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"Your Class is Not Your Character": Is this a real problem?
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<blockquote data-quote="ClaytonCross" data-source="post: 7920566" data-attributes="member: 6880599"><p>Sure, but that's a GM opinion in total disregard to if the player actually picked it for that reason, if the player actually successfully made a powerful build, or if they just made something they thought was cool and fit the sorry in their head that kind of works and that they did not optimize for anything particular (aka power gaming). So a GM making a blanket ban, is punishing all players even when the reasons are not true at all. To me blankets bans are bad jerk reactions that often lead to tables becoming toxic. I have had to leave a few because of this mentality. Its better to work characters out between the GM and player before bringing them to table (why I am a fan of session 0 planning) and if a player starts power gaming talk to that player about power gaming. Also, munchkinism is not always power gaming and often leads to crap designs that are interesting in concept and story but don't function well. <em>To be honest I see more players abandoning bad munchins that don't work then succeeding, with the exception of 1 level dips into fighter or cleric for plate armor. As a result of that <u>I actually cheer on muchikins</u> at my table as a sign of players leaning to role-playing <u>over power-gaming</u></em>. <strong>Most of the power gamers I know tend to stick with rogues and bards</strong> because of insane skills between expertise and Jack of all trides (not bad at anything they care about). Rogues insane damage doesn't burn any resource. Bards have some pretty powerful spells and they can give them selves bardic inspiration so they don't have to bother with failing things. </p><p></p><p>The Paladin / Warlock build for example, is not that powerful unless our a GM that <strong>loves</strong> whittling your parties resources down with a ton of short combats in the same adventure day. If your a GM who typically does one combat per adventure day the Paladin / Warlock is actually far weaker than a pure paladin. When you see players pull out monks, battlemasters, and rogue builds it likely a reaction to players getting tired of always being out of resources so they are adapting to the GMs play style. <strong>Why shouldn't they?</strong> If they are tied of something and want to lighten the load to have more fun at the table with the same group... that seems like a natural chain of events. If the GM doesn't like it then he should adapt to include more long rests the way the players adapted to short classes and sub-classes.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7920566, member: 6880599"] Sure, but that's a GM opinion in total disregard to if the player actually picked it for that reason, if the player actually successfully made a powerful build, or if they just made something they thought was cool and fit the sorry in their head that kind of works and that they did not optimize for anything particular (aka power gaming). So a GM making a blanket ban, is punishing all players even when the reasons are not true at all. To me blankets bans are bad jerk reactions that often lead to tables becoming toxic. I have had to leave a few because of this mentality. Its better to work characters out between the GM and player before bringing them to table (why I am a fan of session 0 planning) and if a player starts power gaming talk to that player about power gaming. Also, munchkinism is not always power gaming and often leads to crap designs that are interesting in concept and story but don't function well. [I]To be honest I see more players abandoning bad munchins that don't work then succeeding, with the exception of 1 level dips into fighter or cleric for plate armor. As a result of that [U]I actually cheer on muchikins[/U] at my table as a sign of players leaning to role-playing [U]over power-gaming[/U][/I]. [B]Most of the power gamers I know tend to stick with rogues and bards[/B] because of insane skills between expertise and Jack of all trides (not bad at anything they care about). Rogues insane damage doesn't burn any resource. Bards have some pretty powerful spells and they can give them selves bardic inspiration so they don't have to bother with failing things. The Paladin / Warlock build for example, is not that powerful unless our a GM that [B]loves[/B] whittling your parties resources down with a ton of short combats in the same adventure day. If your a GM who typically does one combat per adventure day the Paladin / Warlock is actually far weaker than a pure paladin. When you see players pull out monks, battlemasters, and rogue builds it likely a reaction to players getting tired of always being out of resources so they are adapting to the GMs play style. [B]Why shouldn't they?[/B] If they are tied of something and want to lighten the load to have more fun at the table with the same group... that seems like a natural chain of events. If the GM doesn't like it then he should adapt to include more long rests the way the players adapted to short classes and sub-classes. [/QUOTE]
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