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Neeek
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Neeek »

RandomCasualty at [unixtime wrote:1125729827[/unixtime]]


As far as M:tG goes, sure you get some complaints now and then, but I pretty much guarantee you that those complaints all come from opponents of a given deck. And that's what losers do, they tend to whine and make excuses. In some cases, those excuses may be valid. Maybe the combo that beat them was overpowered, or maybe it wasn't. But that's pretty much the way it goes, you'll always have people who lose and then make excuses about it.


And, as usual, you are just plain wrong. The complaining most often comes about cards that are so powerful that the adversely effect the skill level of the game. Consequently, the *good* players are the ones most hurt by broken cards/combos.

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Re: Anyone feel like min-maxxing in D&D anymore?

Post by PhoneLobster »

RC wrote:Well first, Warhammer and Starcraft tend to be wargamer games over deckbuilder.


Everyone else has said anything much else I'd want to except. on this point.

To which I say they are too deck building.

Now I'm only just getting into warhammer again after a very long break, so I'm not too much into the new rules.

But back in the dark days of two or three editions a go it was well and truly possible to lose the game before you even fielded your troops on the table. You needed wizards to counter wizards, something to counter cavalry and archers, something to counter flyers, and a miscalculation on allocating your army resources meant a rapid and ignoble defeat.

So far in the new edition it seems flyers are no longer a major game winning trump against wizards and character models but you still need wizards to ensure you don't loose when your oponnent totally owns the magic phase (maybe not as much as before, I haven't seen all the spell sets yet).

But anyway, it wins and loses the game, you have limited resources both through points and purchasing power, its a lot like any collectable card game.

Star craft is also a deck building game in that the limited resources are time, population cap and finite mineral/gas resources on the map.

If you build a zergling rush deck and it somehow fails then you have expended time and minerals you won't get back.

If you play a longer game the forces you eventually strike with will be limited by a population maximum meaning you had better have the right distribution of unit types to get the job done, or else.

So chance, reflexes, and in game decisions influence the outcome of these games? Well, same goes for card games. So either these are deck building games or else there isn't such a thing.

And to clarify, like I said, I'm no Magic expert, I talk to alot of them a lot, but I don't play it. I have however got several thousand cards from about five or six other, mostly out of print, collectable card games mouldering around the house somewhere... (and just as an aside, I'm always on the look out for anyone who happens to be hoarding any cards from the out of print Guardians game...)
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Murtak »


RandomCasualty wrote:As far as M:tG goes, sure you get some complaints now and then, but I pretty much guarantee you that those complaints all come from opponents of a given deck.

No.

An example:
A few months ago AEG released a new stronghold for the Ratling faction around which a fe wplayers built an absolutely disgusting speed military deck, able to win on the turn it first attacked and usually at least crippling the opponent.

Everyone complained about it. Even those who took the deck type to tournaments stated they would rather play something else, but felt like they did not have the chance to qualify for the world championship with another deck. Many, many people refused to play it. Clearly the very best deck in the enviroment, with decks specifically built to counter it having at best a 50% chance ... and perhaps 1 in 20 played it.



RandomCasualty wrote:Well, game breaking builds are nothing more than power builds taken to an extreme.

No.

I guess it is conceivable a power build might slide over into a gamebreaker, but I can't think of one.

Some gamebreakers off the top of my head:
Illithid Savant, Emancipated Spawn, Dweomerkeeper, Hiveminds .... all of these break the game, but none do so merely because of having higher numbers.

Cleric Archers, 3.0 Red wizards, Blastificers and the likes on the other hands merely feature higher numbers, and none of them break the game.



RandomCasualty wrote:The question is... where do you draw the line? Obviously the word is game breaking. What about the hulking hurler? The 1000 damage charge build? The shapechange abuser? The min/maxed druid? Where is the line drawn?

The hulking hurler, broken? How so? Because, when starting at level 18+ one can layer on a dozen templates and, once in your characters life, throw a lead ball the size of texas into the BBEG's tower? That is the level where the caster types are pointing at stuff and it dies.

The same goes for those charge builds. If you regularly allow a dozen rounds of preparation, feature a wide open space to charge in and then whatever you charge does not have some other protection (Hold the Line or Contigency are not good for you) .... then why the heck shouldn't that dragon just die?

"Shapechange" is a character build now? That is simply a broken spell. It is like wishing for a ring of infinite wishes, like abusing fabricate or holy word. Your "character build" has nothing at all to do with abusing those spells.

Min-maxed druids? Apart from the basic broken concept of wildshape ... where is your problem with them? Does your world explode if a min-maxed level 5 druid is as powerful as a non-min-maxed level 10 sorcerer and level 10 barbarian combined?



RandomCasualty wrote:Also you've got the problem of eliminating lots of other character concepts. Since there are very few things that can match a frenzied berserker or incantatrix build for instance. So you run into a situation like M:tG where you have a very slim amount of concepts you can play if you don't want to suck.

You know, you could look at this the other way around:
There is a very very limited amount of characters you can play if you limit yourself to the power of a monk/warlock, especially one who does not choose his feats and invocations very carefully.



RandomCasualty wrote:Now in an RPG doing that is pretty devastating to the game as a whole. RPGs are about playing all sorts of different concepts and when one person min/maxes he's actually decreasing everyone else's potential options. The thing is that you can play a druid or a cleric and not be uber. But you can't play a dread pirate and make him comparable to a frenzied berserker. Ever.

Which is why balancing the basic building blocks (classes, feats, etc.) is so important. You can never make a character who chooses his abilities at random as powerful as a carefully planned character. You can however make sure that as many different character concepts as possible are playable.

By the way, I consider it easier to ramp up character concepts to the power level of the Frenzied Berserker than it is to power them down to the level of the Dread Pirate.



RandomCasualty wrote:So min/maxing basically sets the bar as far as what builds are allowed in. And if you set the bar too high, then everyone is playing from a small set of power decks, and that gets old fast.

And your solution is to disallow players to plan their characters but not actually to play those characters? So you are fine with a Fighter / Barbarian going into Frnzied Berserker in a party of Dread Pirates, just as long as he did not plan it? That is your entire "deckbuilders ruin the choices for everyone" argument, right?
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by RandomCasualty »

Murtak at [unixtime wrote:1125746325[/unixtime]]
A few months ago AEG released a new stronghold for the Ratling faction around which a fe wplayers built an absolutely disgusting speed military deck, able to win on the turn it first attacked and usually at least crippling the opponent.

Considering I dont' really know the game you're talking about, I can't comment on this one at all.


No.

I guess it is conceivable a power build might slide over into a gamebreaker, but I can't think of one.

Some gamebreakers off the top of my head:
Illithid Savant, Emancipated Spawn, Dweomerkeeper, Hiveminds .... all of these break the game, but none do so merely because of having higher numbers.

Cleric Archers, 3.0 Red wizards, Blastificers and the likes on the other hands merely feature higher numbers, and none of them break the game.

Now, high numbers alone aren't necessarily a problem, so long as the numbers progress at the same rate. The problem is that in D&D, they don't. Offenses rapidly beat out defenses, or vice versa, depending on where you're specialized. Meaning that against two specialists the game turns into rocket launcher tag or padded sumo, and either one of those break the game.

A really high caster level holy word is one such example. Caster level is at its core just a number and holy word is just a spell, but high numbers make for a broken character. Similarly, unhittable ACs and instant kill uber damage ruin the game. The main reason is because to challenge an instant kill character you need to respond with another instant kill foe. And when you play at those stakes, sooner or later the PCs lose initiative and get insta killed themselves.

In an RPG, you want your PCs to survive, so more than anything, making the game too deadly is problematic. This is more than simply annoying the wargamer by making battles a strategy lacking "who shoots first" proposition. It's about party survivability and drama. An eggshell with a hammer gives you really few adventure building options. Either you let him steam roll all his enemies, or you face him off against stuff that can kill him. In the first case, the game is a boring one sided contest, in the second case, eventually that PC is going to die.

The idea in making a good RPG is to minimize chaos. If chaos gets too bad, which certain builds like the blastificer or uber DC wail of the banshee can do, then the game ceases to be as fun. It won't totally fall apart, like an instant wealth game, but it'll be like magic the gathering with type I 1-2 turn kill decks. The game just loses all its appeal.




The same goes for those charge builds. If you regularly allow a dozen rounds of preparation, feature a wide open space to charge in and then whatever you charge does not have some other protection (Hold the Line or Contigency are not good for you) .... then why the heck shouldn't that dragon just die?

I don't really see how you need a dozen rounds of preparation or wide open spaces... Charge really doesn't take a heck of a lot of room. Killing off a major character or foe in one round is bad, because it nears eggshell with hammer paradigm. The dragon now, to be an adequate threat, must be able to do the same to the PCs. And well if he can... now you worry about slight bits of bad luck wiping out the PCs. The faster combats go, the greater your chances of TPK. In an RPG that's a bad thing.


Min-maxed druids? Apart from the basic broken concept of wildshape ... where is your problem with them? Does your world explode if a min-maxed level 5 druid is as powerful as a non-min-maxed level 10 sorcerer and level 10 barbarian combined?

Yup, if somebody else is playing a barbarian or sorcerer, that's certainly a problem.



You know, you could look at this the other way around:
There is a very very limited amount of characters you can play if you limit yourself to the power of a monk/warlock, especially one who does not choose his feats and invocations very carefully.

Well, I'm not saying that everyone has to be super weak either. A fighter/barbarian isn't going to totally bust up the power break. But there are very few things that measure up to top tier builds like frenzied berserkers, incantatrix, blastificer, charge whore and so on. And that limits your choices a lot.


Which is why balancing the basic building blocks (classes, feats, etc.) is so important. You can never make a character who chooses his abilities at random as powerful as a carefully planned character. You can however make sure that as many different character concepts as possible are playable.

By the way, I consider it easier to ramp up character concepts to the power level of the Frenzied Berserker than it is to power them down to the level of the Dread Pirate.

I don't. The problem is that frenzied berserkers and blastificers don't live up to their CR, so that means you've got to ramp up the monsters as well. And then you've got characters like the druid and cleric archer, who fill multiple party slots really well and act as a gestalt character should. It's a lot easier to just nerf a few power builds than it is to try to ramp up 95+% of the classes and monsters in the game who don't live up to the frenzied berserker or hulking hurler's damage total.


And your solution is to disallow players to plan their characters but not actually to play those characters? So you are fine with a Fighter / Barbarian going into Frnzied Berserker in a party of Dread Pirates, just as long as he did not plan it? That is your entire "deckbuilders ruin the choices for everyone" argument, right?

No, the plan isn't to prevent deck building. The solution is to make it less of a deckbuilders game. This doesn't mean randomizing tables or any of that crap. It means eliminating a lot of the excessive synergies in abilities.

Stuff like:

Spirited charge: gain 2x damage on a charge

And

Pounce: gain a full attack on a charge.

Those two things should absolutely not work together, at all. It's an excessive synergy. You should be able to use pounce *or* spirited charge, but not both. The goal is to prevent people from being able to put everything they have into one bucket and just having a huge amount of bonuses to create a one trick pony.

Similarly you stop the cleric archer by only allowing him a set number of buff spells active at once, or switching his buffs to more of a curse paradigm like Frank suggested a while back.

I do not support preventing people from deck building, I support balancing the cards so that you dont' have some people walking around with black lotus and time walk and other people walking around with a deck composed entirely of Homelands cards.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Murtak »


RandomCasualty wrote:The problem is that in D&D, they don't. Offenses rapidly beat out defenses, or vice versa, depending on where you're specialized. Meaning that against two specialists the game turns into rocket launcher tag or padded sumo, and either one of those break the game.

That is news to me. Sure, the game changes, but how does it get broken? Why are longer or shorter combats inherently bad?



RandomCasualty wrote:A really high caster level holy word is one such example. Caster level is at its core just a number and holy word is just a spell, but high numbers make for a broken character.

Holy word not an example of excess power turning into brokeness. It is an example of a broken spell and nothing more. No effect should kill you without a saving throw based on a stat that has nothing to do with your CR/ECL.



RandomCasualty wrote:Similarly, unhittable ACs and instant kill uber damage ruin the game. The main reason is because to challenge an instant kill character you need to respond with another instant kill foe. And when you play at those stakes, sooner or later the PCs lose initiative and get insta killed themselves.

Uh ... so? The game already features plenty of save-or-die effects. Do you also remove all of those?



RandomCasualty wrote:The idea in making a good RPG is to minimize chaos. If chaos gets too bad, which certain builds like the blastificer or uber DC wail of the banshee can do, then the game ceases to be as fun. It won't totally fall apart, like an instant wealth game, but it'll be like magic the gathering with type I 1-2 turn kill decks. The game just loses all its appeal.

So any RPG with dice is bad .... ?

Anyways, I do play a card game that went from a 10 turn duration to a 4 turn duration. It is still as fun as ever. All that happened is that it got more intense. Instead of 10 turns with 10 decisions per turn you now have 4 turns with 20 decisions per turn. That does not make the game inherently worse, merely different.

Heck, let's take something similar to your extreme example. In L5R you get cards from your 4 provinces and your hand (5 cards initially). Me and some friends once sat down and played in a made up 4/5 format, meaning we all saw all of our cards in the first turn. Combo-city, right? Instant kills, no variety at all and no fun, right?

Wrong. It was a blast. Of course a lot of the actual game - heck, nearly all of it - got compressed into the deckbuilding phase. But that can be just as fun as the actual game.

Similarly in high lethalty RPGs planning gets more important. Instead of having 10 round fights you have 2 round fights and 10 hours worth of preparation. And that can be just as fun as a "normal" DnD game.



RandomCasualty wrote:
Murtak wrote:Min-maxed druids? Apart from the basic broken concept of wildshape ... where is your problem with them? Does your world explode if a min-maxed level 5 druid is as powerful as a non-min-maxed level 10 sorcerer and level 10 barbarian combined?

Yup, if somebody else is playing a barbarian or sorcerer, that's certainly a problem.

Ok, please do me a favor. Read up on my last couple of posts. Try to understand the bit of power vs power discrepancy. One is bad. The other is not.



RandomCasualty wrote:
Murtak wrote:You know, you could look at this the other way around:
There is a very very limited amount of characters you can play if you limit yourself to the power of a monk/warlock, especially one who does not choose his feats and invocations very carefully.

Well, I'm not saying that everyone has to be super weak either. A fighter/barbarian isn't going to totally bust up the power break. But there are very few things that measure up to top tier builds like frenzied berserkers, incantatrix, blastificer, charge whore and so on. And that limits your choices a lot.

It takes a great deal of effort to match the weakness of a straight monk too. According to what you said you have to ban most every core class from your games if one of yourplayers is playing a straight monk. Is that not at least as restricting as getting rid of all but the most powerful core classes?



RandomCasualty wrote:I do not support preventing people from deck building, I support balancing the cards so that you dont' have some people walking around with black lotus and time walk and other people walking around with a deck composed entirely of Homelands cards.

Actually what you are planning is ripping up all black lotuses, handing out timewalks to one player and not bothering to look at what everyone else is doing.

As opposed to the logical solution - just make sure everyone is playing with a deck of equal power. If that means everyone has a black lotus and timewalk, so be it.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by RandomCasualty »

Murtak at [unixtime wrote:1125791078[/unixtime]]
That is news to me. Sure, the game changes, but how does it get broken? Why are longer or shorter combats inherently bad?

The game doesn't necessarily become broken, so muhc as it becomes unfun. Consider magic the gathering when playing with one turn slaughter decks. The game mechanics and all still work, but the game isn't particularly fun to play because the winner tends to be whoever goes first. Is this a broken game? Not exactly, but the game is certainly worse than it was before due to the min/maxing.

In an RPG this actually becomes a worse problem because PCs are supposed to live. in M:tG it's not a big deal that two equal decks may have a 50% win/loss rate against each other. In an RPG, that's really bad, because you don't want your PCs getting wiped out 50% of the time, not even 30% of the time, yet you still want them challenged.

The deadlier the combat, the smaller the margin between "challenging encounter" and "TPK".


Uh ... so? The game already features plenty of save-or-die effects. Do you also remove all of those?

Save or die isn't inherently broken. Having high DCs might be, which means the 3.0 red wizard/archmage DC pumping build could ruin the game, but the concept of save or die isn't unsalvageable from a mechanical standpoint. Many players do consider it to be something that isn't fun, but that's another argument entirely, which I don't really want to get into.

It's ok to have an occasional situation where somebody gets lucky and gets a 1 turn kill. That's going to happen. Sometimes your fighter will roll that natural 20 on his vorpal and take down a big encounter. That's ok. It's not ok if he does that every time or even 50% of the time however.


Wrong. It was a blast. Of course a lot of the actual game - heck, nearly all of it - got compressed into the deckbuilding phase. But that can be just as fun as the actual game.

Well here's where we get back to the deck builder versus the wargamer and totally different philosophies. The wargamer wants the decisions to be made at the actual game, where the deckbuilder likes to make his decisions prior to game time.

Deckbuilders playing Starcraft always want to play "no rush" games where you play 10-30 minutes without any attacking where they get to build their bases and armies up before anything happens. Wargamers prefer to play with rushes involved because it adds more strategic depth and options to the game.

Neither style is necessarily right or wrong, but it's important to understand the differences and what people want. It is however important to know what kinds of people you're turning away when you run a game like that.


Similarly in high lethalty RPGs planning gets more important. Instead of having 10 round fights you have 2 round fights and 10 hours worth of preparation. And that can be just as fun as a "normal" DnD game.

Well, certainly not in my opinion. IMO the time preparing for a game is dead time, and I like to minimize that as much as possible. Especially when you've got a DM who is constantly designing encounters, it's not a good idea to have him need to use hours and hours designing those encounters, not unless you want to totally burn him out.

Prep time in RPGs is generally bad and you actually want to minimize it compared to gaming time. The more time you spend preparing the less time you actually have to play, and if prep time is so high, nobody will want to DM. That's the real reason nobody bothers DMing high level and epic games... it's just too much work.

I personally don't find it anymore fun pouring through RPG books than I do pouring through my magic the gathering collection to make a new deck. Doing math and sorting cards is tedious boring work IMO, and if all I get back for my work is a 1 round little bit where I get to do 1000 damage in one round, I don't feel all too great about it.

I consider it much more fulfilling to get a chance to try to outplay my opponent as opposed to outbuild him. Then again, I'm a wargamer and not a deck builder.

It takes a great deal of effort to match the weakness of a straight monk too. According to what you said you have to ban most every core class from your games if one of yourplayers is playing a straight monk. Is that not at least as restricting as getting rid of all but the most powerful core classes?

Not particularly... a straight monk isn't nearly as bad as most people make them out to be. The main reason a straight monk is so bad is quite simply because he can't take any PrCs. So while the fighter is taking Dervish and the barbarian is going Frenzied berserker, the monk is just kinda stuck there gaining monk levels.

Compare the monk to a straight core fighter and he's really not all that bad. I'm not saying he's anywhere near awesome, but he's still very much playable and with the super monk speed, there are times when the monk can still be a useful guy to have on the team. I've played in lots of non power games where monks have been reasonably useful. It's no surprise that a lot of people don't see any problems with the monk.


As opposed to the logical solution - just make sure everyone is playing with a deck of equal power. If that means everyone has a black lotus and timewalk, so be it.


But people don't like 1 turn kill decks. That's the very reason black lotus and timewalk are either restricted if not banned from every tournament format. It's not that allowing four of them would break the game, it's just not very fun anymore.

The very same is as true in D&D, if not more true due to the looming specter of the TPK.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Draco_Argentum »

RandomCasualty at [unixtime wrote:1125729827[/unixtime]]
As far as M:tG goes, sure you get some complaints now and then, but I pretty much guarantee you that those complaints all come from opponents of a given deck. And that's what losers do, they tend to whine and make excuses. In some cases, those excuses may be valid. Maybe the combo that beat them was overpowered, or maybe it wasn't. But that's pretty much the way it goes, you'll always have people who lose and then make excuses about it.


Nope, people still bitch when they lose no matter where you go. That includes Warhammer where people are fond of calling something overpowered then posting a solution that rips the guts out on an army. Or with Ogre Kingdoms, totally bitching about an army they had never played.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by erik »

RandomCasualty at [unixtime wrote:1125804184[/unixtime]]
Not particularly... a straight monk isn't nearly as bad as most people make them out to be
...
Compare the monk to a straight core fighter and he's really not all that bad. I'm not saying he's anywhere near awesome, but he's still very much playable and with the super monk speed, there are times when the monk can still be a useful guy to have on the team. I've played in lots of non power games where monks have been reasonably useful. It's no surprise that a lot of people don't see any problems with the monk.



Your experience has been vastly different from mine then. I have *never* seen a monk be effective, with the exception of one way back before it was illegal to polymorph into solars in 3e, and he spent some time in stone giant form prior to that. And for them to have stats to make them effective, you need 18's out the wazoo. Even with four 18's I'd be extremely wary of playing a monk, and that's what you need to rationally consider it, keeping in mind that other players will still own you, but you might not totally suck anymore.

Otherwise you have a horrible AC, mediocre hp (when you need good), mediocre attack bonus (when you need good), and fairly unimpressive damage, and mediocre saving throws (thanks to no multiclassing). Your only schtick is that you don't get uber weapons and you get some minor magic item abilities for "free".

You could give monks d10 HD and full base attack and then they would have a role to fill, perhaps as a modified fighter. But in their current form, they fill no role in a party that can't be put to shame by another. I'd rather have any other single class on my team than a monk. I'd probably even prefer an uberly crappy build like a sorcerer/bard to have my back. At least they can use wands.

Their uber-crappiness is magnified to extremes in moderate stats/point buys. In any LG game I've played it's been absurd how quickly the token monk hits dying or near dying.
Every. Single. Monk.
Every. Single. Combat.
It's sick how crappy they are. They're in mortal danger if they try and do anything but catch the peasant running away.

The only monk who ever posed a challenge was one on an astral plane where he got a free swift spell per round and was super buffed by a druid with spikes on his nunchuks, natural armor, imbue spell ability and koresh knows what else. And he still went down pretty hard.

Ah well, the "I hate monks" rant over is for me now.

I will agree with RC on that high numbers taken to a point will break things. I was this close to deciding on building for the wild-pounce feat on my charger by level 9, and initially thought that would have been crossing a line, but it didn't really work out for a power attacking charger since the iterative attacks probably are 25% and 50% less likely to hit. It's still better than just 1 attack, but really only shined if I could eke out maybe +5 to +10 more attack bonus. If that could happen then, then you've got a level 9 character running around dealing around 200+ damage a round and about 350+ a round by level 13 (damage is lowish/conservative since it is with a presumed halfling on a dog who is relying only on his own buffs... if the party buffed him up, it would be more intense... and boring for the party). If power crit was kept around for 3.5 edition, then add another 200 or so points of damage to the level 13 build.

Once those numbers reach a certain point, it gets brokeity. And that's all just from damage bonuses and comboing them. It's also a pretty extreme case however.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Murtak »


RandomCasualty wrote:The game doesn't necessarily become broken, so muhc as it becomes unfun. Consider magic the gathering when playing with one turn slaughter decks. The game mechanics and all still work, but the game isn't particularly fun to play because the winner tends to be whoever goes first. Is this a broken game? Not exactly, but the game is certainly worse than it was before due to the min/maxing.

Ok, once more since you ignored it the first time:
The game changes, sure. With increasing lethalty it changes from combat time to planning. For some this is fun, for some it is not. Some people don't like to have "boring HPs going up and down battles" either - do you hear me claiming that this means that all fights have to be reduced to a single turn?

As long as the basic game structure still works and as long as there are people who have fun playing like that I am not going to claim the game is broken.



RandomCasualty wrote:In an RPG this actually becomes a worse problem because PCs are supposed to live. in M:tG it's not a big deal that two equal decks may have a 50% win/loss rate against each other.

So you reduce the challenge rating. Guess what i supposed to happen in DnD when going up against a monster equal to the party (CR of party level +4)? They are supposed to get wiped out half of the time.

And even if for some odd reason you wanted to prevent this you could not do so by making fights last longer - which is all your "fixes" would do.



RandomCasualty wrote:
Murtak wrote:Uh ... so? The game already features plenty of save-or-die effects. Do you also remove all of those?

Save or die isn't inherently broken. Many players do consider it to be something that isn't fun, but that's another argument entirely, which I don't really want to get into.

Actually that is your entire argument. You previously claimed that reducing combat to a single turn is a bad thing. Now you say it is not. Make up your mind.



RandomCasualty wrote:The wargamer wants the decisions to be made at the actual game, where the deckbuilder likes to make his decisions prior to game time.

Deckbuilders playing Starcraft always want to play "no rush" games where you play 10-30 minutes without any attacking where they get to build their bases and armies up before anything happens. Wargamers prefer to play with rushes involved because it adds more strategic depth and options to the game.

Again: Make up your mind.

If deckbuilders really want to make decisions prior to the game they want rush games. Extreme rush games, with every move predetermined.

Those you call "wargamers" would want to skip the whole buildup phase and just play the actual wargame part of the game.



RandomCasualty wrote:
Murtak wrote:Similarly in high lethalty RPGs planning gets more important. Instead of having 10 round fights you have 2 round fights and 10 hours worth of preparation. And that can be just as fun as a "normal" DnD game.

Well, certainly not in my opinion. IMO the time preparing for a game is dead time, and I like to minimize that as much as possible. Especially when you've got a DM who is constantly designing encounters, it's not a good idea to have him need to use hours and hours designing those encounters, not unless you want to totally burn him out.

"Preparing for a game"? What the heck? When playing shadowrun, do you plan your runs at home, away from your playgroup? Planning is part of the game.

As for "but, that is more time the DM needs":
Well, if you used to just throw in a random monster into your games, yes it is. And if you do not like building characters, preparing strategies and the like then I guess you would not like it. Of course if you were the kind of person your players are - that is, if you liked to be what you call a "deck builder" then you probably would not mind preparing challenges.



RandomCasualty wrote:I personally don't find it anymore fun pouring through RPG books than I do pouring through my magic the gathering collection to make a new deck. Doing math and sorting cards is tedious boring work IMO

The key words here are "personally" and "IMO". Why is it so hard to accept that some people consider this fun? You already acknowledged that players like those exist (the "deck builders"), why is it so hard to imagine that there might be DMs like that too?



RandomCasualty wrote:
Murtak wrote:It takes a great deal of effort to match the weakness of a straight monk too. According to what you said you have to ban most every core class from your games if one of yourplayers is playing a straight monk.

Not particularly... a straight monk isn't nearly as bad as most people make them out to be.

Let me make this simple then:
In your games, when you already have someone playing a monk, do you tell your party "sorry guys, no clerics, druids, wizards or sorcerers"? Do you tell them "oh, and be careful you don't pick a good PrC either"?
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by rapanui »

Tae_Kwon_Dan at [unixtime wrote:1125432073[/unixtime]]I don't even play D&D anymore so I guess the answer to your question is definitely no.



Smart man. :thumb:

What do you play then?
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by RandomCasualty »

Murtak at [unixtime wrote:1125827493[/unixtime]]
As long as the basic game structure still works and as long as there are people who have fun playing like that I am not going to claim the game is broken.

This is a loaded question. Sure, as long as the structure works and people are having fun, the game can work. However, I don't think people especially have much fun in really fast one shot kills combat. It's pretty much agaisnt the idea of heroic combat in general, because it means you have to start doing similar stuff to kill the heroes.

Obviously, I'm a bit biased here because I hate preparation time, so I just don't have fun shifting more emphasis on preparation. I never have and I never will. Many of my players feel the same way as well though, so I know I'm not alone.




So you reduce the challenge rating. Guess what i supposed to happen in DnD when going up against a monster equal to the party (CR of party level +4)? They are supposed to get wiped out half of the time.

RIght, but then the game turns into a total cake walk. That's the thing. Against power characters, they usually have enough healing to be at full power every combat, and they tend to wipe stuff out in 1-2 rounds. The only way to challenge them is to pit them against stuff that can do what they can do, namely 1-2 round kills.

So you either consign yourself to having zero challenge encounters that the PCs simply walk all over, or you have to really challenge them. If you do choose to really challenge them... well that's where the margin between "challenging" and "TPK" becomes really important. The thinner that margin, the greater your chances of wiping out the party. Not surprising the faster combats go, the less bad luck it takes to get a TPK.

While having longer combats doesn't necessarily mean that TPKs can't happen, it does shift the advantage to the group with the numerical edge (whcih most certainly is the PCs). It's much like playing a game of roulette. If you take 10 spins, your chances of walking out a winner are a lot better than if you take 100 spins. The longer your playing session, the more numerical edges become important.


Actually that is your entire argument. You previously claimed that reducing combat to a single turn is a bad thing. Now you say it is not. Make up your mind.

Sometimes people can get lucky. I don't think that removing criticals or save or die is all that big a deal. It's not as though every unit on every battlefield has to last 3+ rounds. It's ok to take out the goblin king's bodyguard in one round with a finger of death or a crit with your greataxe. Nobody cares.

Now you shouldn't be able to take out the entire enemy group in one round or the big red dragon boss monster in one round, at least not without getting ridiculously lucky. Just because a one round kill happens sometimes with some burst of luck isn't a bad thing, it just shouldn't be happening all the time.



If deckbuilders really want to make decisions prior to the game they want rush games. Extreme rush games, with every move predetermined.

Not quite. Deck builders generally like to build themselves up in a vacuum. In Starcraft playing "rush" (which is the default way of playing) generally means that people are countering you all the time. You don't have any time to sit back and prepare your fleet of carriers because a bunch of zerglings showed up at your door and are now kicking the crap out of your worker line.

The fact with starcraft is that because it's such a balanced game, you never run into a period in a normal game where every move is predetermined. No one awesome rush build is oging to win the day every time. It's all about move and countermove. It's pretty much entirely a pure wargamer game.


Those you call "wargamers" would want to skip the whole buildup phase and just play the actual wargame part of the game.

In general games yes, but not in Starcraft. Build up in Starcraft is akin to opening moves in chess. They are all important and set the tone for the game to come. Each and every move you make has some strategic depth to it. Just like in chess, the wargame part begins the moment you start playing.



"Preparing for a game"? What the heck? When playing shadowrun, do you plan your runs at home, away from your playgroup? Planning is part of the game.

Ok, maybe I misunderstood you. "Preparation time" as you said it, I took to mean working on character builds. Spending hours and hours pawing through the complete divine, the complete arcane and any number of other books to find the perfect spells/feats, etc. for your cleric archer or your frenzied berserkerer or whatever.

Planning an attack plan once in game tends to actually be more wargamer than deck builder.

And if you do not like building characters, preparing strategies and the like then I guess you would not like it. Of course if you were the kind of person your players are - that is, if you liked to be what you call a "deck builder" then you probably would not mind preparing challenges.

Well, there's a difference between preparation and excessive preparation. If you need to spend 10 hours preparing one combat only to have it end in a few minutes of real time, DM burnout happens really really fast.

It's one of the reasons I don't think DM creatures should abide by the same character creation rules as PCs. PCs can have some hugely complex mathematical system for creating characters. They only do it once or twice a campaign. The DM is always using something whcih means he needs pure speed with less emphasis on direct numerical balance.


The key words here are "personally" and "IMO". Why is it so hard to accept that some people consider this fun? You already acknowledged that players like those exist (the "deck builders"), why is it so hard to imagine that there might be DMs like that too?

I don't find it hard to acknowledge it as fun for some. But I also don't find it hard to acknowledge it as not fun for others. And while some people are creaming their pants reading the latest uber feats and spells in the complete adventurer, other people are dreading the time required memorizing these books to keep their characters competetive.

I'm not saying eliminate deck building entirely, I'm just saying that the emphasis on deck building should be reduced to better allow other styles to enjoy the game.


Let me make this simple then:
In your games, when you already have someone playing a monk, do you tell your party "sorry guys, no clerics, druids, wizards or sorcerers"? Do you tell them "oh, and be careful you don't pick a good PrC either"?


I allow clerics, I just don't allow most of the craziness from other books. no persistent spell, no divine metamagic, no spikes BS. The core cleric isn't all that broken. The core druid I pretty much don't allow. Wizards and sorcerers are just a matter of nerfing a bunch of spells that are overpowered. No polymorph for instance.

As for PrCs, I just don't allow uber PrCs. No hulking hurler, no frenzied berserker, etc.

And in those conditions monks aren't all that bad. They're certainly by no means good or awesome, but the guy playing a monk still feels like he brings some limited aid to the table.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Murtak »


RandomCasualty wrote:However, I don't think people especially have much fun in really fast one shot kills combat. (snip) Obviously, I'm a bit biased here because I hate preparation time, so I just don't have fun shifting more emphasis on preparation.

That pretty much says it all. You don't like it. Probably many others don't like it either. However quite a few people do like fast combat, plenty of people do like planning over combat.



RandomCasualty wrote:[When you reduce the CR] the game turns into a total cake walk. That's the thing. Against power characters, they usually have enough healing to be at full power every combat, and they tend to wipe stuff out in 1-2 rounds. The only way to challenge them is to pit them against stuff that can do what they can do, namely 1-2 round kills.

A 95% of winning is a 95% chance of winning, no matter whether it happens in 1 or in 20 turns. "Long" does not equal "challenging".



RandomCasualty wrote:While having longer combats doesn't necessarily mean that TPKs can't happen, it does shift the advantage to the group with the numerical edge (whcih most certainly is the PCs).

It is? Me (or my players if I am DMing) actually like to go up against an encounter that has a very good chance of wiping us, as long as it happens every now and then. In those cases the higher randomness benefits us.



RandomCasualty wrote:Now you shouldn't be able to take out the entire enemy group in one round or the big red dragon boss monster in one round, at least not without getting ridiculously lucky. Just because a one round kill happens sometimes with some burst of luck isn't a bad thing, it just shouldn't be happening all the time.

Again:
Do you actively remove save-or-die effects from your games - which are quite numerous and happen all the time - or do you leave them in? If you leave them in, how come you have a problem with things like higher damage output?



RandomCasualty wrote:Not quite. Deck builders generally like to build themselves up in a vacuum.

What the heck? Did you ever build a single tournament competetive deck in your lifetime? Preparing for what you are going to face is the single most important aspect of deckbuilding.

Not only does deckbuilding not work in a vaccuum (not even badly - it just flat out does not work at all), it also works very poorly if you do not have a specific idea of what your opponent is going to do. Conversely it works better the more you know about your opponent's capabilities.



RandomCasualty wrote:Planning an attack plan once in game tends to actually be more wargamer than deck builder.

So what do deckbuilders do then? They don't plan, they live in a vaccuum cut off from what is actually happening around them, yet the somehow ruin the game because of their overly effective characters?



RandomCasualty wrote:There's a difference between preparation and excessive preparation. If you need to spend 10 hours preparing one combat only to have it end in a few minutes of real time, DM burnout happens really really fast.

Speaking for myself: No, it doesn't. Much of that time you can recycle anyways. The more time you spend the better you get at designing and the more bits and pieces you have left over to work with. In L5R I can design moderately effective decks for dozens of strategies in 20 minutes.
In DnD I am not quite that fast yet - especially spell selection for prepared casters still takes quite a bit of time for me. But give me some more practice and I will have a moderately optimized encounter ready to go in two hours - less when there are no heavy casters in it.



RandomCasualty wrote:While some people are creaming their pants reading the latest uber feats and spells in the complete adventurer, other people are dreading the time required memorizing these books to keep their characters competetive.

Why would they need to "keep their characters competitive"? I have stated time and time again that all of what I said only applies to a group with a similar mindset. All deckbuilders won't have any issues and neither will those who feature a mute bard, a paraplegic thief and a blind archer.



RandomCasualty wrote:I allow clerics. (snip) The core druid I pretty much don't allow.

I fail to see the difference between "rogue vs. min-maxed druid" and "core monk vs. core cleric".
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Desdan_Mervolam »

I'm not as active a Magic player as I once was, but I know enough about it to know that while a working knowladge of what the common contemporary strategies, tactics and combos are, they aren't exactly nessissary when planning what your opponent is going to play because you can't. Even if you could, a deck designed to shut down a specific strategy is useless against every other type of strategy, and especally in a tournament where you have only one deck to kick around, you need your deck to be either as fast as possible or as versitle as possible. And alot of people settle on as fast as possible

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Re: Anyone feel like min-maxxing in D&D anymore?

Post by User3 »

rapanui at [unixtime wrote:1125859739[/unixtime]]
Tae_Kwon_Dan at [unixtime wrote:1125432073[/unixtime]]I don't even play D&D anymore so I guess the answer to your question is definitely no.



Smart man. :thumb:

What do you play then?


I've been playing a lot of HERO system. I've actually been running our Champions group and we're about to get a Dark Champions and a Fantasy HERO game running. And another guy in the group is looking at doing an immediately following Episode III Jedi Refuge game in the system too.

HERO has it's warts, but I find them easier to fix and moderate than D20.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by RandomCasualty »

Murtak at [unixtime wrote:1125881429[/unixtime]]
In DnD I am not quite that fast yet - especially spell selection for prepared casters still takes quite a bit of time for me. But give me some more practice and I will have a moderately optimized encounter ready to go in two hours - less when there are no heavy casters in it.


Two hours is a heck of a long time, considering you're going to have 4+ encounters in any given quest, that's 8 hours of prep work before you even worry about drawing maps, creating dungeons with rooms, creating a storyline, designing NPCs and everything.

As far as the pitfalls of min/maxing go, I have to say that the added strain you put on your DM by forcing him to min/max has to be the worst. The DM role just doesn't have hours and hours to devote to deckbuilding, not unless the DM has no life whatsoever and is free of those annoyances like school and work. Even then, the DM will get burned out real quick.

By not min/maxing, you make your DMs life a bit easier, which is a good thing considering no DM = no game.

Basically it amounts to the fact that deckbuilding for players isn't necessarily all that bad, but requiring deckbuilding from the DM is very bad for a system as a whole. In D&D, min/maxing is bad because it requires the DM to deck build his NPCs more extensively.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Draco_Argentum »

No it dosen't, he can just add more or higher level NPCs.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by PhoneLobster »

RC wrote:In D&D, min/maxing is bad because it requires the DM to deck build his NPCs more extensively.


Bzzzzt! Wrong answer.

The correct answer isn't even that lack of min maxing requires the DM to deck build his NPCs more extensively (but it would make equal sense to your claim to say as much).

The correct answer is that DM preperation time is influenced by a big pile of pressures. Power discrepency CAN be one of them but min maxing has ZERO to do with power discrepency and it isn't one of the pressures that may require a DM to spend more time preparing.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Lago_AM3P »

How the hell do you not min-max, anyway?

I find the entire exercise impossible. I can definitely restrain myself from breaking the game but I just CANNOT help pushing my character to the limit of power.

Even if my DM is a complete novice and doesn't really know how to present challenges, there's no way in hell I will do something like take Skill Focus or pick up monk levels. What happens is that I push my character to the limits of acceptability anyway.

That doesn't seem to solve anything. It's like min-maxxing in the days where Sword and Fist and Tome and Blood were the bee's knees (and I actually miss those days).
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Crissa »

Balanced decks don't win. The combos win. Because when the combo fires, it wins. The deck is designed to fire its combo - even 'balanced' decks - and if it fires first, it wins.

I don't like min-maxing D&D anymore because it used to feel like it had rules, and now it feels like 2.0 again - where anything goes, and there's no rhyme or reason to it.

They don't add in interesting rules, or fix what's there, they just layer on more and more spells and abilities which just make me cry.

All the things I want to do in D&D, they seem to have specifically broken in 3.5 and especially he suppliments.

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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Absentminded_Wizard »

Lago_AM3P at [unixtime wrote:1125907153[/unixtime]]How the hell do you not min-max, anyway?

I find the entire exercise impossible. I can definitely restrain myself from breaking the game but I just CANNOT help pushing my character to the limit of power.

Even if my DM is a complete novice and doesn't really know how to present challenges, there's no way in hell I will do something like take Skill Focus or pick up monk levels. What happens is that I push my character to the limits of acceptability anyway.

That doesn't seem to solve anything. It's like min-maxxing in the days where Sword and Fist and Tome and Blood were the bee's knees (and I actually miss those days).


So you're not interested in min-maxxing, but you can't stop doing it? Does somebody need to attend a session of Min-Maxxers Anonymous? :tongue:
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Lago_AM3P »

I actually do like min-maxxing but I don't like doing it in Dungeons and Dragons. Solely because doing that will completely destroy the game.

It's dumb. I wouldn't mind a new edition coming out where everything was nerfed and balanced and everything (then I could engage in the hobby happily again), but as it stands, there are so many shitty options for the noobs and so much power for people willing to crack open a book that the whole exercise depresses me.

Is it any wonder why I've become way more interested in d20 Modern, despite its imbalances? Because making an brute monster there doesn't tear the game asunder the way D&D does. I'd like to have a little challenge and a reason for people who don't tool up their characters to be there.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Murtak »


Crissa wrote:Balanced decks don't win. The combos win. Because when the combo fires, it wins.

Why does everyone assume that combo decks are what TCGs are all about? I have certainly had more success with non-combo decks. You can and you will win games without combos. Combos are a way to win, not the way.

This is overly simple, but at the core of a lot of TCGs you have rush decks, control decks and clock decks.
Rush decks attempt to directly force a player out of the game - straight damage in M:TG, straight military in L5R, straight bleeding in V:TES.
Control decks attempt to forestall the opponent first and then win at their leisure. Blue Counter/Steal in M:TG, Shadowlands Chi Kill and V:TES assassination decks are examples of this style of deck.
And finally there is clock decks, which combo decks are a subtype of. Clock decks use a way of winning that is independant of the other player's actions. They build up their combo, race to 40 honor or whatever and then they automatically win unless your opponent does something.

That is all combo decks are - a subtype of clock decks. They are by defintion the most fragile decktype that can exist. Think of a glass cannon if you want. Sure, they can get the combo off real fast and then they win. They can also have their combo disrupted or fail to draw a necessary card and then they lose.

And that is by itself a balanced concept. It may be more fun for some, less fun for others, but the basic concept is balanced. So please don't go on how "balanced decks don't win, the combo deck wins". Because that is quite simply wrong.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Username17 »

Min/Maxxing makes it easier for the DM. Really. By a lot.

The more time and effort the player spends figuring out what their character can do, the better the player will know what their character can do. And if a player has great knowledge of what their character can do, they will tell all the other playes and the DM all about it at great length. Without fail.

As has been previously noted by several people, the DM is able to without strain send in the clowns to have more or less opposition at any level. There can always be more bugbears! The actual difficult as DM is not creating enough opposition, but judging the power of the opposition correctly. The more you know what your players can do, the more accurately you can judge what the bad guys need to be to barely lose.

Thus, tweakers and munchkins are good for the DM. They hop up and down and tell you exactly what kind of huge bonuses they have and that means that you can very accurately gauge the kinds of opposition they will be able to triumph over. On the other hand, people who occassionally decide to have their wizard stab enemies with their dagger because they are "super angry" or whatever make it hard for the DM. Sometimes they'll do something very effective and sometimes they'll do something counterproductive, and that makes all kinds of opposition into potential TPKs or Easy Kills, and either way it looks like the DM hasn't done his job.

I hate running for people who don't min/max. It makes me have to run back and forth a whole lot as DM.

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Re: Anyone feel like min-maxxing in D&D anymore?

Post by power_word_wedgie »

Just out of curiousity, if a DM can raise the amount of opposition to handle max-min, can't they reduce the number to address those that don't want to max-min?

After reading the thread (and getting past the MtG analogy - I never got into the CCG craze), I guess for me neither one is all that bad. It only gets to be a problem if different players have different goals within the party. (ie If one player decides to max-min and one player doesn't) Also, I'll note that when I'm talking about max-min, I mean fully optimize max-min to its extreme ... I don't know too many players that play a rogue with a 5 dexterity.
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Re: Anyone feel like min-maxxing in D&D anymore?

Post by Neeek »

power_word_wedgie at [unixtime wrote:1125950068[/unixtime]]Just out of curiousity, if a DM can raise the amount of opposition to handle max-min, can't they reduce the number to address those that don't want to max-min?


Not really. With people who don't know what they are doing, you never know if they are going to do something really stupid/useless, something normal, or something exceptionally effective. The min-maxxers, assuming they are good at it, will be limited to the exceptionally effective at all times.

So, with non-min-maxxers you have random actions that can turn a tough fight into a TPK or into a cakewalk, and you don't know which you are going to get in a given encounter.

EDIT: Fixed Quotes
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