff ("Hmmm...I'll wager he's the mage"). Just too basic, predictable and totally "blah". Play the way you like but, if you allow min/maxing to any great extent in your game, then you will end up doing the same things over and over again. [/QUOTE]
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