|
1 person marked this as a favorite.
|
|
Pan wrote:
Darkholme wrote:
- Monk needs too many attributes
Disagree. All the other classes don't need enough attributes! It was a crying shame they took away Paladin casting off wisdom. I want everyone to be MAD in P2 please. I have seen where dropping important attributes to 1 or 2 leads, and its not where I want to go.
I agree and disagree with this. But the MAD concept is invented by munchkins. People whinge that a fighter is bad at social situations because they have min/max'd him to do one thing. He would be a very boring person to talk to in real life.
Monks are fine, there are other bonuses that are important, people forget monks have high saves and funky abilities to make up for perceived MAD problems. Min/maxing is the problem not MAD. I would rather the game rules supported generalisation better and not the perceived need to specialise to the extreme. If I was only good at one thing I would have poor career choices available to me, would like be very limited in conversation (as my interests or what I could converse about would likely be limited).
Want to fix MAD? Stop min/maxing, you don't need the best DPR to have fun or be useful. People need to get back to playing. Min/maxing can be fun but I rarely find I enjoy playing a game where I do amazing damage in some circumstances but have a boring character to play. I only have myself to blame if I play a socially inadequate character. The game should be more than combat and skill checks.
I would rather the game was about rule of cool, or interesting choices then about min/maxing damage/skills. Some min/maxing is fun but lately I feel more and more it is becoming the game and the game (and rules being written) are hurting from it.
We all like being useful, but being useful doesn't always mean being the best, and if it does at your table... maybe its time to find a better more creative DM. Rolling dice and numbers should only ever be half the game.
Btw, I give XP based on contribution to the game and roleplay, not based on how many things you killed or what damage you did (or helped do).