Why Optimization Isn't Bad (The Stormwind Fallacy)


Pathfinder First Edition General Discussion

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The Sword wrote:

That's a bit simplistic Mr Pitt. There is an argument that a player that is less proficient at roleplaying but better mechanically will find it harder to roleplay a build that uses large number of features that while mechanically advantageous contain complicated or conflicting concepts, while they would find it easier to play a simpler build.

That is a variance in roleplaying effect based on build.

Yeah I guess I just think that's true of anyone not proficient in roleplaying. While others might get more out of the unique build. It depends on the player.


Another thing that I think complicates the issue is how easy it is to optimize. We have pages and pages of guides for every core class, every magical item, and (thanks to a new thread) every archetype. On the otherhand, it would be difficult to put together a guide of how to appropriately play a character or his background. Heck, these boards still have frequent Should-this-paladin-fall-? threads all the time because there's no consensus on what it really means to be a paladin (although there are a few guides for that too). As a result, many new players spend the majority of their time reading optimization guides and focusing primarily on the mechanics of their character. Nothing wrong with that, necessarily, but I think it's one of the reasons this argument comes up so frequently. High levels of optimization are relatively easy to pull off if you grab a guide, while being a unique snowflake who reacts to each scenario in character is something that's tougher for many people. Let's keep it in perspective though, whether you focus more or less on mechanics or background doesn't make you a better or worse player, it's just important to find what works for your group.

Liberty's Edge

It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures. Instead of one who does the opposite. Take low Str good luck carrying anything. Low Con good luck staying alive for more than a few fights. Or if it can be done requires a specfic kind of build. If the system decoupled attributes from what you could do at the table it would for the better. Otherwise one can make a Bard with low Char but his spell DCs will be much worse than the character who took a high Cha. Without fail because the DCs of spells are based on how high the Cha attribute is


Isn't the point of stats to mean you can't be good at everything? Also not everything should require a roll. Most actions you do, shouldnt require a skill check or stat roll.


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memorax wrote:
It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures. Instead of one who does the opposite. Take low Str good luck carrying anything. Low Con good luck staying alive for more than a few fights. Or if it can be done requires a specfic kind of build. If the system decoupled attributes from what you could do at the table it would for the better. Otherwise one can make a Bard with low Char but his spell DCs will be much worse than the character who took a high Cha. Without fail because the DCs of spells are based on how high the Cha attribute is

If the choices you make in building a character have no consequences, why have any choices at all?


RDM42 wrote:
memorax wrote:
It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures. Instead of one who does the opposite. Take low Str good luck carrying anything. Low Con good luck staying alive for more than a few fights. Or if it can be done requires a specfic kind of build. If the system decoupled attributes from what you could do at the table it would for the better. Otherwise one can make a Bard with low Char but his spell DCs will be much worse than the character who took a high Cha. Without fail because the DCs of spells are based on how high the Cha attribute is
If the choices you make in building a character have no consequences, why have any choices at all?

To reflect different character concepts? Of course, they'd have consequences, but they'd be characterization consequences, not efficiency ones.

Ideally, IMO, all rules character builds should be as effectively mechanically. Obviously, that's an unattainable ideal, but it still should be a goal.
Nothing is more frustrating to me than a system that theoretically allows me the flexibility to make any character I imagine, but then throws most of that away by making most of them suck. Especially if it doesn't make it obvious that they're going to suck until you've played the character for awhile.

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.


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thejeff wrote:
RDM42 wrote:
memorax wrote:
It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures. Instead of one who does the opposite. Take low Str good luck carrying anything. Low Con good luck staying alive for more than a few fights. Or if it can be done requires a specfic kind of build. If the system decoupled attributes from what you could do at the table it would for the better. Otherwise one can make a Bard with low Char but his spell DCs will be much worse than the character who took a high Cha. Without fail because the DCs of spells are based on how high the Cha attribute is
If the choices you make in building a character have no consequences, why have any choices at all?

To reflect different character concepts? Of course, they'd have consequences, but they'd be characterization consequences, not efficiency ones.

Ideally, IMO, all rules character builds should be as effectively mechanically. Obviously, that's an unattainable ideal, but it still should be a goal.
Nothing is more frustrating to me than a system that theoretically allows me the flexibility to make any character I imagine, but then throws most of that away by making most of them suck. Especially if it doesn't make it obvious that they're going to suck until you've played the character for awhile.

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.

Except it doesn't require it. You can make a perfectly usable character which can contribute to game situations without such digging. You don't have to be Usain bolt to be a 'usable runner'

Liberty's Edge

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I optimize the crap out of characters if I'm playing a 3x based game. I role play the crap out of characters regardless of what game I play.

My last 3x character, Cadogan (built under the optimizer's dream Kirthfinder rules) was role played to the hilt. TOZ, Kirth, and Jess Door can attest to that, I believe.

Why does this keep coming up? One has ZERO to do with the other, crunch is crunch, roleplay is a player deal, not a "backstory" or whatever.

Liberty's Edge

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thejeff wrote:

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.

Why do you play a 3x based game again? System mastery is built into the design, and optimization is a feature.


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My favorite part of optimization is taking totally rediculous and not normally viable character concepts, and using those optimization skills to build a viable character.

Optimization really helps with role playing and expands your options of what can be played.


RDM42 wrote:
thejeff wrote:
RDM42 wrote:
memorax wrote:
It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures. Instead of one who does the opposite. Take low Str good luck carrying anything. Low Con good luck staying alive for more than a few fights. Or if it can be done requires a specfic kind of build. If the system decoupled attributes from what you could do at the table it would for the better. Otherwise one can make a Bard with low Char but his spell DCs will be much worse than the character who took a high Cha. Without fail because the DCs of spells are based on how high the Cha attribute is
If the choices you make in building a character have no consequences, why have any choices at all?

To reflect different character concepts? Of course, they'd have consequences, but they'd be characterization consequences, not efficiency ones.

Ideally, IMO, all rules character builds should be as effectively mechanically. Obviously, that's an unattainable ideal, but it still should be a goal.
Nothing is more frustrating to me than a system that theoretically allows me the flexibility to make any character I imagine, but then throws most of that away by making most of them suck. Especially if it doesn't make it obvious that they're going to suck until you've played the character for awhile.

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.

Except it doesn't require it. You can make a perfectly usable character which can contribute to game situations without such digging. You don't have to be Usain bolt to be a 'usable runner'

It does reward it.

And "usable" depends on the table you're playing at. If everyone else is optimized to the hilt and the GM's upped the challenge to match, you need to be tweaked out just to keep up. Which not only requires the digging, but rules out a bunch of basic character concepts from the start.
That's not a system problem, but it is a problem with the idea that there are no drawbacks to optimization.


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houstonderek wrote:
thejeff wrote:

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.

Why do you play a 3x based game again? System mastery is built into the design, and optimization is a feature.

Because I like the actual gameplay more than the build game. And because if we keep the optimization dials turned down a few notches, I actually enjoy the game.


thejeff wrote:
RDM42 wrote:
thejeff wrote:
RDM42 wrote:
memorax wrote:
It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures. Instead of one who does the opposite. Take low Str good luck carrying anything. Low Con good luck staying alive for more than a few fights. Or if it can be done requires a specfic kind of build. If the system decoupled attributes from what you could do at the table it would for the better. Otherwise one can make a Bard with low Char but his spell DCs will be much worse than the character who took a high Cha. Without fail because the DCs of spells are based on how high the Cha attribute is
If the choices you make in building a character have no consequences, why have any choices at all?

To reflect different character concepts? Of course, they'd have consequences, but they'd be characterization consequences, not efficiency ones.

Ideally, IMO, all rules character builds should be as effectively mechanically. Obviously, that's an unattainable ideal, but it still should be a goal.
Nothing is more frustrating to me than a system that theoretically allows me the flexibility to make any character I imagine, but then throws most of that away by making most of them suck. Especially if it doesn't make it obvious that they're going to suck until you've played the character for awhile.

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.

Except it doesn't require it. You can make a perfectly usable character which can contribute to game situations without such digging. You don't have to be Usain bolt to be a 'usable runner'

It does reward it.

And "usable" depends on the table you're playing at. If everyone else is optimized to the hilt and the GM's upped the challenge to match, you need to be tweaked out just to keep up. Which not only requires the digging, but rules out a...

Perhaps. But that is something you are going to run into on any system substantially more complex than a coin flip.


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RDM42 wrote:
thejeff wrote:
RDM42 wrote:
thejeff wrote:
RDM42 wrote:
memorax wrote:
It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures. Instead of one who does the opposite. Take low Str good luck carrying anything. Low Con good luck staying alive for more than a few fights. Or if it can be done requires a specfic kind of build. If the system decoupled attributes from what you could do at the table it would for the better. Otherwise one can make a Bard with low Char but his spell DCs will be much worse than the character who took a high Cha. Without fail because the DCs of spells are based on how high the Cha attribute is
If the choices you make in building a character have no consequences, why have any choices at all?

To reflect different character concepts? Of course, they'd have consequences, but they'd be characterization consequences, not efficiency ones.

Ideally, IMO, all rules character builds should be as effectively mechanically. Obviously, that's an unattainable ideal, but it still should be a goal.
Nothing is more frustrating to me than a system that theoretically allows me the flexibility to make any character I imagine, but then throws most of that away by making most of them suck. Especially if it doesn't make it obvious that they're going to suck until you've played the character for awhile.

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.

Except it doesn't require it. You can make a perfectly usable character which can contribute to game situations without such digging. You don't have to be Usain bolt to be a 'usable runner'

It does reward it.

And "usable" depends on the table you're playing at. If everyone else is optimized to the hilt and the GM's upped the challenge to match, you need to be tweaked out just to keep up. Which not only requires the
...

To different degrees. As houstonderek said 3.x is built around system mastery. That's much less true of many other systems.

As I tried to say above, it's an unavoidable tradeoff for flexibility, but it doesn't need to be a design goal.


N. Jolly wrote:
The Green Tea Gamer wrote:
Cavall wrote:

To be fair, N. Jolly has a slight bias because if we don't optimize he's out of a job.

Don't take his jerb

His job nobody pays him for that he does for nothing more than the thanks of the community by strangers who have no idea who he really is and therefore gets no real fame from?

How is that a motivator or does it make his opinion any less valid? Seems like a thinly veiled excuse to write someone's opinion off...

Thanks GTG, but I honestly assumed Cavall meant that as a joke as per the humorous misspelling of 'jerb' in their second line. I myself am more partial to 'jorb', but Homestar Runner will always have a place in my heart. I'm just glad people appreciate my guides, since I've always liked writing them.

Yes it was a jest, of course.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Darksol the Painbringer wrote:
The only problem with optimization is that not everyone can do it as well as others can, as well as the comparable options available between what players want their characters to be. Although this stems into Caster/Martial disparity, this also comes into Martial/Martial and Caster/Caster disparity too, such as having Barbarians versus Fighters and Rogues, and Wizards versus Magi (Maguses).

Actually, a lot of the optimization problems come from the Class and Level system. You have a lot of things 'cooked in' to the class, some of which are much more powerful than others. The archetypes allow you to swap out some of those abilities for others. You have an interlocking set of constraints that makes it not worth it for the casual gamer to learn.

Add to this the complexities of dipping into another class, and it becomes even more complex.

Some people really enjoy the mechanics of character creation. I see nothing wrong with that. There is a problem though when there is too big a gap between the power of an obvious build and a highly optimized build.

If you are limited in how much time you have for roleplaying, how do you want to spend that time? Optimizing a set of numbers on a sheet, or creating a fun and hopefully unique personality?


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BretI wrote:
Darksol the Painbringer wrote:
The only problem with optimization is that not everyone can do it as well as others can, as well as the comparable options available between what players want their characters to be. Although this stems into Caster/Martial disparity, this also comes into Martial/Martial and Caster/Caster disparity too, such as having Barbarians versus Fighters and Rogues, and Wizards versus Magi (Maguses).

Actually, a lot of the optimization problems come from the Class and Level system. You have a lot of things 'cooked in' to the class, some of which are much more powerful than others. The archetypes allow you to swap out some of those abilities for others. You have an interlocking set of constraints that makes it not worth it for the casual gamer to learn.

Add to this the complexities of dipping into another class, and it becomes even more complex.

Some people really enjoy the mechanics of character creation. I see nothing wrong with that. There is a problem though when there is too big a gap between the power of an obvious build and a highly optimized build.

If you are limited in how much time you have for roleplaying, how do you want to spend that time? Optimizing a set of numbers on a sheet, or creating a fun and hopefully unique personality?

And for those who work the other way round - once you have that fun and hopefully unique personality and some background to go with it, how much do you throw away because it really would be better if he'd been raised by dwarves to get some trait or other.

If you start with the mechanics, you don't even see this problem, but that's not how everyone works.


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Frankly, if you're limited in time investment, you're playing the wrong game. There are other considerably less complex systems besides Pathfinder, you know...including classless systems and/or systems that don't have options baked in OR mechanics married to flavor. If you don't like inherently complex systems that reward mastery, why are you choosing to play one, especially when the alternatives are myriad?


I don't know if "reward mastery" is the best way to put it. Firstly because then it does become more about your numbers than your roleplaying of the character and secondly, honestly, you're not being rewarded for mastery. You will Level the same as anyone else, mastery or not. The game doesn't give you more as a reward for putting in more, at best it makes it easier to level but doesn't give you more for doing so.

Liberty's Edge

RDM42 wrote:


If the choices you make in building a character have no consequences, why have any choices at all?

(Sigh)

I never said that.

Of course depending on the build their should be consequences. Low Str expect to do less damage and carry less. Low Con less ability to take damage. Their a certain segment in the hobby that want it all. Low stats without penalties. The system imo does not reward that style of play. Certain abilites like Cha you can sort of roleplay a low number. Having a low str means that nice magical suit of full plate is not going to be worn by the character anytime. There 's also so many times a DM can tailor the treasure either.

Liberty's Edge

I do think their is a certain amount of reward mastery. For example take a fighter give him decent str and con. The right selection of feats os just goin to usually be more successful at the gaming table. Then the guy with average to low str and con and a mix of feats. Both can be played effectively. Just that the first will be a better Fighter than the second imo.

It's the same way a ranged character does not need to take precise shot. The one that does hits more often than the one who chooses skill focus stealth.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
thegreenteagamer wrote:
Frankly, if you're limited in time investment, you're playing the wrong game. There are other considerably less complex systems besides Pathfinder, you know...including classless systems and/or systems that don't have options baked in OR mechanics married to flavor. If you don't like inherently complex systems that reward mastery, why are you choosing to play one, especially when the alternatives are myriad?

I can choose which system I run, but have a lot less choice in which ones I play in. Even when I run a game, I've been told by some of the players that they will drop if it isn't a D&D variant because they are tired of learning new systems.

The other big reason is that PFS gives me a means to play to my own schedule, rather than having to match the schedules of a regular gaming group. That is a big advantage. Without it, I'm certain I wouldn't have nearly as much Pathfinder material.

That said, I do play other systems by preference. I currently play in two campaigns that aren't using a Class/Level system.


houstonderek wrote:
thejeff wrote:

I definitely don't want a system that rewards digging through more and more options with greater character power. Maybe with more flexibility in matching concept.

Why do you play a 3x based game again? System mastery is built into the design, and optimization is a feature.

A lot of people played 3rd edition because it was the latest incarnation of our favourite TTRPG. When it was launched optimisations was nothing like the scale of opportunity that there is now. Just as when Pathfinder launched it didn't have the same scale of optimisation. Traits, Archetypes and the plethora of bolt ons came later.

There is the opportunity for optimisation in any system. It just means taking the most effective and powerful set of options to achieve your desired result.

A lot of people, couldn't care less about reaching 100%, they are happy at 50% to 75%. Based on the fact that most APs seem set for 50% that suits us down to the ground.


memorax wrote:
RDM42 wrote:


If the choices you make in building a character have no consequences, why have any choices at all?

(Sigh)

I never said that.

Of course depending on the build their should be consequences. Low Str expect to do less damage and carry less. Low Con less ability to take damage. Their a certain segment in the hobby that want it all. Low stats without penalties. The system imo does not reward that style of play. Certain abilites like Cha you can sort of roleplay a low number. Having a low str means that nice magical suit of full plate is not going to be worn by the character anytime. There 's also so many times a DM can tailor the treasure either.

Confused here. To me it sounds like you saying that wasn't what you said and then reiterating what it is you say you didn't say.


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BretI wrote:
If you are limited in how much time you have for roleplaying, how do you want to spend that time? Optimizing a set of numbers on a sheet, or creating a fun and hopefully unique personality?

If you are limited in how much time you have to devote to a hobby you don't have much choice in how you allocate it.

Your friends want to play for two hours each Friday evening. If you want to spend two and a half hours a week on the hobby you can spend a half hour building your character and then a half hour per week refining plans or optimizing loot use. You spend two hours on roleplaying. If you cut your session length to an hour and a half that doesn't harm your roleplaying. You do less of it, but you still have the same amount of time to think about what your character would say or do in between actions.

If you want to spend five hours a week on the hobby you can now spend three hours building your character and three hours a week on refining and loot optimizing or building replacement goldfish or talking smack about roll players on the forum. Or you can find another group of friends who have their session Saturday afternoon and roleplay more, but you don't roleplay better with more time, you just do more of it. You may roleplay worse if the characters run together in your mind.

Some people are confusing writing backstory with roleplaying. It's not. Writing backstory is a solo exercise that does nothing for the game except give your GM some plot hooks that he could have in a few sentences like "Salogel has a sister at the Abbey of Saint Aihpos and a childhood rival named Neniacidrom who went off to study wizardry. His parents were killed by a masked Kitsune while leaving a play about bats." What you actually play is angsty aristocrat motivated by displaced revenge and sprinkled with Batman references and your preferred elvish stereotype.

Consider Hamlet. What's his backstory? We have almost no clue. We know he's prince of Denmark, that his father died, his mother remarried his uncle, that he used to maybe be sweet on a girl named Ophelia whose father is chamberlain, and that he knows a couple guys named Rosencranz and Gildenstern from school. I think we may have the name of the school as well. Arguably the fact that he suspects foul play might go in the backstory block on his character sheet, but it's not really backstory. That's it. People play Hamlet very well without needing any more backstory than that.

What do we know about Lady Macbeth's backstory? That she's married to a Scottish lord named Macbeth. Her character as written by Shakespeare can be summed up with two words: ambitious and ruthless. People play Lady Macbeth as an interesting character without any more backstory than that.

Expansive backstory is just exercising another hobby (that of creative writing) and claiming it's related. All real roleplaying happens at the table unless your group is doing something unusual like exchanging in character emails. All optimization except tactical stuff like spell preparation happens away from the table.

The Exchange

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houstonderek wrote:
Why does this keep coming up? One has ZERO to do with the other, crunch is crunch, roleplay is a player deal, not a "backstory" or whatever.

Because not all players are like you? Because there are players who optimise the crap out of their characters and then not role play the crap olut of their characters. And worse, who then claim, that those other players, probably roleplaying without too much optimising, play the game the wrong way?

The thing is, you can have both, but you don't have to. I'm not saying that it's wrong to optimise without roleplaying or that it's wrong to roleplay without optimising, but it can easily create conflict if proponents of those styles land in one campaign.

And I consider the Stormwind fallaca argument not especially helpful, because, while certainly true, it does nothing to solve those conflicts but can be abused as a defense by the non-roleplaying optimisers or to attack the non-optimising roleplayers (and that's how I see it come up in most cases).

Apart from that, crunch and roleplaying have in my eyes a lot to do with another (doesn't matter if you optimise or not) because one influences the other. You want to play Superman (or Batman)? You'll probably not make STR his dump stat. You want to play a character with high Strength? I guess you'll probably not describe him to look (and behave) like Sheldon Cooper.


WormysQueue wrote:
houstonderek wrote:
Why does this keep coming up? One has ZERO to do with the other, crunch is crunch, roleplay is a player deal, not a "backstory" or whatever.
Because not all players are like you? Because there are players who optimise the crap out of their characters and then not role play the crap olut of their characters. And worse, who then claim, that those other players, probably roleplaying without too much optimising, play the game the wrong way?

There are people who wear the color blue that smell really bad. There are people who wear pink that smell really good. It doesn't mean the color you wear affects how you smell, or how you smell affects what you wear.

Sometimes things occur together that are utterly, completely, and totally unrelated.


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I have a really good story about myself, working at a risque coffee shop and having to wear hot pink pleather shorts.

But this isn't the place for that.


Really, there's only one way to settle if they're related. Science!

We need to get a random sampling of, oh, about 90 people with zero RPG experience, teach 30 of them how to play just the basics of the game as a control group, teach 30 how to play heavily optimized characters, and teach 30 what they think is a good character but is actually a piss poor build, and then record how deep they role play by whatever observable measurement is possible, and see if there's a statistically significant variation between the groups. Only by having a single variable changed and everything else static can we be sure.

And I predict it won't be, because drama queens are drama queens, and hams are hams, and it has NOTHING to do with whether they know how to play the game mechanically if they like and are comfortable with the spotlight, or enjoy writing a story, or anything else people arbitrarily define as roleplaying.

The Exchange

thegreenteagamer wrote:
Sometimes things occur together that are utterly, completely, and totally unrelated.

Well yeah but If you had read my post completely, you'd have seen that I already know that.


memorax wrote:
It's also not helped that the system rewards those who for example build a fighter that is good at hitting and damaging creatures.

Yes, there's too much optimization, I agree. I really don't like it when people do this. It's just like when players play a Wizard that casts spells. More people needs to understand that not contributing to anything is just as fun.


That seems like a lot of work, can't we just tip some cars, and start a few fires, maybe poop in the gazebo.


WormysQueue wrote:
thegreenteagamer wrote:
Sometimes things occur together that are utterly, completely, and totally unrelated.
Well yeah but If you had read my post completely, you'd have seen that I already know that.

I did, and you finished by arguing that roleplaying is related to stats, but that doesn't mean its related to optimizing.

Rincewind is a wizard who can't cast spells for anything, and that affects his actions...You would roleplay Rincewind based on his attributes and stats. But not optimization, since he pretty clearly isn't optimized.

Raistlin, similarly with his frail constitution and superb intellect, if played by a character, could equally be RPd based on his attributes and stats, but be could be minmaxed for dumping everything because his GM had a 10 point buy and his player REALLY wanted that high intelligence. Very optimized, equally roleplayable.


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thejeff wrote:
Kobold Cleaver wrote:

Stop gatekeeping, Norgrim!

In seriousness, I find a full slate easier to roleplay than a blank one. Sure, you can add whatever you want to a blank slate, but that emptiness is daunting. It's why it's easier to start roleplaying when someone else has already entered the scene (and why an awkward silence generally follows when the GM says, "Okay, now roleplay for a bit").

Except you never actually start playing with the blank slate, right? In either case, you'd have some idea of the character's background & motivation before you actually sat down to play.

I do agree with the "now roleplay for a bit" thing, but I don't think it's a good parallel to a complicated build.

"Roleplay a person."

"Roleplay a cranky person."

The latter is easier, in my opinion, because you have something to work off of.

In this case, though, Jack 2 isn't just a complicated build. He's a complicated character. He's a half-android birdperson (cyborg birdperson) who was raised by dwarves. That's why I objected to the comparison—the complex build clearly has a lot of thought put into it, while the other is a simple build with no proportional effort put into a backstory.

Had the same effort been put into the first rogue, it would be just as easy. I suppose it really depends on your definition of "easy", though. Some people are responding to my comments about blank slates saying a blank slate is easier because you can just say whatever. On the other hand, a full slate gives you a guideline on what to say. Some some people seem to regard that as restrictive, but I guess it comes down to playstyle.

The Exchange

thegreenteagamer wrote:
I did, and you finished by arguing that roleplaying is related to stats,

In direct answer to the claim that crunch (aka rules, which include stats) doesn't have anything to do with roleplaying.

I completely agree with your Rincewind/Raistlin example, but for some reason I find Rincewind much more interesting to roleplay than Raistlin (that's just me though, and nothing I would do in an D&D-like environment). Personally I envision the character first and then think about how to depict him rules-wise. How much optimisation is involved depends on the general behaviour/rules knowledge/play style of my fellow group members.

The thing is, I have no problems with someone playing Raistlin the way you described. What I have a problem with is people playing a Raistlin build who keep to ignore the weaknesses involved. Because they aren't really interested in playing Raistlin (or equivalent), but because they only want to have a wizard with a real high INT value without paying the price involved. And while I wouldn't call those people optimisers, they call themselves that way.

Problem being that you can't even formulate this being a problem without someone jumping in and yelling about you're clearly falling to the Stormwind fallacy (thereby ignoring that you're problem wasn't the optimisational aspect at all).

As far as optimisation is concerned, my main problem is that often everything which isn't optimized suddenly gets considered as badwrongfun. I have played characters perfectly viable for an standard Pathfinder AP environment who were considered as to weak by other, more optimisation-focused characters. To stay in your example, just because it isn't Raistlin doesn't necessarily makes it into Rincewind. but I guess that there's surely a name for this kind of fallacy as well. ^^


@Kobold Clever: I agree to an extent. You still need to get somewhere, so starting from a blank slate means that you start without any ideas. So you'll have to go through the same process, just under pressure during the game, which means that it often won't be as good as it could have been.
But I really don't get how anybody can write pages of "backstory" for RP purposes (I'm not saying that YOU are saying this, though I know that some do. And I'm not saying that it's wrong, I just don't get it). To me, when you get to that point, it's more just because it's fun for you and not because you'll actually use it in-game. Getting too detailed is also a problem, as there'll be nothing to work with when everything is already decided.


Wormys, I agree with you there, since you clarified.

I think those are just two different kinds of jerks, but jerks none the same.

The Exchange

On a more positive note, I have played with way too much players who are much more into the optimisation game than I AND are great role-players to think that those aspects are mutually exclusive.

Rub-Eta wrote:
But I really don't get how anybody can write pages of "backstory" for RP purposes

Well, I'm known for doing this and I agree, it's mainly because it's fun for me. But it also has its in-game uses. When I run games, I start with a plot in mind (let's say, a Pathfinder AP). But then comes the player characters and their character backgrounds (if any) will define the events of the campaign as much (or even more) as what's written in the original adventure. You don't need to write several pages for me to do this, but the more information I get, the better I can tailor the game to your taste.

I think it was in the old Age of Worms-campaign when the PCs eventually would find out that there was a reason why they were destined to live through this adventure. Nice idea, but it was something out of the player's control. Personally, I think the impact is bigger when such connections are created by the player's input.


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Quick...while everyone is agreeing and being positive...back away from the thread slowly!


Kobold Cleaver wrote:
thejeff wrote:
Kobold Cleaver wrote:

Stop gatekeeping, Norgrim!

In seriousness, I find a full slate easier to roleplay than a blank one. Sure, you can add whatever you want to a blank slate, but that emptiness is daunting. It's why it's easier to start roleplaying when someone else has already entered the scene (and why an awkward silence generally follows when the GM says, "Okay, now roleplay for a bit").

Except you never actually start playing with the blank slate, right? In either case, you'd have some idea of the character's background & motivation before you actually sat down to play.

I do agree with the "now roleplay for a bit" thing, but I don't think it's a good parallel to a complicated build.

"Roleplay a person."

"Roleplay a cranky person."

The latter is easier, in my opinion, because you have something to work off of.

In this case, though, Jack 2 isn't just a complicated build. He's a complicated character. He's a half-android birdperson (cyborg birdperson) who was raised by dwarves. That's why I objected to the comparison—the complex build clearly has a lot of thought put into it, while the other is a simple build with no proportional effort put into a backstory.

Had the same effort been put into the first rogue, it would be just as easy. I suppose it really depends on your definition of "easy", though. Some people are responding to my comments about blank slates saying a blank slate is easier because you can just say whatever. On the other hand, a full slate gives you a guideline on what to say. Some some people seem to regard that as restrictive, but I guess it comes down to playstyle.

To a degree, yes. With Jack the Cyborg Dwarven Birdman Glaiveguy, most of the dots have been filled in for you. The picture is mostly colored. There is some room for you to make it your own, but less than with Jack the Bland.

Take the earlier reference from Atarlost to Hamlet. We've had a number of portrayals over the years, and because we know a little about the character it can go in a number of different ways. Is he crazy, ala Mel Gibson, or overly dramatic like some of the old school portrayals?

It is not only a matter of play style, of role playing slash acting style, but to a large extent build style as well (as noted above, I forget the poster, sorry.) Do you have an idea for a character's picture, personality, something distinctive first, or do you go for the mechanics and build outwards from there? Or a combination? It isn't right, or wrong, or weird or whatever, it's just different ways to prepare.


Kobold Cleaver wrote:
thejeff wrote:
Kobold Cleaver wrote:

Stop gatekeeping, Norgrim!

In seriousness, I find a full slate easier to roleplay than a blank one. Sure, you can add whatever you want to a blank slate, but that emptiness is daunting. It's why it's easier to start roleplaying when someone else has already entered the scene (and why an awkward silence generally follows when the GM says, "Okay, now roleplay for a bit").

Except you never actually start playing with the blank slate, right? In either case, you'd have some idea of the character's background & motivation before you actually sat down to play.

I do agree with the "now roleplay for a bit" thing, but I don't think it's a good parallel to a complicated build.

"Roleplay a person."

"Roleplay a cranky person."

The latter is easier, in my opinion, because you have something to work off of.

In this case, though, Jack 2 isn't just a complicated build. He's a complicated character. He's a half-android birdperson (cyborg birdperson) who was raised by dwarves. That's why I objected to the comparison—the complex build clearly has a lot of thought put into it, while the other is a simple build with no proportional effort put into a backstory.

Had the same effort been put into the first rogue, it would be just as easy. I suppose it really depends on your definition of "easy", though. Some people are responding to my comments about blank slates saying a blank slate is easier because you can just say whatever. On the other hand, a full slate gives you a guideline on what to say. Some some people seem to regard that as restrictive, but I guess it comes down to playstyle.

As I suggested, I don't really see it as "Here, roleplay this character", because that very rarely happens. Even if it did, I suspect I'd flounder in either case. In the first because there's nothing there. In the second because I'd have to cobble together something on the spot to cover all the weird stuff. There's no effort put into backstory or personality for either.

In more normal play, I'd have come up with both characters, so without any time pressure I'd have at least barebones of a persona and backstory for either before I sat down to play.

Now, if I came up with a character concept before the mechanics, as I usually do and then found out that the only way to make the mechanics work effectively was to make him a religious half-android birdperson who was raised by dwarves, that's where the restrictive part comes in for me. Suddenly the character I want to play and the mechanics I need to create him clash.
If I can get away with a straight unchained human rogue (or slayer, for that matter), then I've got a lot more room to manuever. There are a lot more concepts that will work, than if I need to only play the most effective things I can come up with. Whether that's just to survive or to keep up with the other players.


thegreenteagamer wrote:
WormysQueue wrote:
thegreenteagamer wrote:
Sometimes things occur together that are utterly, completely, and totally unrelated.
Rincewind is a wizard who can't cast spells for anything, and that affects his actions...You would roleplay Rincewind based on his attributes and stats. But not optimization, since he pretty clearly isn't optimized.

Yes he is.. Rincewind is in fact so damn optimised and jank sauce that his GM talked him out of ever casting the spell he knows. Rincewind's player was just a guy who liked collaborative storytelling more then spotlight stealing.


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Atarlost wrote:
Some people are confusing writing backstory with roleplaying.

So: if not backstory, what is it about an RPG character that makes them memorable and interesting?

One of my favorite characters was a scythe-wielding maniac who was torn between the desire to mutilate people, the desire to be a good citizen, and an extremely dim understanding of the difference between right and wrong. He'd use the other PCs as his moral compass. "So, would it be OK to, you know, harvest their torsos?"

I think coming up with unusual motivations for your character is the most important thing to do (when you're not too busy optimizing / non-optimizing your stats, of course). This doesn't require backstory, but is better done early.

Liberty's Edge

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thejeff wrote:
system mastery "doesn't need to be a design goal"

Unfortunately, according to Monte Cook, it WAS a design goal (complete with "trap" options in feats and the like), as in, it's built into the system. Paizo has done nothing to change that, and, to be honest, 3x would have to be completely redesigned to take that out of the system.

I guess my issue here is that there are SERIOUS flaws in the 3x system, and no amount of houseruling or limiting options is going to change the fact that 3x is a flawed system. Same issue I have in the C/MD threads: just because you can handwave some stuff, play opponents on "easy mode", or ban a bunch of stuff doesn't change the math in the actual game, the actual game is still flawed.


houstonderek wrote:
thejeff wrote:
system mastery "doesn't need to be a design goal"

Unfortunately, according to Monte Cook, it WAS a design goal (complete with "trap" options in feats and the like), as in, it's built into the system. Paizo has done nothing to change that, and, to be honest, 3x would have to be completely redesigned to take that out of the system.

I guess my issue here is that there are SERIOUS flaws in the 3x system, and no amount of houseruling or limiting options is going to change the fact that 3x is a flawed system. Same issue I have in the C/MD threads: just because you can handwave some stuff, play opponents on "easy mode", or ban a bunch of stuff doesn't change the math in the actual game, the actual game is still flawed.

Of course it is. But there are a lot of things I still like about it.

And most (not all, but most) of those flaws really only show up when you start stressing the system. Keep the optimization down to a casual level and most of the broken bits don't matter.

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