| Cheeseweasel |
You guys are taking the word optimizing in the complete wrong direction. Newbies reading this thread will think that optimizing now means you have to make a character that can do everything, which simply isn't the case.
This whole "optimization is about making a character that has no negative stats" is complete malarkey. Not that is cannot be done, and not that it cannot be done well, but it is not optimizing. In fact, it's more of a power game thing if you are purposely trying to build a character that needs as little help from other team members as possible.
[Trimmed for neatness.]
I've never advocated "mak[ing] a character that can do everything;" simply one that can do more than ONE thing reasonably well.
MM, while I disagree with your definition of optimizing, and find the effect of your process much more "powergaming" than "optimizing" (pushing the envelope on something you are already good at isn't optimal, it's heading to OP), I haven't dismissed your goals as "malarkey." Try not being a jerk about this.
Two things: one, what I'm trying to build is a character that has something to contribute on any front. Two, a character that "needs as little help from other team members as possible" isn't a power game thing: it's a "I'm adding value to the team AND not soaking up team resources" thing.
| Fitzwalrus |
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Every time I see the word 'lose' in the context of a roleplaying game I think "someone doesn't understand what the term 'roleplaying game' means...."
It's a game. A game where everyone dies can be just as much fun as one where everyone lives, and far MORE fun and interesting than one where everybody cruised to an easy finish. RPGs are cooperative, not competitive.
Here's another that needs to go on the virtual wall..... ;D
Conman the Bardbarian
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Yeah, had forgotten Will saves... was just looking at lack of skills, lack of requisite modifiers for what few skills such a character could possess, etc.
I find the bizarre atrophy/hypertrophy of a dumped-stat build jarring, ridiculous: somebody with a 7 WIS would be hard-pressed to survive to adventuring age, regardless that they have viper-like reflexes and can lift a moose ("Sadly, Gronk chose to lift a baby moose when the mother was just behind the next thicket; we are gathered here to remember Gronk's life -- short as it was -- and reflect that he is now with his ancestors...")
Maybe that's how Gronk got so strong and dexterous. Fighting off Momma moose and the like.
TriOmegaZero
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Calybos1 wrote:Here's another that needs to go on the virtual wall..... ;DEvery time I see the word 'lose' in the context of a roleplaying game I think "someone doesn't understand what the term 'roleplaying game' means...."
It's a game. A game where everyone dies can be just as much fun as one where everyone lives, and far MORE fun and interesting than one where everybody cruised to an easy finish. RPGs are cooperative, not competitive.
Not really.
RPGs can be cooperative AND competitive. The group sets the 'win' condition.
That condition could be 'have fun' or it could be 'defeat the enemies'. Both are equally valid.
| The equalizer |
| 1 person marked this as a favorite. |
I like creating characters who have a interesting backstory and a general direction of who or what they are trying to be. The other thing is that I also want the character to be mechanically strong enough to hold their own in combat. At the very least, have a shtick or role they can fulfill which can assist the party. I have a played a flavourful paladin in terms of backstory but was mediocre in most things. 16 strength and charisma didn't matter very much since he couldn't hurt opponents which were equal cr. He was ok in social situations but not good at it. All in all, interesting but mechanically lacking. It was not fun at all. Those three or so gaming sessions were downright annoying and there was no one to blame but myself for it.
There are the other games where I played a pure monk who dumped cha and con but had diplomacy and perform. Main shtick was soaking attacks and somewhat of a party face. Similar to the current kickboxer I'm playing except the kickboxer has a poorer ac and stronger offense. The similarity betwen the two characters is that they can contribute both in and out of combat, making them interesting and at least mechanically sound. These were enjoyable. Flavorful and mechanically solid at what they were trying to do but not very optimized.
Then there was a one session game I was in last month. High level 3.5 campaign with an extra feat every 5 levels.. The gm made it clear it was going to be a hard campaign. Optimization would be very important. Ex-classmate of mine wanted to play a fighter but wasn't sure if the fighter class could keep up with the power curve. He wasn't really an optimizer and wasn't sure how to do it. So I helped him build a fighter which could keep up with the other three party members. Wizard forcing saves of through the roof. Monk/rogue capable of sneak attacking and area of effect stunning even constructs and undead. DC was also through the roof. Barbarian variant capable of ripping through adamantine door with one hit. So I made a tripping fighter and pulled out all the stops on optimization I could think of. Everyone had their role in the party. Throughout the game, even though the party was level 16, no one played only the mechanical advantages. Each pc had their own personality and overall demeanor towards everyone and everything else. Final encounter was 3 cr 20 opponents (balors) and a cr 23 solar. The fighter and barb do crowd control on the balors while the monk and wizard handle the solar. Wizard for some reason, teleports away. Monk ties up the solar for a few rounds while the balors are being dealt with. We won, just barely. High powered game. Very optimized characters who were believable in the sense that they were not just walking stat blocks. Game was enjoyable.
Overall, I think it boils down to what guidelines the dm tells the players. In terms of optimization levels, I wouldn't worry about it too much unless the dm specifically stresses alot of it or just a little. I feel that fluff and mechanical strengths shouldn't be mutually exclusive or else you can barely contribute or are playing an extremely boring and bland character. Too much optimization also breaks certain games. If the dm says its a low magic setting, then the power curve of opponents is going to be lower. In such a case, it might not be the best idea to optimize your character right down to the last magic item body slot or try to get around the character's wbl to gain a higher power level than the other players. Characters who are flavorful and balanced for the campaign are the most fun.
| Fitzwalrus |
Fitzwalrus wrote:Calybos1 wrote:Here's another that needs to go on the virtual wall..... ;DEvery time I see the word 'lose' in the context of a roleplaying game I think "someone doesn't understand what the term 'roleplaying game' means...."
It's a game. A game where everyone dies can be just as much fun as one where everyone lives, and far MORE fun and interesting than one where everybody cruised to an easy finish. RPGs are cooperative, not competitive.
Not really.
RPGs can be cooperative AND competitive. The group sets the 'win' condition.
That condition could be 'have fun' or it could be 'defeat the enemies'. Both are equally valid.
I could have been clearer, I guess. They are cooperative in the sense of creating a shared interactive story between DM and PCs, and competitive in the sense of resolving the situations that arise as the story progresses. It's when the competitiveness shifts into setting the PCs against the DM (and vice versa) that problems arise. The DM doesn't "win" by killing PCs (because he always has that capability) any more than the PCs "lose" by dying, because that's part of the game. However, that "us vs. him" mentality can creep into a game, and is usually a sign of a table in trouble. (Unless your group likes argument, acrimony and bad feelings every session.... in which case, game on. ;D )
TriOmegaZero
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So there will always be more enemies to kill.
Yes, so you can win over and over again.
Edit: Reference.
| Lumiere Dawnbringer |
so my really shy and socially akward tiefling conjurer with Cha 5 couldn't survive to become an adventurer?
she couldn't get a job as a head librarian, but a Samsaran archmage was looking for a socially inept individual to assist with her library, and who better than a really shy and socially akward, really bashful, and really easily frightened tiefling girl she could nurture and eventually transform into an introverted apprentice. being highly introverted herself. she also liked the benefits of the tiefling girl's unnaturally high IQ and helped take over her education as part of the intern salary.
plus, that tail and those wings were pretty cute, even on such an abomination as the humans put it.
the tiefling has CHA 5, while her employer/teacher has CHA 7, both had a starting int of 20 and the tiefling started stronger and healthier, while her employer was frailer and more sluggish. (16 dex /14con vs 14 dex/12 con) but the employer had better common sense (16 wis vs 14 wis) and due to their sedentary lifestyles, they both have a STR of 7
not the greatest examples, but a 5 doesn't have to be crippling. a character with a 5 int, wis, or cha would be more likely to attempt adventure.
the 5 cha character because they are so shy and socially akward that they feel nervous in large communities
the 5 wis character because "damn the risk", "i want the gold."
the 5 int character because they have 2 options, manual labor, or killing stuff to make money. the killing stuff usually sounds appealing, especially if Wis or Cha is their other dump stat.
| The equalizer |
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Ah yes, dump stats can be a good roleplaying opportunity. Providing comic relief for the party even. Seen some very interesting pcs with dump stats. As long as they aren't fixating on the -ve modifier to much, alot of fun for everyone. The "us vs him" mentality can give rise to trouble in the game. Whats better I've found is a bit of competition between pcs. If its in a social sort of situation, alot of maipulation can be attained by the party. In combat, it gives rise to the party really laying it down on the adversaries. Some potential defeats have been avoided by the party because of it. Depends on the group dynamic and how well everyone communicates with each other.
| Quaternion |
thejeff wrote:Stats are available at 1st, 7th and 12th level. They may not be fully optimized, but they're not deliberately crippled. No casting stats at 11, no Str 10 melee characters, etc.
So far I've reviewed (quick review while at work) a few of the Icons. The Cleric and Ranger seem deliberately crippled. Out of the ones I looked over, only the Druid seems competent; that is a far stretch from efficient.
Ranged Ranger with a Xbow without the ability to fire rapidly. Am I missing something? Improved Crit and PpT. were taken, but not Crossbow Mastery? So a level 12 ranged character has only 1 shot per turned? I must be missing something; otherwise that is deliberately crippled.
I'm not qualified to say whether or not these characters are weak, but they are built using only the CRB. Crossbow Mastery comes from the APG. It would be interesting to come up with "improved iconics" that use all available feats, weapons, spells, etc, but then they wouldn't be iconic anymore.
| Cpt.Caine |
I'm not qualified to say whether or not these characters are weak, but they are built using only the CRB. Crossbow Mastery comes from the APG. It would be interesting to come up with "improved iconics" that use all available feats, weapons, spells, etc, but then they wouldn't be iconic anymore.
Thanks for filling in the missing info, but the Ranger is still gimped. Without the APG there is absolutely no reason to use a heavy Xbow (fluff is not a reason, it's an excuse).
| Cheeseweasel |
Quaternion wrote:Thanks for filling in the missing info, but the Ranger is still gimped. Without the APG there is absolutely no reason to use a heavy Xbow (fluff is not a reason, it's an excuse).
I'm not qualified to say whether or not these characters are weak, but they are built using only the CRB. Crossbow Mastery comes from the APG. It would be interesting to come up with "improved iconics" that use all available feats, weapons, spells, etc, but then they wouldn't be iconic anymore.
No reason for a Ranger to use a hvy xbow; us "stuck with the list of simple weapons" types (who don't have a bunch of attacks anyway) may find it a nice ambush weapon...
| 3.5 Loyalist |
19-20/x2.
That is why I use the heavy crossbow. Now the arrow spam is strong through archers, but don't mistake the power of the heavy crossbow, especially while prone and in cover over a number of rounds. So sniper work is where it can shine.
It is also neat to let a shot off, drop it and move, and then charge.
The dedicated archer is far less likely to drop their essential bow, they put in too many feats, purchased all that ammo, enchanted up the longbow, but the xbow shot, move and charge can be solid and a counter archers.
Seen a party that used heavy crossbows a lot (and no bows), with some magic and great melee skills they rocked.
| Lumiere Dawnbringer |
most of the Stuck With Simple Weapons Types, except full casters and monks. have at least the shortbow. in fact, bard and inquisitor gain the longbow too.
Druid, Cleric, and Oracle Have Air Walk, which is a lesser form of flight and all 3 are proficient with slings, 3 oracle mysteries offer the longbow for a revelation. cleric can get longbow from certain deities
Sorcerer and Wizard have a variety of solutions that don't hinge on them dealing hit point damage with a large hunk of metal
Magus and Bard have Fly, and Longbow proficiency
Inquisitor has Air Walk and Longbow Proficiency
Summoner Gets Fly as a Spell, has Sling Proficiency, and can select flight as an evolution for his or her eidolon. if they must, they can blow a feat on the longbow
Rogue has Shortbow and Sling proficiency and so Does the Ninja
Monks don't have Ranged Weapons, nor flight, but Damn can they Jump. yes, they only get one attack when they jump. but that jumping strike has a chance of dealing damage, no matter how abysmally low.
| kyrt-ryder |
And the alternative is to balance it to a generic expected standard based on level. And then kill the party if they don't meet it or bore the players if they exceed it.
Is that really true? I've always thought of this in the way I felt about it myself, which runs contrary to that.
If the characters are way more powerful than the monsters, then they should be destroying them really fast, which has two effects.
1: less time invested in combat, which allows for more roleplay
2: less chance of losing precious characters and having to start all over with a new in-game identity.
So at least for me personally, although I do enjoy an occasional challenge/risk, I'd never be bored of easily because of overwhelming the opposition unless that just meant the DM put the game on hold to draft up moar monsters *yawn.*
| thejeff |
thejeff wrote:And the alternative is to balance it to a generic expected standard based on level. And then kill the party if they don't meet it or bore the players if they exceed it.Is that really true? I've always thought of this in the way I felt about it myself, which runs contrary to that.
If the characters are way more powerful than the monsters, then they should be destroying them really fast, which has two effects.
1: less time invested in combat, which allows for more roleplay
2: less chance of losing precious characters and having to start all over with a new in-game identity.
So at least for me personally, although I do enjoy an occasional challenge/risk, I'd never be bored of easily because of overwhelming the opposition unless that just meant the DM put the game on hold to draft up moar monsters *yawn.*
Many players are looking for challenging fights. Some don't particularly care and just want to get to the next talky bit. Some, oddly enough, try to tweak their characters out for maximum combat ability and then complain that the fights aren't challenging.
I'd also assume that there's some point past which you'd find the fights too easy.
Regardless, my point was that the GM should be trying to shape the encounters to match the player's preference. If the players share your preference, ramping up the challenge to hard core isn't a good idea. If the players want the combat challenge, keeping all combat easy isn't a good idea. Nor is saying "But they were level appropriate encounters by CR" a good response if your players aren't enjoying it.
Nor for that matter, is using CR-appropriate encounters any less meta-game than designing them based on your party's actual strength.
| Marthkus |
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I make my characters with the idea to have fun playing them. Being effective in combat is fun, but I try to make characters that I could see living as and making choices based off that. Also, I tend to make characters through repetition. I have a notepad folder of character concepts. I'm up to 27. I go back and refine concepts over time. When it comes time to play in a campaign, I generally have 3-4 characters that I want to play. I then pick based on party make up.