When I used to play Dungeons &
Dragons 3.0, I would spend hours sitting on my bed, surrounded by books, with a
notebook balanced on my lap as I made notes and built all kinds of
characters: dual-wielding, flamboyant Fighters,
power-hungry Wizards, wrathful Drow Clerics, and mysterious Psychic
Warriors. I flipped through a dozen
books, comparing Prestige Classes and selected the best Feats available. I assembled the best progression of levels
and feats and skills and Prestige classes that I could. I wasn’t as successful at creating truly
optimized characters like those found on many of the Third Edition or
Pathfinder boards. I certainly wasn’t
clever enough to create the infamous Pun Pun.
However, I do recall a few of those
optimized characters of which I was really proud: the “perfect” progression for a lightsaber
focused Jedi in WOTC’s Star Wars Revised Edition and a female Drow fighter that
migrated through three campaigns run by three different DMs but never really
completed her story. After several years
and a couple of campaigns of Star Wars Revised Edition, I had a revelation
about how I approached optimizing characters.
I began to think of a character’s
growth through the levels as a story arc in and of itself much like JosephCampbell’s A Hero with a Thousand Faces except the progression was mapped as
choices of Character Classes and Prestige Classes.
Not Tomoe, but a pretty awesome Jedi |
Beginning as Jedi Padawan, my
character, Tomoe was corrupted by one of the other PCs, a power hungry nascent
Sith masquerading a politician’s aide who wanted to one day rule the galaxy
following a similar story trajectory as Palpatine without the bad dialogue and
fall into a reactor pit. Tomoe was a
prideful, young Jedi warrior from the Outer Rim who joined with the crew of a
ship after they rescued her from some pirates.
Tomoe became close to the politician’s aide who had a knowledge of the
history of the Jedi and Sith.
Eventually, Tomoe trusted this man more than her own Jedi Master. The politician’s aide allowed the Jedi Master
to discover that he was adherent of the Sith forcing Tomoe to choose between
the Jedi and her friend. She chose her
friend and struck the Jedi Master down, but the Jedi slashed her across the
face, blinding her. Under the tutelage
of the politician’s aide/Sith apprentice, Tomoe fell completely to the Dark
Side and learned to use the Force to see without her eyes.
These events were planned by myself,
the Game Master, and the player controlling the politician’s aide. We’d agreed that the campaign wouldn’t be a
traditional good defeats evil kind of game.
We’d play the villains, but I didn’t want to start my character as just
another Sith. I also had the idea of a
blind Force-user that had empty black sockets instead of eyes and how terrifying
that would be to face in battle. The
three of us worked on that character as a group and how Tomoe would fall to the
Dark Side and eventually become a Sith Lord in her own right.
One of the mechanical benefits of
becoming a Sith and taking levels in the Prestige Classes Sith Warrior or Sith
Lord is that the player can trade levels of Jedi for levels of Sith Warrior or
Sith Lord on a one for one basis. Doing
so has the benefit of giving the character more powers and feats. Essentially it’s the same mechanic as a Black
Guard trading away his or her Paladin levels which are no longer useful to an
Evil-aligned character. The downside to
trading in these levels is that the Black Guard must remain Evil-aligned and if
he or she returns to a good alignment then that character loses most of the
benefits from the Black Guard levels. All
that’s left of those levels of Sith Warrior or Black Guard are the base attack
bonus, skill points, feats acquired normally (not bonus feats), saving throws,
and hit dice. Class abilities, special
abilities, bonus feats, and so forth are lost, never to be regained unless the
character atones and becomes evil or a Sith again. Essentially, the levels are an albatross
around the character’s neck forever weighing her down and quite the opposite of
optimization.
Completely taken over by the
corruption of the Dark Side, Tomoe traded in her Jedi levels for levels of Sith
Warrior gaining her the power and combat prowess she always knew that she
should have. Unfortunately, hubris was
also her downfall when a much more powerful Sith Lord challenged her. She couldn’t resist the challenge and set off
alone to fight him, and the Sith Lord killed her. The player and the character were both guilty
of hubris in this instance.
Nevertheless, I thought long and
hard about this character after she died.
She had a great story and really fit into the world and the plot of the
game. Because I’m sentimental, I still
have the character sheet which is the only reason I know that character’s
name. I began to wonder what would have
happened to Tomoe if she would have lived.
By the time that she died, the politician’s aide was on his way to
becoming a Senator of the Galactic Republic, and I’m certain if the campaign
would have continued he’d have declared himself Emperor. Would Tomoe have stood by him after he
finally became Emperor?
Tomoe was a warrior first and
foremost. She enjoyed the thrill of
battle and taking insane risks. She
loved that her name was spreading across the galaxy and that just her name was
enough to cause her enemies to double check the locks on the doors at
night. More importantly, I realized that
while she was devoted to the politician’s aide she was not evil. Eventually she would become disillusioned
with the politician’s aide’s promises of a better galaxy and realize that he
was a tyrant with greater ambitions. I
don’t think she would have turned against him, but she wouldn’t have followed
him after a point. Instead, she would
have set out alone disillusioned by both the weak Jedi who couldn’t stop the
rise of a Sith Emperor and the Sith who were only interested in personal glory
and power. Forsaking both the Jedi and
Sith and giving up the Force, I imagine she would have returned to the Outer
Rim and joined a smuggler’s crew, leaving behind her name and everything about
herself.
Tomoe’s character progression looked
something like this: for levels one
through seven, she was a Jedi Guardian.
At level seven, she turned to the Dark Side and traded in four of her
Jedi Guardian levels for an equal number of levels of Sith Warrior. She eventually gained five more levels of
Sith Warrior, one level of Sith Lord, and one level of Master Duelist. So at the time of her death, she was a Jedi
Guardian 3, Sith Warrior 7, Sith Lord 1, and Master Duelist 1. This character was optimized for lightsaber
combat and dueling which were my interests at the time.
Wizards.... |
If you’re a frequent visitor to some
of the Dungeons & Dragons or Pathfinder forums, you’re probably familiar
with the character optimization threads that are available. Players have scoured the books and available
classes to find exactly the best choices to make at each level in order to
optimize a particular type of character class.
Whether you want to play a sword and board fighter or the all-powerful
wizard, optimized builds are available where all the choices for feats, skills,
and so forth are already made. At each
level, the best possible choices are weighed and then a favorite or favorites
are given. Even the individual classes
are compared and divided into tiers. In
D&D 3.5, Wizards and Priests are in the highest tier with other classes
filling in below them. Fighter obviously
in considered one of the worst classes just above NPC classes like Warrior,
Aristocrat and Noble.
The players and Dungeon Masters who
developed the optimized character builds and tier system have done amazing work
that should be recognized for the impressive amount of research invested. Going through the dozens of books available
for D&D 3.5 and selecting the best feats and comparing so many possible
character classes is a Herculean task akin to cleaning out the Augean stables. And with the amount of muck found
in some of D&D books, I’d rather be Hercules than the gamers who refined
the tier system and optimization guides.
Entire guides have been made available for players who want to optimize
their characters, and these guides are offered free of charge on forums or
other blogs. As much I laud these gamers
for creating these resources, I consider these guides a serious problem for the
gaming community.
We now know that there is a clear,
correct choice for any character at any given level. The best Wizard specialty is Conjurer. Fighters, Monks, and Paladins are
comparatively the weakest classes in the Player’s Hand Book. Wizards shouldn’t choose Magic Missile as one
of their starting spells; they should choose Color Spray or Sleep instead. Some choices are obvious others are less
so. Given the mechanics of Dungeons and
Dragons, a best choice exists amongst the multitude of options. This isn’t a bad thing, but it does have an
unintended consequence: characters
become homogenous. All Wizards follow
the same general progression, choosing the same spells, the same feats, and the
same prestige classes. Fewer players
select Monk for their class because of its comparative weakness to the
Ranger.
I don’t mean to be unfair to people
who play Dungeons & Dragons. Gamers
who play White Wolf products have the same problem. Rarely does a player in Vampire the
Masquerade have to do more than spend experience points to acquire a new
Ability or Discipline. How many
characters in Werewolf the Apocalypse go on an Umbral quest to find the spirit
who can teach them a new gift?
The Storyteller games, Werewolf,
Vampire, Mage, have their own versions of optimizers as well. Activating Disciplines, for example, requires
the character to roll an attribute plus an ability. In order to optimize a character in this
system, players need to ensure that their characters have high ranks in the
attribute and ability in order to make sure that they can successfully activate
the Discipline. For example, a Toreador
has Dread Gaze, the second level of Presence, in order to activate that ability
the character needs to roll Charisma plus Intimidation. If the character doesn’t have Intimidation
and/or has a low Charisma, then the chances of successfully using Dread Gaze
are very low. Optimally, a Toreador with
Dread Gaze should have points in Intimidation, but that doesn’t make sense for
every Toreador. Some Toreadors character
concepts aren’t going to be intimidating, but will have Dread Gaze because they
want the higher Presence abilities like Summon or Entrancement. If I were to build an optimal Toreador
character with Presence, I would put points in any Ability that was required to
activate Presence Disciplines.
And now you're off to play Bloodlines... |
And after character creation is
complete, the steps to continue optimizing a Storyteller System character can
be decided to further optimize a character.
While the statistical progression for a Storyteller System character is
not a clear cut as a Dungeons & Dragons character, an optimal progression
can be determined. By selecting out of
clan Disciplines, characters can be further optimized. An Assamite assassin would be improved upon
with addition of Potence which would cause more damage or Protean 2 which gives
the vampire claws that do aggravated damage.
I’m sure there are plenty of forums and blogs that offer excellent
suggestions for optimizing characters.
Now, let’s put Tomoe into this
situation. I’d effectively optimized
Tomoe, because if you are familiar with WotC’s Star Wars Revised Edition or
just Star Wars in general, you know that the Jedi are one of the best
classes. Access to Force skills and
feats make the Jedi or the Sith far better classes than Smuggler, Noble, or
Soldier. Much like the Wizard in
D&D, a Jedi was a better soldier than the Soldier and a better smuggler
than the Smuggler because of the Jedi had access to the Force. However, assuming Tomoe survived, eventually
she would have given up the Dark Side, forsaken the Force, thrown away her
lightsaber, lost access to many of her class features, and begun to take levels
in Smuggler. Every choice at this point
is sub-optimal.
Yes, this is a real book. |
Every choice is sub-optimal from the
stand point of generating a set of best system statistics. However, from the stand point of story and
character growth, those are the optimal decisions. In Tomoe’s case, the character’s growth in
the story is reflected in the progression of classes that were chosen when she
leveled up. From Jedi to Sith to
outcast.
What’s really lost when players and
Game Masters begin to think of characters as sets of statistics functioning
within a rule set is they are also characters within a story. In order to optimize a character, however,
the player has to separate a character’s statistical progression from a
character’s story progression. Even the
Game Master’s campaign becomes polluted by the separation between statistical
progression and story progression, because the characters’ growth is only
determined by their experience points rather than their progression in the
world. More so than the players, the
Dungeon Master is at fault because he has designed a world that allows
characters to progress from class to prestige class and so on without requiring
characters to earn a new class or prestige class. The acquiring of a new class or prestige
class is hand waved. It happens
off-screen and isn’t even mentioned beyond the player saying that he’s met the
prerequisites and is going to finally get that first level of a prestige class
or whatever. The Storyteller is at fault
because the only thing separating a character from a new Discipline is the
experience points required.
Perhaps the most famous Dungeons
& Dragons character is the Drow Drizzt Do’Urden of the Forgetten Realms
Setting. Drizzt was trained by his
father to be a Weapon’s Master for his mother’s house. He eventually abandoned Menzoberranzan and
set out into the Underdark where he was driven to survive by “the Hunter”
persona which drove him to survive and allowed him to unleash his rage upon
those who threaten him. Finally, Drizzt
arrives on the surface where he is trained by the Ranger Montolio. Drizzt’s character progression is Fighter to
Barbarian to Ranger, and according to the Third Edition Forgotten Realms
Campaign Guide, Drizzt is a 10th level Fighter, 1st Level
Barbarian, and a 5th level Ranger.
There is nothing optimized about Drizzt’s build. He uses two scimitars which would incur an
extra penalty for using a medium sized weapon in his off hand. According to his character history, he would
have gained his Two Weapon Fighting Feat as a Fighter, and not as a Ranger which
means that he would have chosen the archery combat style (in 3.5) or not gained
any bonus feat because he already had Two Weapon Fighting (in 3.0).
Not Drizzt. Just a clone! |
Although
I realize that Drizzt’s creation predates the introduction of D&D 3.0,
Drizzt’s progression as a character still provides an example of story and
character outshining stat optimization. Drizzt
is memorable because of his story and his fighting style, not because of the
numbers on a character sheet. If Drizzt
had just remained a Fighter, he would have been a more optimized
character. If Drizzt had chosen to use
one scimitar or one scimitar and a dagger, he would be a more optimized
character. However, personality won out
over statistics, and every D&D game set in the Realms had a Drow Ranger who
wielded two scimitars. The prevalence of
Drizzt clones was so wide that even today, gamers groan when they hear someone
wants to play a good Drow regardless of class or weapon choice.
While
most of this article is directed at the players, an important note should be
included for Storytellers, Dungeon Masters, and Game Masters. Many of us play D&D or Pathfinder, and as
a player, I love Prestige Classes. They
can help define an entire character because of their special class abilities,
but they have strict requirements. I
have a three part suggestion for Game Masters of these kinds of games. First, talk with your players about what they
want to do with their characters. Give
them opportunities to earn a Prestige Class, but make sure that the Prestige
Class serves the overall plot of the campaign.
No player has a right to any particular Prestige Class just because it
seems cool or has an awesome ability or they need it for their build. If the Prestige Class fits into your
campaign, then make the character’s acquisition of that class a big moment in
the game. Not only that, but also make
sure that the character’s growth towards that Prestige Class is equally as
rewarding. If they need a level of
Arcane Spellcasting in order to qualify as an Arcane Archer, make sure they
meet a Sorceror who can tutor them and provide clues about a special order of
elves and half-elves who can make nigh-impossible shots with a bow. Second, provide access to lots of different
Prestige Classes throughout your game.
Rumors and hints of orders of powerful Eldritch Knights or mysterious
cloister Lore Masters can provide reasons for characters to travel to new
locations seeking mentors. And perhaps
along the way, the PC will be saved by a servant of one of the gods and decided
to declare his service to this new patron and become a Paladin. Third, because Prestige Classes have strict
requirements, allow characters to retrain and change a Feat or Skill in order
to meet the prerequisites for the Prestige Class they want. Rules for retraining are available in some
D&D supplements. This minor change
will allow players to adapt to the opportunities presented to them rather than
being stuck in a rigid progression.
For
those of us who prefer Vampire the Masquerade or Werewolf the Apocalypse, we
need to make characters earn their Disciplines and their Gifts. Learning Serpentis means making a deal with a
Setite. What favor is she going to
require as payment? Assamites will
rarely teach an outside Quietus, but if the PC could diablerize one, then
perhaps he gain power from the Assamite’s blood? Even when a character finds a mentor willing
to teach a Discipline with no strings attached, the V20 rule book states that
the learner must drink a point of vitae from the teacher. That’s one step blood bound to the
teacher. Is that worth the risk of
learning a new Discipline? Opportunities
can present themselves as the vampire PC progresses through the plot of the
Chronicle as well. A blood hunt that
ends in the PC diablerizing the target can offer access to a new Discipline
that the player didn’t realize he wanted.
Unlike D&D or Pathfinder, the Storyteller System is more forgiving
because none of the Disciplines have prerequisites like a Prestige Class.
I've always loved Pathfinder's art style |
While
players often groan about the plot railroad, they have no problem putting their
characters on a progression railroad. I
think it’s time for players to abandon their rigid stat progression for a more
story and character personality based approach.
This would be no different from Storytellers putting aside their railroady
plots. The key to this process is that
the Storyteller and the Player need to talk and discuss what each one wants
from the game. Both have to be willing
to compromise and keep in mind that the goal of the game is for everyone to
have fun, players and Storyteller. The
Storyteller needs to bring a clear idea about the plot and the world. The player needs to bring a clear character
concept. Both need to be willing to let
the world, plot, and character grow naturally rather than being confined to a
progression or a strict plot structure.
When
you sit down, surrounded by books, trying to work out the best progression for
your character so that he or she can get to the Black Guard Prestige Class at
the perfect level, you are robbing yourself of a chance to see where a campaign
may take the character you play. Those
carefully crafted pre-planned character progressions rob you of the opportunities
you may encounter over the course of a campaign. The characters begin to all seem the
same. The same progressions, the same
wizards, the same spells. The same clan,
the same abilities, and the same Disciplines.
I am not saying that you shouldn’t have some idea where you want your
character to end up. I knew exactly how
I wanted Tomoe to progress, but I made those choices to serve the story and not
what would make her stats the best. I
was open to changing that progression as well, and in the end, Tomoe was not a
collection of stats but a memorable character that changed the way I approach
character creation.
I think this is a pretty common path, one that one takes as one matures as a gamer. I'm not sure if there's a system out there that doesn't allow this sort of optimization, just by virtue of the granularity of the rules, but it's a hollow victory at best. Eventually you realize that the joy of role playing is in playing the role. Optimization is just about winning, a concept that should be, but often is not, anathema in RPGs.
ReplyDeleteYou should be writing summaries of my articles. Especially ones as long as this one! I'm glad that I'm not the only one that has gone through these phases. According to my old friends I was pretty bad min/maxer back in the day.
DeleteI must say, it is lengthy. But I guess when alll you've got are melees, all options tend towards brawls.
ReplyDeleteWhat variety in characters, have variety in what those characters can do.
If your only tool is a hammer every problem is a nail, right?
DeleteI am continually amazed by the amount of information available on this subject. What you presented was well researched and well worded in order to get your stand on this across to all your readers.
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