On Min-Maxing

There’s a certain mentality when it comes to pen and paper RPGs, the drive to “win the game” as it were. Kodra speaks about this in his preface to his post from two days ago, and I want to expand on it a bit. (For the record, I think the big winner in Wizard schools is Conjuration.)

Optimization is not Bad

There’s nothing inherently wrong with wanting your character to be better. Kodra and I occasionally talk about this sort of thing, we spent a lot of playtest time trying to figure out what was “broken”. When it came time to actually play the game proper, we mostly shied away from these things. Also, our usual DM probably would have murdered one or both of us if we brought in a triple-class character with an AC of 22 and 4 attacks per round at level 6.

But even in play, there’s no reason not to make informed decisions. While it might be fun to have a Monk with high strength, one with more dexterity will usually be better. While Rogues are proficient in clubs and longswords, class features are more effective if you use a rapier or dagger. If you’re a Wizard, you should probably try to have an intelligence of more than 8.

charisma

Roleplaying is Good

How much is too much depends on the playstyle of the group. An adventure that is a straight dungeon crawl may call for characters that are more combat-focused. If your adventures mostly require dealing with people in town and rarely getting into combat, then that wizard with 8 int might not slow you down too much, and will provide amusing RP possibilities. (You may also want to explore roleplaying systems that aren’t D&D; many others are better at this sort of thing.) Most groups will be somewhere in the middle, it depends on what your group finds fun.

When I feel it goes too far is when winning the game becomes a primary character goal. It can cause problems when not playing the same game as everyone else and rolls Pun-Pun when the rest of the party is more-or-less standard. There are more reasons for this than just roleplaying, an unbalanced party makes encounter design somewhat challenging. Things that challenge the super-character would crush the rest, and things that would challenge the rest are brushed aside handily. I think it’s better to come up with characters that fit the direction of your campaign, and see where it goes from there.

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