Why is Min/Maxing viewed as bad?

morrolan said:
But which is more interesting? if someone tells me "My 7th level human fighter killed that 9th level barbarian in a str8 up fight!", well, ok, bully for you. If he says "Well, my character, the third son of the house of Cumrath was in the Salt Plains of Garumhet where he met the tribe of Caluther. What? Oh, they're like, that tribe of orcs, but they also have humans and half-orcs. Anyway. So the leader was acting uppity, and he -did- look tough. But my character, Harold, has a high opinion of himself too! So.. Well, we fought, and I killed him",
Well then I've learned something of his story, and the gameworld.
edited for grammar

I'm with Barak on this one. If someone said
""Well, my character, the third son of the house of Cumrath was in the Salt Plains of Garumhet where he met the tribe of Caluther. What? Oh, they're like, that tribe of orcs, but they also have humans and half-orcs. Anyway. So the leader was acting uppity, and he -did- look tough. But my character, Harold, has a high opinion of himself too! So.. Well, we fought, and I killed him",

To me and I wasnt actually involved in the game, it'd come of like so much hot air to me. To me most gaming stores come off as those "You had to be there" things. I'm not interested in the long extrapolation of how you had to con the Seven Sisters of Saltmarsh into givng you a the contract to explore the forbidden cliffs of Redfern. Just tell me "yeah, my Bard made the ILL Bluff roll to get the thieves guild to give us the map we needed" and I get it.

No pretentious wankery needed. That's just me though.
 

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If this go on, we might as well just start exchanging e-mails. :)

morrolan said:
They are not inherently more interesting. They are uncommon, thus unexpected, thus interesting. As a gm, if a player comes along and says "I wanna be a fighter, 18 str, power attack etc etc," I'm fine with that. I expect it because the system encourages that to a degree.

But if he comes along and says "I wanna be a fighter with 12 str and 16 int, and skill focus herbalism', I say "hmmm, well that's interesting, why?" And the player might say "well, dude wanted to become an apothecary, but couldn't afford to go to school, then was conscripted by the militia to fend off raids by the foul myrmidons etc, etc". I know he's put some thought in and wants his stats and skills to reflect that, and i'm more interested in how he's gonna do against that first group of goblins or whatever. Will his party be optimised for that combat? maybe not. But what happens when they meet will be more interesting to me as GM, and hopefully that will translate to what I put into the game.
But I can write.. 4-5 truly different backgrounds for that fighter with the 18 STR with Power Attack. Why? Because the base is a trope, and it's -easier- to concentrate on roleplaying aspect that disregard (while still taking it into account) tropes. The herbalist fighter? Well ok, it might work once. From a truly RP perspective, other builds would probably make more sense, actually.

Min/maxed fighter takes down goblin warchief is dog bites man, really. You expect it, and can even statisticaly predict it. Whoop de doo. It might make him a hero in the village, but to us jaded types, it's just another day in D&D-land. Time to make the donuts.

But if our hapless apothecary finds he can't take down king gobbo, and the party has to come back later? Maybe he can find some lesser fartbloom, and have the rogue sneak it into the gob's stewpot, so that the next time they meet, King Gobbo's not feeling so good.
They can -both- be interesting.. Note that since most fighter builds do not depend on skills, they can pick some interesting skills to round up characters, instead of "jump/swim".

But you get my point. It's the same for me with backgrounds. If someone comes at me with the old "my village was burned by orcs and swore revenge", I can roll with it, it gets the job done, but it's ho-hum.

For a min/maxer/roleplayer, background is very, very important, as it's the only part of character building in which the roleplaying part comes into play.

As I said above, though, the same story wears thin quick. Interest in stories (novels) comes from conflict and limitation. You bite your nails when the character is up against something you know they can't get out of, and applaude when they find a way. The Jordan books were kind of fun despite the characters, just from a world building aspect (ok, really just for the magic system). But the characters themselves were sort of stock and boring really.

I've actually once used the exact same character (a dual-dagger-wielding halfing rogue/fighter, btw) twice, completely making them into different characters simply through background. YOu can make up an infinite amount of stories. Characters, while large, are limited.

Well I meant by defenition min/max means one dimensional, ie you focus all development in one area at expense of the others. Which sometimes does affect personality. If every barbarian buys points in str and con at the expense of cha and int, and people play characters accordingly, you have a bunch of dumb thugs who sit around picking their nose at dinner parties. Maybe some have axes, and some greatswords, but you know...

I've actually always viewed the "min" part of min/max as "minimizing weaknesses" while maximizing efficiency. But anyway. D&D favors specialization, there's no doubt about that. One of the rulebook actually -tells- you that it's better to maxed out a few skills than having 1 rank in a bunch of different ones. And with the escalating DC system, it's true. It's also why characters group together, since 4 specialists will be better than 4 jack-of-all-trades,

But which is more interesting? if someone tells me "My 7th level human fighter killed that 9th level barbarian in a str8 up fight!", well, ok, bully for you. If he says "Well, my character, the third son of the house of Cumrath was in the Salt Plains of Garumhet where he met the tribe of Caluther. What? Oh, they're like, that tribe of orcs, but they also have humans and half-orcs. Anyway. So the leader was acting uppity, and he -did- look tough. But my character, Harold, has a high opinion of himself too! So.. Well, we fought, and I killed him",
Well then I've learned something of his story, and the gameworld.

The OP wanted to know why min/maxing is regarded as bad, and I don't think it is really. It's a valid play style. I'm just thinking through under which circumstances I would find it "bad", and when things get stale, thats bad to me.

My point with that example, which wasn't very clear, is that they are both meant to be the same people. But one took me barely one sentence, and the other a paragraph. So when people talk about their characters, unless the back story is relevant, they'll fall back on class/levels/whatever. It doesn't mean the background isn't important, just that it takes longer to get into in this type of forum, so you are bound to hear more of the former than the latter.

P.S. I also totally made up both situations.
 
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morrolan said:
No there is not "one ultimate build", but instead a series of well trod paths. Sure there are say different fighter specs you could follow, but not many fighters would choose to take say a skill focus or even quick draw over maybe great cleave etc. And most of the Dribble clones finesse fighters are going to take the chain of two weapon fighting feats over something maybe less tangible but more uncommon and interesting. The system rewards them for taking those feats by being more effective in combat, thus getting xp and gear more easily etc. That's the way a lot of people play, and how they judge whether they are "winning" at the game, but the same could be said if you played a diplomacy heavy game. You can min-max for that too, and what might be regarded as an "ultimate" build changes.

Notice, I say there's nothing wrong with that, it just bores me. YMMV. But I always had a fondness for those gimpy WHFRP characters who started out with a crappy background and had to duck, run, scheme and scrabble to survive, and maybe croak in spite of it. It's just what you find fun.

I recently created a Pirate type for a game, who had quick draw, finesse, and imp init, and high cha, and I am a terrible self avowed min/maxer and powergamer. I won't cheat, and I dont like to steal roles, but i like to OWN my role, and if my role is face, I'll be owning it, thanks.
 

Mustrum_Ridcully said:
I feel the need to assist a fellow poster who gave a great link. :)
I read the rant a few years ago, and rereading it now makes me think it can be called a "Evergreen".

Maybe I should write a letter:
Dear Moderators,

is there a way to force everyone to read Montes rant on "The Evolution of Munchkin"?
Link: http://www.montecook.com/arch_anrant3.html

Greetings,
M. Ridcully


:)

Thanks a lot Mustrum, Goblyn! I indeed believe this is an evergreen.
 

ShinHakkaider said:
I'm with Barak on this one.

To me and I wasnt actually involved in the game, it'd come of like so much hot air to me. To me most gaming stores come off as those "You had to be there" things. I'm not interested in the long extrapolation of how you had to con the Seven Sisters of Saltmarsh into givng you a the contract to explore the forbidden cliffs of Redfern. Just tell me "yeah, my Bard made the ILL Bluff roll to get the thieves guild to give us the map we needed" and I get it.

No pretentious wankery needed. That's just me though.

Well, ultimately I agree. Most of the time campaign stories are "ya had to be there". In the context of the debate though, someone coming up and saying "I rolled a 20" is a lot less thrilling than someone telling me a story.

Hell this whole topic amounts to wankery. It's one of those things that people have their minds made up about. :)
 

1. There are no set definitions. For clarity, individuals need to define what they mean by those terms, because one person's powergamer is another's min/maxer or munchkin, etc.

2. They are only problems when the style conflicts with those of the other players and/or DM and the the differences playstyles cannot be reconciled.
 

I personally see min/maxing, when done to an extreme, to be a) boring, and b) risky. Boring in the sense that it may lead you to use one or two schticks for every encounter or situation. Risky in the sense that you're putting all of your eggs in one basket. You'll eventually come up against something that your "max factor" can't handle. Of course if you're in a group where others have min/maxed in different directions, the group as a whole should do ok.

But you know, DMs min/max all the time. :)
 

Doctor Shaft said:
So long as the DM establishes the rules for "how the game shall be played," then there is no powergamer or munchkin.

Not from my experience. The last DM gave the powergamer (as per the definition I gave earlier) at least three different warnings (not including those out of game), because the player's whining and offhand remarks about others taking the time to rp was ruining the enjoyment for everyone else. After one particular session, the DM had enough and just stopped inviting the player. The player promised to conform to the rest of the group and, after one or two session went right back to his old behavior.
 


Barak said:
If this go on, we might as well just start exchanging e-mails. :)

Are you hitting on me? This isn't MySpace! :p :p :p

Barak said:
But I can write.. 4-5 truly different backgrounds for that fighter with the 18 STR with Power Attack. Why? Because the base is a trope, and it's -easier- to concentrate on roleplaying aspect that disregard (while still taking it into account) tropes. The herbalist fighter? Well ok, it might work once. From a truly RP perspective, other builds would probably make more sense, actually.

I don't see a trope as being any easier, really. If it is it's negligible. Is coming up with base stats that distracting to deciding on character? And what is a trope if not a stereotype?

As regards my herbalist, yes some other stats may suit him, but I was just pulling an example out of my butt. My point is that the player had a story and personality worked out, and made his character to fit that mould, even if it was "inefficient". That seems more sensible to me than coming up with a cool story and draping it over a preset munchkin build.

Take it a bit further. Lets say my herbalist/fighter makes it to Metropolis and as reward for saving the village of Dunghill gets a choice of commission in the Imperial Army, or a scholarship to Hogwarts to study alchemy. Following his childhood dream, he decides to study Alchemy, from whence he begins an illustrious career as a wizard. From a min/max perspective he's farked. At the end of his career, he's got a basically useless fighter level which will stop him being the wizardly equal of the other lvl 20's. But it reflects where he's been, helps tell his story.

And really, if you maintain that stats do not affect the roleplaying aspect of the character, than I can generate as many backstories for my gimpy fighter as for your trope-y one.

You're right D&D does favor specialization, if only in a game mechanics sense. You are looking at it as a success/fail proposition. The pleasure in telling a story, if you enjoy that and not just the tactical game, is not dependent on success or failure. And as a gm noone has me shackled to an arbitrary DC/CR system. If I know my party is less than "optimal" I can adjust accordingly, or give non standard means to accomplish goals.

Edited for missing sentence!
 
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