So, you’ve read all about how to how to make a character with a compelling story and how to play D&D tactically. You love your character, and you don’t want them to die. It’s only natural to start thinking about making your character as powerful as possible so they aren’t casually slain by a lucky kobold. Whether you’re a roleplaying maven who wants to give your character a beautiful arc or a combat fanatic who wants to slay everything that stands against you, it only makes sense for your thoughts to turn to powergaming.
In this installment of the New Player’s Guide, we take a look at a controversial topic that has driven many D&D groups apart: will optimizing your character improve your D&D game, or tear your group apart? The answer is more nuanced than you might think.
What is Powergaming?
Powergaming is a term that describes the act of optimizing your D&D character and acting in a way that maximizes reward while minimizing risk. “Powergamer” is roughly synonymous with terms like “min-maxer,” and “munchkin,” and all of these terms carry a degree of derision. That might be because this efficient way of playing largely ignores the “roleplaying” aspect of roleplaying games, and focuses almost exclusively on winning the “game” aspect.
Some powergamers think deeply about the systems of D&D to find broken combos and exploits in the rules, whereas others simply look at character optimization (“char-op”) boards to find powerful combos that other players have theorized about online.
Why Some Folks Optimize, and Why Others Don’t
Everyone who optimizes does it for different reasons, but one common through line is that being strong is fun. If you make a character and envision them as a mighty demon slayer, you want the game to support your story with the mechanics. You want your character to be cool, right? D&D rewards a clever understanding of its mechanics with greater power—essentially, the ability for your character to do cool things more consistently.
In a more extreme case, you might want to create an all-powerful character because the relationship between you and your Dungeon Master is antagonistic. If your DM tries to screw your character over at every opportunity, like you’re playing the Tomb of Horrors in every session, it makes sense to create a character that can’t be defeated.
There’s nothing inherently wrong with optimizing your character; it just means that you’ve put in work to allow your character to do the cool things that you want them to be able to do. On the other hand, there is a dark side to powergaming. If your DM just wants to play a collaborative game where the DM sets interesting challenges in front of the players, but isn’t going out of their way to annihilate your characters, optimizing your character into an all-powerful death machine could leave other players in the dust.
If everyone in your group is optimizing their characters to the best of their ability, this isn’t a problem; everyone’s playing Gandalf or Galadriel or Elrond, the campaign becomes a super-powered thrillfest where powerful wizards and warriors battle evil liches and their undead servants.
On the other hand, there are lots of players who don’t like to optimize. Some do so because they don’t have the time to dedicate to fussing over every minute detail of their character sheet because of their job, home life, or because of any number of real-world concerns. Life is hard, and the people who are working hard to make their real life work deserve to have fun just like the folks who are able to dedicate hours to learning how to optimizing their D&D character. If everyone in your game is “optimization neutral” in this way, you might have a party made up of Aragorn, Legolas, Boromir, and Gimli. All powerful warriors in their own rights, but with a few flaws that force them to rely on one another to survive.
There’s another type of players, too: the kind that actively choose not to optimize their character because they like their characters to have character flaws that are represented in their game stats. These players might optimize their characters in some ways, and lean hard into their weaknesses. Or, they might be happy to be defined by their flaws more than they are by their strengths. A group of players that would rather play Frodo, Sam, and Gollum desperately surviving in a world too powerful for them might play characters like this.
It’s easy to have fun in any group filled with players that all have the same philosophy towards character optimization—even if they don’t have the words to articulate what that philosophy is. However, things become messy when characters of wildly different levels of optimization are in a party together. Gandalf fights the Balrog alone at the Bridge of Khazad-Dum in The Fellowship of the Ring because, as he tells the Fellowship, “This foe is beyond any of you.” This is an awesome moment in the Lord of the Rings films and novels, because we’re an audience that gets to watch one character have the spotlight in a scene that is at once both tragic and epic.
But in a game, the wild power disparity between the hyper-competent Gandalf, the strong-but-flawed warriors like Aragorn and Boromir, and the kind-hearted but physically weak hobbits would be incredibly frustrating. Unless you know that your group is actively excited for that kind of power disparity, you need to figure out a solution.
Side Note: The Stormwind Fallacy
Worth noting is that these broad categories aren’t the be all and end all of powergaming. A classic RPG fallacy is the “Stormwind Fallacy,” which states that character optimization is antithetical to roleplaying. This statement is fallacious because it’s absolutely possible to have a flawed, three-dimensional character and still optimize their build so that they can reliably do cool things, too. Aragorn and Boromir are great examples from the Lord of the Rings characters mentioned above; they’re powerful combatants, but have intense roleplaying flaws. In the films, Aragorn is reluctant and fearful to lead, so he chooses not to claim his birthright and lead the mighty armies of Gondor. Boromir is a talented warrior with many advantages, but he is vulnerable to the corrupting influence of power and the will of the One Ring—a temptation that leads to his downfall.
Some of the best story-focused roleplayers are willing to put their powerful, optimized characters into compromised, suboptimal situations because it creates a dramatic and exciting story. You can see this in Critical Role, Tales from the Mists, and any number of other beloved D&D streams. It can take a lot of trust in the DM to present you with situations that let you kick ass and situations that prey upon your characters’ weaknesses. Nevertheless, playing this way is incredibly rewarding.
What Kind of Gamer are You?
There are too many positions on powergaming and character optimization to count; the spectrum of opinion between “it’s the only true way to play” and “it ruins D&D” contains infinities. Likewise, there’s a continuum of how intensely players will optimize their characters. Some players have an innate knack for finding powerful combos and gravitate to optimizing automatically. Some read char-op threads on D&D forums to learn the best strategies. Some are just happy to play. Some still actively give their characters debilitating flaws because it helps them create a more dramatic and nuanced character.
All of these playstyles are valid. Even so, just because they’re all fine ways to play D&D doesn’t mean that people with different playstyles won’t come into conflict. Some of these playstyles are so disparate that it’s almost inevitable that someone will get annoyed with someone else for playing the game “wrong.” But don’t despair. This doesn’t mean that your group is doomed if some people want to optimize and others don’t.
Communicate Early and Often
If you’re playing with veteran D&D players, they probably know whether or not they like to optimize their characters. In that case, just ask them straight away as part of your Session Zero. As usual, clear and open communication with your fellow players is the solution to 90% of all problems at the game table. Try to align everyone’s goals by finding out if some people don’t like the power imbalance that powergaming can create between player characters, or if they don’t mind.
If your players are new to D&D, they probably don’t know for sure if they’re going to min-max or not, so asking directly won’t be as useful as it would with a veteran player. You might be able to guess how they’ll approach the game based on their personalities or taste in other media. D&D players who play collectible card games or MMORPGs may be more inclined to optimize their characters in D&D because the types of games they play heavily encourage optimization, whereas players who were more into fantasy novels or films may be less inclined to min-max. This is just a rule of thumb; it’s not true for all people. The only way to know how new players will approach the game is to play with them for a few sessions.
Once you know roughly where on the powergaming continuum your players fall, you can host a Session Zero and lay out some expectations for your campaign. Remember, you can have a Session Zero at any time during your campaign, not just before the first session. This works even better if everyone can talk about their own expectations too; this will make your Session Zero less of a lecture from the DM and more of a conversation between friends.
Here are some questions to ask new players that haven’t thought about powergaming before:
- If one of the characters is stronger than all the others, would that make the game less fun for you?
- On the other hand, would you have less fun if your character is weaker than all the others?
- If one character hogs the spotlight and consistently spends more time doing cool things than you, would you be annoyed?
- Do you want this game to be the sort of game where we all work together to tell a story, or do you see it as a competition between the players and the DM?
These questions will help identify your players’ feelings towards intra-party balance (how powerful the characters are in relation to one another), without once mentioning the jargony words of “powergaming” or “optimization.” If the players tell you that these things don’t bother them, great! Just let them know that they can always tell you if something feels bad about your campaign, then go play some D&D!
If a player answers “I don’t know,” then take their answer at face value. Don’t assume they’re hiding something from you. Optimization is probably just a topic they haven’t thought about before, or one that doesn’t impact their enjoyment of the game. Don’t interrogate them, just move on. Trust that if someone’s optimization (or lack thereof) bothers them during the campaign, they’ll let you know.
If the players tell you that yes, some of these things would bother them, you can facilitate a conversation in which the players can agree to not do things that will upset the other players. You’re all here to have fun together, after all. If someone feels like their fun is being trampled on because they feel forced to consider what’s fun for other people, that’s not the kind of person you want in your weekly gaming group. You can ask questions like these to work out a compromise:
- It sounds like most people want the group to not be too overpowered. Would you feel okay not reading any character optimization guides or choosing overpowered combos?
- It sounds like most people want the group to be relatively powerful. Would you feel okay reading a bit about your character’s class before playing? (The Class 101 series is a great place to start to get an overview of your character.)
Balance between player characters can be one of the most important topics a D&D group can discuss. Or, it could be completely unimportant! Figuring out what works for your group must be your number one priority as a Dungeon Master. If you and your players can communicate clearly and effectively with one another, you’ll all come back to the game week after week, excited to play again.
Are you a powergamer, or does someone in your gaming group love to optimize their characters? Have you ever talked with your group to work out how to deal with power imbalances in the party? Let us know in the comments?
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James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist, Baldur's Gate: Descent into Avernus, and the Critical Role Explorer's Guide to Wildemount, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
I would never do that.
But say the Barbarian rolled a 3 for perception, so he falls into a pit trap. The rest of the party succeeds on their perception rolls and avoid falling in. The rest of the party is attacked by hobgoblins and captured or killed.
The Barbarian, however, easily killed the Giant Spider in the pit and is relatively unharmed.
Something like that is something I might do as a DM. The failed check was unrelated to the demise of the rest of the party.
This is an excellently written article and summarizes my stance on powergaming really well.
I don't play Dungeons and Dragons to win. Winning is the stories, the friendships, the memories we all make with our table. I might be fortunate because as a DM I trust my players to allow me to balance it (I am on their side no matter what I throw at them) in a fun and thrilling way for them while the rare time I get to play I trust my DM will be providing me with a challenge and an opportunity to shine.
Of course meatgrinders exist and some DMs throw terror at every corner at their players. And I can appreciate the people who love that but I will never enjoy that style of game personally.
I think I see what you mean now. You were referring the style of play that comes from the players themselves. I thought we were discussing the influence of the game rules.
Yes, I agree, a player (or DM)’s interest certainly does indeed tend to skew one way another, sometimes pretty heavily.
I think one thing you will find is that in one situation you are a power gamer and in another you are an actor.
MDC
I have seen this also as well as negative power gamers planing in org play as they have been asked to not play in home games for various reasons.
MDC
I think you have pointed out an important point, what is "winning" to various people and groups and how to achieve that in your RPG.
MDC
1.) The only people who like it when one character constantly steals the spotlight are the people who think it's going to be them. I promise, nobody else likes that. As a player you have to make space for other characters to have the spotlight even if it's not optimal.
2.) The most important thing is to not force other players to power game. Don't tell other players they need to change what they are doing to catch up. You can offer advice but shouldn't give unsolicited advice about character builds
3.) People who under power their characters for a RP schtick run a risk of getting bored with the RP element and discovering their character isn't much fun to play and has nothing they are good at. Your character should probably have one thing they are good at if you are going to be playing a long time
4.) There's a difference between creating a cool build that does X really well or takes advantage of one rule or combination to do something fun and a character designed to never fail or be injured or challenged or to always win everything forever. A) is fairly normal but see all the warnings in the article about playing nice with others. B) is more what people are talking about when we say powergaming, an attitude that is part of a culture of winning an adversarial battle of wits against the gm and other players. Save it for tomb of horrors.
5.) Rolling for stats is a powergaming trap. You may like the idea you might get better stats than normal. But if you don't you'll be disappointed, maybe even tempted to secretly reroll. It almost guarantees that one player will get really good stats and one will get screwed. Your campaign will be full of resentment. It's also harder for your GM to balance encounters. Use point buy. It gives you some flexibility. At the same time, you'll never run into a situation where one players stats are vastly better or worse for no reason.
Great article. Every DM will have to face that and it's not so often spoken. Power gaming exist and can be managed. Communication, knowledge, understanding of the other, the keys to everything !
I think 5e is a pretty good system for avoiding powergaming, generally. You need to really work at it to have a player character that steamrolls the other. I don't think putting your highest stats into the most important ones for your class, choosing a race that gives a bonus to important stats for your class, or picking a feat because it has cool synergy with a class feature is really powergaming, it's just being conscious of mechanics when building a character. I like to strike an even balance, and I think most of the people I play with do, too: interesting combos that maybe aren't the best possible ones but allow for cool role-playing, but we're also conscious of things like "I'm filling the healer role, I need to have as good a spellcasting stat as I can, so I'll take an ASI instead of a feat until I max it out."
For example, my current character is an orc (orc of Eberron stats, but in FR) nature cleric. Orcs aren't particularly optimized for playing a WIS-based class and I have racial features that I rarely get to use. But I'm also playing a nature cleric pretty much by the book: healer and control rather than combat-focused. Another party member is a warforged monk and is currently the fastest member of our party; maybe some would see it as powergamey that the player really wants to get him boots of speed to make him even faster, but I think it's also a fun role-playing thing.
I also think it's fun to read about strange optimized builds, like a coffeelock (warlock who takes lots of short rests but doesn't take long rests). Fun to read, maybe play in a one-shot, but maybe not so much in a campaign. I also like building "optimized" characters that aren't combat-focused. I've tried building a character who was the ultimate polyglot just for fun. Never finished it or played it, but it's fun to play around with mechanics and limitations to make something a little weird.
There are numerous reasons to power game but I think the current edition of DnD encourages that because they took out many of the non-combat elements essential to non combat DnD roleplay. Try to find a good DM that will include non combat skills that players can expand upon. For example: Perhaps your character is adventuring and trying to find new and interesting ingredients to make exotic dishes and cuisine. Your character aims to be one of the best cooks in the world and is always torturing the party to try the latest dish. In this case both the DM Guide and Players Handbook is sorely lacking. It might befall on both the player and the DM to work out a system of tables or rolls to determine how good a cooked meal is and in the case of exotic dishes perhaps even give buffs for critical successes and minor sickness for botched food prep. This is just one of the ways a character can become really good at something and stand out while not being the best murder class in the party. You could be a kobold farmer trying to find and grow the hottest chili peppers and then challenge people in the local tavern to try and stomach them. Finding rare ingredients could be a quest in itself. It doesn't have to be just cooking. A tanner might be looking for exotic hides to make exotic armors that can be as tough as metal armors. A smith might be trying to find new metals or minerals to temper the forge with. A druid might seek certain seeds to help a dying grove or produce a crop in drought for a farm. Give players a chance to become famous for things other than killing and perhaps even make a fair amount of coin at it when they enter a new town. Of course.... Success might lead to NPCs becoming jealous. Who knows what they might do. Remove the competition, discredit the competition, or perhaps challenge the player. We've seen how entertainment and food critics can be brutal and ruin reputations.
As a player: I try to mix powergaming and role playing. For example: I used to have a Shifter Barbarian that, at level 5, got 22 AC due to his high stats I rolled and shield, mixed with his +1 AC for beast hide. It wasn't until I started DMing that I found the problem with powergaming for AC specifically. My barbarian was able to handle more foes easily but my allies were destroyed by them. Me being so hard to hit promoted the usage of tougher monsters that only my person could reasonably fight.
Then as a DM, I ran into the same problem as one of my players specifically made an AC build with AOE spells as a Forge Cleric. So, he could easily just cast Spirit Guardians, run into a field of enemies, take the dodge action and be invincible while also dealing damage to everything. Clever, yes, but then these level 6 people are able to kill CR 12 monsters just fine because guaranteed damage mixed with being almost untouchable is, you know, not great from a DM standpoint.
In short, AC powergaming in my experience can ruin games and group and what's the fun in making everything trivial?
My first character in D&D was a wizard. Keep in mind I'd never played a TTRPG before. It took a lot of effort, but the DM was impressed with how I did, and I think I was very helpful to the party. Of course, it did take a lot of time. I love the roleplaying, but I also love the strategy of the game, so I try to be thoughtful about all of my character creation choices. The way I like to do it is, I decide what I want my character to be able to do and what I want him to be like, and then I create a backstory, personality, and flaws that fit. That works for me, at least.
The only issues I've ever had to discuss with a party is if a player is acting like a jackass, or if a particular bit of homebrew shenanigans is too busted. I can't imagine someone in my gaming group actually being upset about how someone else's character is better than theirs, nor could I imagine a game where building a optimal character is actively discouraged. I would probably not last long in such a game, as I tend to build my characters to be good at the things they're supposed to be good at.
Generally if someone's character is clearly superior in ability, the rest of us will simply ask "how". Best case scenario: We all grow as players. Worst case scenario: I end up building half the characters for the upcoming oneshot (jokes on you guys: I love building characters!), and having to explain how the character is played (also fun for me, as I like to teach).
My approach to optimization is, well, probably not optimal. But it does tend to yield me strong characters that DMs don't knee jerk run screaming from. (So that's nice)
I build with the three pillars of play in mind. I make them really good at one, decent at another, and flawed in a third.
I also try to figure out what the rest of the group is playing, and what they consider to be their spotlight moments. I then build to either support that or, at least, not steal it.
The way to deal with an AC power build is to target saves. Unless they're just flat broken and good at all the saves too, there will be at least one or two that they're not so hot at. Hit those occasionally to keep them humble. I had a bladesinger that could achieve a ridiculous AC by, like, 3rd level. I was very much humbled the first time I was hit with a Con save. Thankfully I had this awesome group of badasses at my back to pull me away from that fight.
I think you have pointed out a great article, How does a GM and group deal with things they find unbalancing?
One thing I remind players is "If you can do it often some can the NPC's and Monsters, so I know you like to one hit one kill things easily but do you want your opponents to have that easy a time doing the same damage to you or your group?"
MDC
As you have said often a class/build has at least one area they are not so good at and depending on the game and adventure it may or may not come to the forefront. ie a class/build week in social combat may not be a big deal in pure combat or mostly combat games.
MDC
I do have friends who are powergamers. I myself am not. My character isn't really as strong as the others in my campaign - and they never forget to remind me - but she does have some pretty wicked powers. However, my party members only want me to heal people (since im a cleric and all) and when i do decide to attack, they get so angry at me for it and go off about me wasting spell slots like i'll never get those back (mind you, they also know healing spells so if I run out, they can fix themselves; its not the end of the world.). Sorry Im getting off-topic.
Ig im trying to say two things: 1) Powergaming is fine and epic as long as you're not being a total dip**** about it and constantly flaunting it over weaker players. 2) Clerics can be (are) more than just healers!
This is why the DM screen is your friend. If you roll 5 low rolls in a row, then you can fudge a hit every once in a while, otherwise your players get bored and don't take danger seriously. Also, this is why saves are your friend. Ghosts like Charisma saves, and most people tend to not be great at these.
Yes! This :)
There are quite a few monsters that require CHA or INT saves. Though that won't help against a Wizard, Bard, or Sorcerer.