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My View on Min-Maxing
What I'm trying to say is that min-maxing is pointless in a Tabletop Game making a really strong Character only means that GM will have to spawn a God with Bullsh*t Abilities to kill you. Also your a Party sure be around the same power, and it not really nice to treat your Party as meat shields/cannon fodder sure you might be unkillable, or deal a sh*t of damage, but your just making the rest of your Party struggle in combat. Min-maxing is something you do when your trying win a The Game, but what you should try to do is enjoy the Game, the way that Urealms and other Tabletop game are meant to be played. Honesty I'll rather spend 500 gold to get an Entourage than get Legendary Spell Scroll any day. I should mention that I really hate scaling the difficulty upwards. However I am ok with scaling the difficulty downwards, as long as the campaign is a fun experience for my Players.
What is your view on min-maxing?
Edit: Please understand that I'm not trying to be a Dick.
What is your view on min-maxing?
Edit: Please understand that I'm not trying to be a Dick.
Comments
If you want to prevent this, go through the decks, take out all the thick fur raiment and buff banners and other op stuff from the decks before players log in.
Whenever there is an opportunity, find good ways to reduce how dangerous the characters are in the campaign without using bullshit methods. For example, if Tania Grayson is in your campaign, utilize Death Rolls. If you get a Brawler Berserker combo, prepare to have enemies that can Freeze that motherfucker. If they're immune, the boss knows how to Super Freeze too! If you recognize how powerful a certain character is, it's almost certain the Foes will recognize that power as well and realize they must deal with it immediately.
If it has to come down to it though, there's nothing wrong with saying stuff like "I won't allow it," especially when it is to prevent loopholes or grossly overpowered characters.
Ah, I see.
It also keeps the party at the same level so that the one person is constantly doing everything when there was most likely a better way to deal with them.
Only time I allow it if it's a combat heavy campaign which i'm doing, since for those yes, you're going to be fighting some strong stuff and alot of them most likely.
But from player experiences, sometimes I've done stuff where it looks like I have, but it was an accident and I just wanted to do it because it's based on my character.
For example if they roleplay a really big and famous man, or a leader of sort. Or maybe even a tactical genius. Then sure those character can totally min max.
I wouldn't play any of these characters however- the most I'd go is have them in my campaigns when I'm the GM, and have the players have to find clever ways to defeat them- or give them an Achilles heel.
Infact, I think its really acceptable to make an overpowered character as long as you focus on role-play, so have them "be too scared to use their ultimate combo" or "have a habit of tripping over and casting polymorph on themselves" etc...
Again, as most people have said. Don't play to win, play to have fun
BUT I have a rule that the more powerful the character is, the more I have to RP a reason to not use said power. In the case of strong combos of abilities, I play a character who goes by their gut and doesn't think when fighting resulting in far from optimal play.
If I have one thing that is too strong, like say curse of medusa (which can be a mess in the wrong hands), I make it more of a curse or unstable power with a horrible incident in the characters past to limit it.
Too much HP? Play someone who is selfless or courageous to a fault (unaware/stupid works well in the case of black boars). Don't use your anytimes to save yourself and only use them to help a party member unless obvious death is coming.
It helps establish a backstory on the fly during character creation while, so long as you don't fault in your resolve to RP, keeping the party ready for most things that may come your way.
I often won't even look at my stamina or damage till the end.
Nothing wrong with jumping on a clear opportunity to make your character awesome, as we've seen in the past you don't always have to go through combat guns blazing, you can just start off with the small stuff and bring out the crazy combos once your party really needs them.
Generally, there's nothing wrong with building strong characters, but I think that it should be made clear to players that making a fun, coherent character to roleplay with is more important. If they're super good at one thing and it's sort of breaking things, then you as the GM should find ways to pick on their weak spots in order to balance things out (but for goodness' sake, don't be malicious or vengeful about it).