So, I am the type of player who likes to leverage as much as I can as long as it fits the narrative. If you think you like to do the same contribute your best midmaxed character or situation to date.
Some context: At my current table I play in a home brewed setting. My Vedalken was raised as a slave for a powerful family of drow. One drow in this took pity on my character and made him a tool. It how we flavored him dipping 2 levels into bladesinger, but he was used primarily as an artificer. He’s currently a level 17 battle smith artificer and level 2 baldesinging wizard.
There isn’t a great way to TLDR this so be patient with me and probably others as well. Also understand I don’t include all the ways I got to my current in game character statistics.
Before combat I’ve usually summoned an owl familiar for later redundancy and other potential trolling. When the DM asks for initiative rolls to start combat, I use a flash of genius reaction on my initiative roll. That combined with my +7 from the alert feat it all usually gets me pretty high in the initiative count. 1st turn I cast the blink spell because why not and then I trigger my blade song getting my AC up to 22. 2nd turn I use an object I’ve imbued with the Haste spell by way of the spell Glyph of Warding. (Saves valuable spell slots and get my AC up to a 24) Then I usually use my hasted action to attack at advantage with my owl or steel defender using the help action (whoever comes first in initiative order) both taking the help action if I need to and use my arcane jolt. All if I don’t have to use my Hasted action to disengage that turn. I play like this for a little bit hopefully whittling away at an enemy or two and blinking away, I hope. Then when I’m ready to actually lay down some some smack down I start a turn utilizing my hasted action to attack at advantage again and use arcane jolt. After my hasted attack, I drop concentration on Hast at the same time I quicken Bigby’s Hand at the 6th level (quicken from the Meta Magic Adept feat & 6th level Bigby’s Hand from the multiclass spell slot chart in the phb.) I then immediately attack with Bigby’s Hand. Finally with my main action I cast the cantrip Primal Savagery I picked up with my +3 All-Purpose Tool item. Then I keep blinking away and chunking enemies until I can’t anymore, hopefully. The situation leaves a lot of room for more shenanigans if you want and might draw your DMs focus if your tank and healer aren’t still alive.
Please share your own shenanigans. I desperately want to read them.
I'm currently planning on playing a halberd welding battle master fighter / oath of conquest paladin with the polearm master feat. From what I've read this build is extremely broken and DMs hate combat with it
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my name is not Bryce
Actor
Certified Dark Sun enjoyer
usually on forum games and not contributing to conversations ¯\_ (ツ)_/
For every user who writes 5 paragraph essays as each of their posts: Remember to touch grass occasionally
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
So, I am the type of player who likes to leverage as much as I can as long as it fits the narrative. If you think you like to do the same contribute your best midmaxed character or situation to date.
Some context: At my current table I play in a home brewed setting. My Vedalken was raised as a slave for a powerful family of drow. One drow in this took pity on my character and made him a tool. It how we flavored him dipping 2 levels into bladesinger, but he was used primarily as an artificer. He’s currently a level 17 battle smith artificer and level 2 baldesinging wizard.
There isn’t a great way to TLDR this so be patient with me and probably others as well. Also understand I don’t include all the ways I got to my current in game character statistics.
Before combat I’ve usually summoned an owl familiar for later redundancy and other potential trolling. When the DM asks for initiative rolls to start combat, I use a flash of genius reaction on my initiative roll. That combined with my +7 from the alert feat it all usually gets me pretty high in the initiative count. 1st turn I cast the blink spell because why not and then I trigger my blade song getting my AC up to 22. 2nd turn I use an object I’ve imbued with the Haste spell by way of the spell Glyph of Warding. (Saves valuable spell slots and get my AC up to a 24) Then I usually use my hasted action to attack at advantage with my owl or steel defender using the help action (whoever comes first in initiative order) both taking the help action if I need to and use my arcane jolt. All if I don’t have to use my Hasted action to disengage that turn. I play like this for a little bit hopefully whittling away at an enemy or two and blinking away, I hope. Then when I’m ready to actually lay down some some smack down I start a turn utilizing my hasted action to attack at advantage again and use arcane jolt. After my hasted attack, I drop concentration on Hast at the same time I quicken Bigby’s Hand at the 6th level (quicken from the Meta Magic Adept feat & 6th level Bigby’s Hand from the multiclass spell slot chart in the phb.) I then immediately attack with Bigby’s Hand. Finally with my main action I cast the cantrip Primal Savagery I picked up with my +3 All-Purpose Tool item. Then I keep blinking away and chunking enemies until I can’t anymore, hopefully. The situation leaves a lot of room for more shenanigans if you want and might draw your DMs focus if your tank and healer aren’t still alive.
Please share your own shenanigans. I desperately want to read them.
The Alert feat gives +5. I'm guessing the +7 you mention is including a dex of +2. But if your Dex is +2 I have to wonder how you're getting AC 22. If going Mage Armour that's 13+ Dex + Int, which is 20 max if we assume your Int is +5. Light armour is a max of studded leather 12 + Dex + Int, so 19, - or do you have magical stud leather, which would make it 22?
If you use Glyph of Warding on an object and move the object 10 ft from where it was cast, the spell ends. You can't use either Haste or Glyph of Warding as an infusion. And both ar 3rd level so cannot be used with Spell-Storing Item. So, I don't understand how you're using Glyph of Warding for Haste in this way.
When Haste ends you can no longer use actions (this includes bonus actions) or move until start of next turn. How are you attacking, then dropping Haste, and then casting Bigby's Hand?
-
I also don't understand what you're trying to say about this build? It's not min-max, not sure what midmax is, and the build isn't doing anything all that special and is less capable than a regular full bladesinger, or any wizard to be honest. I'd rather just use forcage (cage) + sickening radiance or prismatic wall + reverse gravity to deal several hundred points of damage to an enemy using only two turns of work - something any wizard can do.
My apologies for my confusion, I must be missing something.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Yeah, screw all that. Min maxing or mid maxing is just dumb.
Players that do that just want to succeed in every roll.
Problem is that when a player always rolls high is that they miss out on all the fun. Rolling low is way more fun than rolling high. Shenanigans happen with low rolls. Rolling a nat 1 can be painful but it's also the most fun to be had. Why don't some people realize that rolling high works but rolling low leads to fun?
Having high stats sucks. A player with a +4 modifier in athletics jumps off a ledge into water. Rolls good. Nice splash. A player with a 0 mod rolls low and that's where fun begins.
Great, fantastic, you min max or mid max and got a be good roll and took the fun out of what could be a great roll play moment where shenanigans can happen.
Great, fantastic, you min max or mid max and got a be good roll and took the fun out of what could be a great roll play moment where shenanigans can happen.
I believe you mean a great roleplay moment. "Roll play" is what min-maxers prefer to do to avoid roleplay whenever possible. It also describes the preferred modus operandi of players who consider a proper social interaction to be "I have a high persuasion/intimidate modifier, I roll to make the NPC tell me what to go kill next" instead of actually acting out any roles (this frequently overlaps with min-maxers).
Also, while I agree in general that super strong characters are generally less exciting because of the reduced danger of failure, I also believe that relying on bad rolls to produce interesting roleplay opportunities is a symptom of weak storytelling. An ideal roleplaying situation should have exciting possibilities regardless of how the dice fall, both good and bad.
So, I am the type of player who likes to leverage as much as I can as long as it fits the narrative. If you think you like to do the same contribute your best midmaxed character or situation to date.
Some context: At my current table I play in a home brewed setting. My Vedalken was raised as a slave for a powerful family of drow. One drow in this took pity on my character and made him a tool. It how we flavored him dipping 2 levels into bladesinger, but he was used primarily as an artificer. He’s currently a level 17 battle smith artificer and level 2 baldesinging wizard.
There isn’t a great way to TLDR this so be patient with me and probably others as well. Also understand I don’t include all the ways I got to my current in game character statistics.
Before combat I’ve usually summoned an owl familiar for later redundancy and other potential trolling. When the DM asks for initiative rolls to start combat, I use a flash of genius reaction on my initiative roll. That combined with my +7 from the alert feat it all usually gets me pretty high in the initiative count. 1st turn I cast the blink spell because why not and then I trigger my blade song getting my AC up to 22. 2nd turn I use an object I’ve imbued with the Haste spell by way of the spell Glyph of Warding. (Saves valuable spell slots and get my AC up to a 24) Then I usually use my hasted action to attack at advantage with my owl or steel defender using the help action (whoever comes first in initiative order) both taking the help action if I need to and use my arcane jolt. All if I don’t have to use my Hasted action to disengage that turn. I play like this for a little bit hopefully whittling away at an enemy or two and blinking away, I hope. Then when I’m ready to actually lay down some some smack down I start a turn utilizing my hasted action to attack at advantage again and use arcane jolt. After my hasted attack, I drop concentration on Hast at the same time I quicken Bigby’s Hand at the 6th level (quicken from the Meta Magic Adept feat & 6th level Bigby’s Hand from the multiclass spell slot chart in the phb.) I then immediately attack with Bigby’s Hand. Finally with my main action I cast the cantrip Primal Savagery I picked up with my +3 All-Purpose Tool item. Then I keep blinking away and chunking enemies until I can’t anymore, hopefully. The situation leaves a lot of room for more shenanigans if you want and might draw your DMs focus if your tank and healer aren’t still alive.
Please share your own shenanigans. I desperately want to read them.
The Alert feat gives +5. I'm guessing the +7 you mention is including a dex of +2. But if your Dex is +2 I have to wonder how you're getting AC 22. If going Mage Armour that's 13+ Dex + Int, which is 20 max if we assume your Int is +5. Light armour is a max of studded leather 12 + Dex + Int, so 19, - or do you have magical stud leather, which would make it 22?
If you use Glyph of Warding on an object and move the object 10 ft from where it was cast, the spell ends. You can't use either Haste or Glyph of Warding as an infusion. And both ar 3rd level so cannot be used with Spell-Storing Item. So, I don't understand how you're using Glyph of Warding for Haste in this way.
When Haste ends you can no longer use actions (this includes bonus actions) or move until start of next turn. How are you attacking, then dropping Haste, and then casting Bigby's Hand?
-
I also don't understand what you're trying to say about this build? It's not min-max, not sure what midmax is, and the build isn't doing anything all that special and is less capable than a regular full bladesinger, or any wizard to be honest. I'd rather just use forcage (cage) + sickening radiance or prismatic wall + reverse gravity to deal several hundred points of damage to an enemy using only two turns of work - something any wizard can do.
My apologies for my confusion, I must be missing something.
So, I am the type of player who likes to leverage as much as I can as long as it fits the narrative. If you think you like to do the same contribute your best midmaxed character or situation to date.
Some context: At my current table I play in a home brewed setting. My Vedalken was raised as a slave for a powerful family of drow. One drow in this took pity on my character and made him a tool. It how we flavored him dipping 2 levels into bladesinger, but he was used primarily as an artificer. He’s currently a level 17 battle smith artificer and level 2 baldesinging wizard.
There isn’t a great way to TLDR this so be patient with me and probably others as well. Also understand I don’t include all the ways I got to my current in game character statistics.
Before combat I’ve usually summoned an owl familiar for later redundancy and other potential trolling. When the DM asks for initiative rolls to start combat, I use a flash of genius reaction on my initiative roll. That combined with my +7 from the alert feat it all usually gets me pretty high in the initiative count. 1st turn I cast the blink spell because why not and then I trigger my blade song getting my AC up to 22. 2nd turn I use an object I’ve imbued with the Haste spell by way of the spell Glyph of Warding. (Saves valuable spell slots and get my AC up to a 24) Then I usually use my hasted action to attack at advantage with my owl or steel defender using the help action (whoever comes first in initiative order) both taking the help action if I need to and use my arcane jolt. All if I don’t have to use my Hasted action to disengage that turn. I play like this for a little bit hopefully whittling away at an enemy or two and blinking away, I hope. Then when I’m ready to actually lay down some some smack down I start a turn utilizing my hasted action to attack at advantage again and use arcane jolt. After my hasted attack, I drop concentration on Hast at the same time I quicken Bigby’s Hand at the 6th level (quicken from the Meta Magic Adept feat & 6th level Bigby’s Hand from the multiclass spell slot chart in the phb.) I then immediately attack with Bigby’s Hand. Finally with my main action I cast the cantrip Primal Savagery I picked up with my +3 All-Purpose Tool item. Then I keep blinking away and chunking enemies until I can’t anymore, hopefully. The situation leaves a lot of room for more shenanigans if you want and might draw your DMs focus if your tank and healer aren’t still alive.
Please share your own shenanigans. I desperately want to read them.
The Alert feat gives +5. I'm guessing the +7 you mention is including a dex of +2. But if your Dex is +2 I have to wonder how you're getting AC 22. If going Mage Armour that's 13+ Dex + Int, which is 20 max if we assume your Int is +5. Light armour is a max of studded leather 12 + Dex + Int, so 19, - or do you have magical stud leather, which would make it 22?
If you use Glyph of Warding on an object and move the object 10 ft from where it was cast, the spell ends. You can't use either Haste or Glyph of Warding as an infusion. And both ar 3rd level so cannot be used with Spell-Storing Item. So, I don't understand how you're using Glyph of Warding for Haste in this way.
When Haste ends you can no longer use actions (this includes bonus actions) or move until start of next turn. How are you attacking, then dropping Haste, and then casting Bigby's Hand?
-
I also don't understand what you're trying to say about this build? It's not min-max, not sure what midmax is, and the build isn't doing anything all that special and is less capable than a regular full bladesinger, or any wizard to be honest. I'd rather just use forcage (cage) + sickening radiance or prismatic wall + reverse gravity to deal several hundred points of damage to an enemy using only two turns of work - something any wizard can do.
My apologies for my confusion, I must be missing something.
- I didn’t list all of my equipment, but I do regularly wear +2 studded from an infusion.
- You gave me a valuable lesson in reading your ENTIRE spell descriptions. I can take these clarifications back to my DM who also missed it. (Sometimes I’m only as good as MY DM will let me be. Even if it’s an accident)
- If I didn’t know it was actually called min-maxing, perhaps I don’t understand what it is at all, but to me the idea is to capitalize on what abilities I do have in a turn or an entire combat encounter. You might not like the multiclass build I chose, but for me it’s fun to use the features I did gain from Bladesinger to compliment the features of the Battle Smith. I didn’t want to do something all wizards can do, I wanted to build my own character with his own story, and to attempt to get the most value out of him.
As for your last bit, I’m not sure if that’s sarcasm, but obviously you have your head wrapped around my post better than I do.
Yeah, screw all that. Min maxing or mid maxing is just dumb.
Players that do that just want to succeed in every roll.
Problem is that when a player always rolls high is that they miss out on all the fun. Rolling low is way more fun than rolling high. Shenanigans happen with low rolls. Rolling a nat 1 can be painful but it's also the most fun to be had. Why don't some people realize that rolling high works but rolling low leads to fun?
Having high stats sucks. A player with a +4 modifier in athletics jumps off a ledge into water. Rolls good. Nice splash. A player with a 0 mod rolls low and that's where fun begins.
Great, fantastic, you min max or mid max and got a be good roll and took the fun out of what could be a great roll play moment where shenanigans can happen.
I’ll agree to disagree. You seem to assume I succeed on most if not all of my roles, but I would say that is incorrect. I put a lot of time and energy into my character and their backstory. I role play very heavily, but my character actually lacks strong combat ability, at least in my hands, but because of that I try to do all I can to make up for it in critical thinking during combat. It doesn’t always work out as you might have read in Cyb3rM1nd's reply. Also in his reply he even alluded to my approach to min-maxing being wrong because it was suboptimal. I fail and get to laugh regularly because I have character that is built around his intelligence, but definitely not wisdom or charisma.
I believe that means maximizing you character as long as it fits into the story/narrative you're aiming for.
Unfortunately, I think I’m just wrong here, but I do like what you said because I feel like it fits what I was going for. Perhaps if nobody has coined the term, we can did ourselves and start a trend.
Great, fantastic, you min max or mid max and got a be good roll and took the fun out of what could be a great roll play moment where shenanigans can happen.
I believe you mean a great roleplay moment. "Roll play" is what min-maxers prefer to do to avoid roleplay whenever possible. It also describes the preferred modus operandi of players who consider a proper social interaction to be "I have a high persuasion/intimidate modifier, I roll to make the NPC tell me what to go kill next" instead of actually acting out any roles (this frequently overlaps with min-maxers).
Also, while I agree in general that super strong characters are generally less exciting because of the reduced danger of failure, I also believe that relying on bad rolls to produce interesting roleplay opportunities is a symptom of weak storytelling. An ideal roleplaying situation should have exciting possibilities regardless of how the dice fall, both good and bad.
I’m reading a few of the responses sharing a similar tone and I’d like to clarify that, for me, the idea is to capitalize on my resources as much as I can in situations I’m not strong in. I personally role play heavily at my table. Narrative is incredibly important to me. As an intelligence based character I don’t have paper stats to be a good fighter or silver tongued. I have to make great arguments and they give my Flash of Genius artificer ability a real home in social encounters, but I still fail my charisma checks regularly. I’m not the tank, healer, or firepower of my group, but I am witty. My initial post is a scenario that I can only ever dream of, literally, because I was actually wrong in most of it. My real combat contributions are that of a support caster. As an example, I cast Warding Bond on my cleric, then blink to help them survive as long as possible, come back to the material plane to position myself, my iron defender, and my familiar to help my other allies. Rinse and repeat until I inevitably get smacked by my DM.
I had seen some of the initial feedback on my post yesterday and went to bed actually feeling bad about it all, but I’m fresh today. So, I can see it all in a more positive light and, hopefully, I’ve grown from the corrections I received, contrasting perspectives I’ve read, and maybe even some middle grounds I might have created.
I believe that means maximizing you character as long as it fits into the story/narrative you're aiming for.
I would call that "making excuses for being a munchkin," at least in most examples I've actually encountered. But I really don't want to get into a rant about Dave and his long line of blatant Drizzt ripoffs right now.
If your game is intended to be a crunchy hack and slash with minimal roleplaying then that's fine. I recommend using 3.5 rules so you can cram enough munch into a tenth level PC to make Pac Man feel inadequate. But a truly maximized character in that regard has so many specialized features that are typically cherrypicked from different sources that make any fluff explanation beyond "I really want to be super awesome at fighting in this specific way" sound extremely contrived.
I'm currently planning on playing a halberd welding battle master fighter / oath of conquest paladin with the polearm master feat. From what I've read this build is extremely broken and DMs hate combat with it
It is, in the early game before monsters start having resistance to non magic weapons. Then you realize there are exactly ZERO named magic glaives or halberds, and it seems extremely unlikely you’re DM will homebrew you one (given how broken and annoying that build is).
So unless you get lucky and find a generic +X glaive or halberd, (again your DM probably won’t throw you a bone, just a lucky random find) you will need to beg another player to tie up their concentration on magic weapon for you.
Of course there are quarterstaffs and spears, but they are simple weapons and not the greatest. Two hands for 1d8, and no reach. Ouch.
When you make you character perfectly average! Intentionally!
Then I guess my aasimar cleric would count since I put the 12 (standard array) in charisma and 8 in dex because I wanted her to be more inclined to inspire others to good deeds by example than smashing things and dumping the 8 into intelligence felt like she'd be too inclined to naievete instead of thoughtful optimism. She has a crossbow but hasn't used it yet and is unlikely to despite a tendency to roll dismally when an enemy fails a save against sacred flame. Admittedly the dex penalty is largely negated by heavy armor (Life domain) but her dex save still sucks. The "max" part would be the 15 in wisdom for spellcasting, which became a 16 from the protector subrace bonus.
My attempts to min-max are more modest. I have a fiend warlock concept who can snipe people from 1,200 feet away with Eldritch Blast and send them on a quick tour of hell.
Yeah, screw all that. Min maxing or mid maxing is just dumb.
Players that do that just want to succeed in every roll.
Problem is that when a player always rolls high is that they miss out on all the fun. Rolling low is way more fun than rolling high. Shenanigans happen with low rolls. Rolling a nat 1 can be painful but it's also the most fun to be had. Why don't some people realize that rolling high works but rolling low leads to fun?
Having high stats sucks. A player with a +4 modifier in athletics jumps off a ledge into water. Rolls good. Nice splash. A player with a 0 mod rolls low and that's where fun begins.
Great, fantastic, you min max or mid max and got a be good roll and took the fun out of what could be a great roll play moment where shenanigans can happen.
Screw roleplaying. Roleplaying is just dumb. Players that roleplay just want to be snobs and look down on others. The problem with toxic roleplayers is that they boss others around and tell people how to have fun. Why do people not realize that being asinine and rude to other players is not fun?
Honestly, people have different ways to have fun, and roleplaying is definitely NOT fun for everyone. Min-maxing is not fun for everyone either, but it is definitely fun for a significant portion of players. Just as people do not like being called a noob and have game mechanics shoved down their throats, please do not continue to be one of those toxic roleplayers that shove roleplay down others' throats.
Yeah, screw all that. Min maxing or mid maxing is just dumb.
Players that do that just want to succeed in every roll.
Problem is that when a player always rolls high is that they miss out on all the fun. Rolling low is way more fun than rolling high. Shenanigans happen with low rolls. Rolling a nat 1 can be painful but it's also the most fun to be had. Why don't some people realize that rolling high works but rolling low leads to fun?
Having high stats sucks. A player with a +4 modifier in athletics jumps off a ledge into water. Rolls good. Nice splash. A player with a 0 mod rolls low and that's where fun begins.
Great, fantastic, you min max or mid max and got a be good roll and took the fun out of what could be a great roll play moment where shenanigans can happen.
Says you I guess. Rolling low sucks, but is part of the game obviously. Is this a troll post????
Sure, you can in character be like “DOOH! Crumb!” And role play a tiny bit, but at the end of the day you still bombed the roll...
I'm currently planning on playing a halberd welding battle master fighter / oath of conquest paladin with the polearm master feat. From what I've read this build is extremely broken and DMs hate combat with it
I'm not sure that it's a great idea to aim for a build and combat style that DMs "hate".
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Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter
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So, I am the type of player who likes to leverage as much as I can as long as it fits the narrative. If you think you like to do the same contribute your best midmaxed character or situation to date.
Some context: At my current table I play in a home brewed setting. My Vedalken was raised as a slave for a powerful family of drow. One drow in this took pity on my character and made him a tool. It how we flavored him dipping 2 levels into bladesinger, but he was used primarily as an artificer. He’s currently a level 17 battle smith artificer and level 2 baldesinging wizard.
There isn’t a great way to TLDR this so be patient with me and probably others as well. Also understand I don’t include all the ways I got to my current in game character statistics.
Before combat I’ve usually summoned an owl familiar for later redundancy and other potential trolling. When the DM asks for initiative rolls to start combat, I use a flash of genius reaction on my initiative roll. That combined with my +7 from the alert feat it all usually gets me pretty high in the initiative count. 1st turn I cast the blink spell because why not and then I trigger my blade song getting my AC up to 22. 2nd turn I use an object I’ve imbued with the Haste spell by way of the spell Glyph of Warding. (Saves valuable spell slots and get my AC up to a 24) Then I usually use my hasted action to attack at advantage with my owl or steel defender using the help action (whoever comes first in initiative order) both taking the help action if I need to and use my arcane jolt. All if I don’t have to use my Hasted action to disengage that turn. I play like this for a little bit hopefully whittling away at an enemy or two and blinking away, I hope. Then when I’m ready to actually lay down some some smack down I start a turn utilizing my hasted action to attack at advantage again and use arcane jolt. After my hasted attack, I drop concentration on Hast at the same time I quicken Bigby’s Hand at the 6th level (quicken from the Meta Magic Adept feat & 6th level Bigby’s Hand from the multiclass spell slot chart in the phb.) I then immediately attack with Bigby’s Hand. Finally with my main action I cast the cantrip Primal Savagery I picked up with my +3 All-Purpose Tool item. Then I keep blinking away and chunking enemies until I can’t anymore, hopefully. The situation leaves a lot of room for more shenanigans if you want and might draw your DMs focus if your tank and healer aren’t still alive.
Please share your own shenanigans. I desperately want to read them.
I'm currently planning on playing a halberd welding battle master fighter / oath of conquest paladin with the polearm master feat. From what I've read this build is extremely broken and DMs hate combat with it
my name is not Bryce
Actor
Certified Dark Sun enjoyer
usually on forum games and not contributing to conversations ¯\_ (ツ)_/
For every user who writes 5 paragraph essays as each of their posts: Remember to touch grass occasionally
I've heard of min-maxing but what is "midmaxing"?
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
The Alert feat gives +5. I'm guessing the +7 you mention is including a dex of +2. But if your Dex is +2 I have to wonder how you're getting AC 22. If going Mage Armour that's 13+ Dex + Int, which is 20 max if we assume your Int is +5. Light armour is a max of studded leather 12 + Dex + Int, so 19, - or do you have magical stud leather, which would make it 22?
If you use Glyph of Warding on an object and move the object 10 ft from where it was cast, the spell ends. You can't use either Haste or Glyph of Warding as an infusion. And both ar 3rd level so cannot be used with Spell-Storing Item. So, I don't understand how you're using Glyph of Warding for Haste in this way.
When Haste ends you can no longer use actions (this includes bonus actions) or move until start of next turn. How are you attacking, then dropping Haste, and then casting Bigby's Hand?
-
I also don't understand what you're trying to say about this build? It's not min-max, not sure what midmax is, and the build isn't doing anything all that special and is less capable than a regular full bladesinger, or any wizard to be honest. I'd rather just use forcage (cage) + sickening radiance or prismatic wall + reverse gravity to deal several hundred points of damage to an enemy using only two turns of work - something any wizard can do.
My apologies for my confusion, I must be missing something.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yeah, screw all that. Min maxing or mid maxing is just dumb.
Players that do that just want to succeed in every roll.
Problem is that when a player always rolls high is that they miss out on all the fun. Rolling low is way more fun than rolling high. Shenanigans happen with low rolls. Rolling a nat 1 can be painful but it's also the most fun to be had. Why don't some people realize that rolling high works but rolling low leads to fun?
Having high stats sucks. A player with a +4 modifier in athletics jumps off a ledge into water. Rolls good. Nice splash. A player with a 0 mod rolls low and that's where fun begins.
Great, fantastic, you min max or mid max and got a be good roll and took the fun out of what could be a great roll play moment where shenanigans can happen.
I believe you mean a great roleplay moment. "Roll play" is what min-maxers prefer to do to avoid roleplay whenever possible. It also describes the preferred modus operandi of players who consider a proper social interaction to be "I have a high persuasion/intimidate modifier, I roll to make the NPC tell me what to go kill next" instead of actually acting out any roles (this frequently overlaps with min-maxers).
Also, while I agree in general that super strong characters are generally less exciting because of the reduced danger of failure, I also believe that relying on bad rolls to produce interesting roleplay opportunities is a symptom of weak storytelling. An ideal roleplaying situation should have exciting possibilities regardless of how the dice fall, both good and bad.
My pride is a little dinged by this, but eh. Who’s right all the time.
There is nothing wrong with that. If you fail at too many rolls, you can die. How is that fun?
I believe that means maximizing you character as long as it fits into the story/narrative you're aiming for.
- I didn’t list all of my equipment, but I do regularly wear +2 studded from an infusion.
- You gave me a valuable lesson in reading your ENTIRE spell descriptions. I can take these clarifications back to my DM who also missed it. (Sometimes I’m only as good as MY DM will let me be. Even if it’s an accident)
- If I didn’t know it was actually called min-maxing, perhaps I don’t understand what it is at all, but to me the idea is to capitalize on what abilities I do have in a turn or an entire combat encounter. You might not like the multiclass build I chose, but for me it’s fun to use the features I did gain from Bladesinger to compliment the features of the Battle Smith. I didn’t want to do something all wizards can do, I wanted to build my own character with his own story, and to attempt to get the most value out of him.
As for your last bit, I’m not sure if that’s sarcasm, but obviously you have your head wrapped around my post better than I do.
I’ll agree to disagree. You seem to assume I succeed on most if not all of my roles, but I would say that is incorrect. I put a lot of time and energy into my character and their backstory. I role play very heavily, but my character actually lacks strong combat ability, at least in my hands, but because of that I try to do all I can to make up for it in critical thinking during combat. It doesn’t always work out as you might have read in Cyb3rM1nd's reply. Also in his reply he even alluded to my approach to min-maxing being wrong because it was suboptimal. I fail and get to laugh regularly because I have character that is built around his intelligence, but definitely not wisdom or charisma.
Unfortunately, I think I’m just wrong here, but I do like what you said because I feel like it fits what I was going for. Perhaps if nobody has coined the term, we can did ourselves and start a trend.
I’m reading a few of the responses sharing a similar tone and I’d like to clarify that, for me, the idea is to capitalize on my resources as much as I can in situations I’m not strong in. I personally role play heavily at my table. Narrative is incredibly important to me. As an intelligence based character I don’t have paper stats to be a good fighter or silver tongued. I have to make great arguments and they give my Flash of Genius artificer ability a real home in social encounters, but I still fail my charisma checks regularly. I’m not the tank, healer, or firepower of my group, but I am witty. My initial post is a scenario that I can only ever dream of, literally, because I was actually wrong in most of it. My real combat contributions are that of a support caster. As an example, I cast Warding Bond on my cleric, then blink to help them survive as long as possible, come back to the material plane to position myself, my iron defender, and my familiar to help my other allies. Rinse and repeat until I inevitably get smacked by my DM.
I had seen some of the initial feedback on my post yesterday and went to bed actually feeling bad about it all, but I’m fresh today. So, I can see it all in a more positive light and, hopefully, I’ve grown from the corrections I received, contrasting perspectives I’ve read, and maybe even some middle grounds I might have created.
I would call that "making excuses for being a munchkin," at least in most examples I've actually encountered. But I really don't want to get into a rant about Dave and his long line of blatant Drizzt ripoffs right now.
If your game is intended to be a crunchy hack and slash with minimal roleplaying then that's fine. I recommend using 3.5 rules so you can cram enough munch into a tenth level PC to make Pac Man feel inadequate. But a truly maximized character in that regard has so many specialized features that are typically cherrypicked from different sources that make any fluff explanation beyond "I really want to be super awesome at fighting in this specific way" sound extremely contrived.
It is, in the early game before monsters start having resistance to non magic weapons. Then you realize there are exactly ZERO named magic glaives or halberds, and it seems extremely unlikely you’re DM will homebrew you one (given how broken and annoying that build is).
So unless you get lucky and find a generic +X glaive or halberd, (again your DM probably won’t throw you a bone, just a lucky random find) you will need to beg another player to tie up their concentration on magic weapon for you.
Of course there are quarterstaffs and spears, but they are simple weapons and not the greatest. Two hands for 1d8, and no reach. Ouch.
When you make you character perfectly average! Intentionally!
Then I guess my aasimar cleric would count since I put the 12 (standard array) in charisma and 8 in dex because I wanted her to be more inclined to inspire others to good deeds by example than smashing things and dumping the 8 into intelligence felt like she'd be too inclined to naievete instead of thoughtful optimism. She has a crossbow but hasn't used it yet and is unlikely to despite a tendency to roll dismally when an enemy fails a save against sacred flame. Admittedly the dex penalty is largely negated by heavy armor (Life domain) but her dex save still sucks. The "max" part would be the 15 in wisdom for spellcasting, which became a 16 from the protector subrace bonus.
My attempts to min-max are more modest. I have a fiend warlock concept who can snipe people from 1,200 feet away with Eldritch Blast and send them on a quick tour of hell.
Screw roleplaying. Roleplaying is just dumb. Players that roleplay just want to be snobs and look down on others. The problem with toxic roleplayers is that they boss others around and tell people how to have fun. Why do people not realize that being asinine and rude to other players is not fun?
Honestly, people have different ways to have fun, and roleplaying is definitely NOT fun for everyone. Min-maxing is not fun for everyone either, but it is definitely fun for a significant portion of players. Just as people do not like being called a noob and have game mechanics shoved down their throats, please do not continue to be one of those toxic roleplayers that shove roleplay down others' throats.
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Says you I guess. Rolling low sucks, but is part of the game obviously. Is this a troll post????
Sure, you can in character be like “DOOH! Crumb!” And role play a tiny bit, but at the end of the day you still bombed the roll...
I'm not sure that it's a great idea to aim for a build and combat style that DMs "hate".
Altrazin Aghanes - Wizard/Fighter
Varpulis Windhowl - Fighter
Skolson Demjon - Cleric/Fighter