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Why is Min/Maxing viewed as bad?
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<blockquote data-quote="Turjan" data-source="post: 2911032" data-attributes="member: 3477"><p>Just a comment regarding the term "roll-playing games", and why it doesn't make sense:</p><p></p><p>Nearly all roleplaying games I know are implicitly "roll-playing games". There are very few RPGs that don't use dice rolls for task resolution, like Amber or Everway, and a few others use methods similar to dice (like cards (Everway also uses cards, but in a less decisive way)). Games like D&D are based on the rolling of dice for most of their actions. The bulk of the rulebooks solely deals with how to adjucate numbers that modify your dice rolls, and these are hundreds of pages. Calling the game or a playing style "roll-playing" doesn't add a single bit to the discussion. Of course, D&D is a "roll-playing game". It's a statement that is so banal that it's basically meaningless.</p><p></p><p>The roleplaying aspect is just put on top of this. This aspect is enjoyable for most D&D players, I suppose, though not for all.</p><p></p><p>Regarding munchkinism, it's mostly a problem of distribution within a group. A group of all munchkins will play wonderfully together; the DM just has to adjust the power level of the campaign. A group of lots of players without any sense of making mechanically "optimal" characters will also go well together; again, the DM has to adjust power levels of the enemies. Problems arise in mixed groups. This seldom ends well.</p></blockquote><p></p>
[QUOTE="Turjan, post: 2911032, member: 3477"] Just a comment regarding the term "roll-playing games", and why it doesn't make sense: Nearly all roleplaying games I know are implicitly "roll-playing games". There are very few RPGs that don't use dice rolls for task resolution, like Amber or Everway, and a few others use methods similar to dice (like cards (Everway also uses cards, but in a less decisive way)). Games like D&D are based on the rolling of dice for most of their actions. The bulk of the rulebooks solely deals with how to adjucate numbers that modify your dice rolls, and these are hundreds of pages. Calling the game or a playing style "roll-playing" doesn't add a single bit to the discussion. Of course, D&D is a "roll-playing game". It's a statement that is so banal that it's basically meaningless. The roleplaying aspect is just put on top of this. This aspect is enjoyable for most D&D players, I suppose, though not for all. Regarding munchkinism, it's mostly a problem of distribution within a group. A group of all munchkins will play wonderfully together; the DM just has to adjust the power level of the campaign. A group of lots of players without any sense of making mechanically "optimal" characters will also go well together; again, the DM has to adjust power levels of the enemies. Problems arise in mixed groups. This seldom ends well. [/QUOTE]
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