this post was submitted on 21 May 2025
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[–] [email protected] 5 points 2 hours ago

I played a level 20 monk in one campaign as a tag-along guide to the party. She would routinely make quick actions or tip the scales of battle, but no one in the game knew. She took no rewards and was secretly hunting the person who had hired the party. It was fun to play it out with the DM and friends.

[–] [email protected] 7 points 5 hours ago (2 children)

My friend, this is Call of Cthulhu, where "OP" means you die two sessions after the rest.

[–] [email protected] 2 points 3 hours ago

OP in Call of Cthulhu is just Mr. Magoo.

[–] [email protected] 36 points 8 hours ago (1 children)

You can't break a sand pit. You can try, but all you'll do is throw sand around, and then you won't have a sand pit to play around in. Plus, you'll just piss people off with all the sand you've been throwing. I hear it gets everywhere.

[–] [email protected] 5 points 7 hours ago

That's such a fantastic metaphor.

[–] [email protected] 5 points 6 hours ago (1 children)

Hm. Haven't played in a LONG while. Are there still people that play Roleplay games with the objective to win? (or their own consideration of 'winning') and now I can't stop imagining Charlie Sheen playing a minimax character.

[–] [email protected] 4 points 3 hours ago

Are there still people that play Roleplay games with the objective to win?

There are definitely storypaths and modules that are explicitly designed to challenge your ability to not-die.

You've got the Tomb of Horrors from classic D&D and it's Pathfinder peer Rappan Athuk from pathfinder. Having played Rappan Athuk, I'll say that the style of the dungeon is "unforgiving" to say the least. It effectively exists to either kill you outright or suck you in deeper, where the challenges grow exponentially more difficult. The designers have done their own rules-bending and system-exploiting such that min-maxed players are on even footing. By the end, you're squaring off against nigh-impossible to kill elder gods using whatever spare gum and twine still remains in your inventory.

In these kinds of games, you're tacitly encouraged to build characters that are cracked out (or, at least, bands of blissfully naive heroes who will die in an absurdly entertaining fashion). In this case, the RPG plays more like a Beat The Boss board game than a storytime adventure.

[–] [email protected] 12 points 8 hours ago (1 children)

Don't challenge the person with infinite power

[–] [email protected] 3 points 2 hours ago

This is the traditional Greek meaning of hubris.

[–] [email protected] 9 points 8 hours ago (1 children)

haha joke's on you, we're playing pathfinder, so nothing is op! (do not talk to me about wrestling i have an allergy to them)

[–] [email protected] 3 points 3 hours ago

PF2E?

I've only played PF1E and you can definitely make some broken stuff, but that's kinda the fun part of PF1E. If you take fucking sacred geometry you suck, though. And nobody wants to get out the flow chart for grappling.