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Why is Min/Maxing viewed as bad?
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<blockquote data-quote="morrolan" data-source="post: 2912162" data-attributes="member: 1847"><p>Are you hitting on me? This isn't MySpace! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Edited for missing sentence!</p></blockquote><p></p>
[QUOTE="morrolan, post: 2912162, member: 1847"] Are you hitting on me? This isn't MySpace! :p :p :p 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! [/QUOTE]
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