Frequently, these types will attack or even murder their teammates at the slightest provocation. If the party is lucky, this behavior will extend solely to the NPCs.
He'll take up any excuse to start a fight. Even the most zealous Real Man knows when it's not time to fight, but not this guy. For this Munchkin, violence is the first, last, and only solution to every problem.
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But this guy seems to have read (and memorized) all the monster manuals and the published adventures, and is impossible to catch off guard. After all, even if our characters don't know exactly what that orb with the eyes is, they've got the feeling that it's dangerous and probably shouldn't be charged head-on. The Metagamer: We all metagame once in a while.Lawful Good Rules Lawyers hate this kind of munchkin for not following the rules, while Min-Maxers hate them for trivializing the work they put into improving their own characters. And he has an annoying habit of "forgetting" to write things down, like whether he's used up his spells for the day. His character sheet comes prerolled with max stats. The Cheater: He never rolls where you can clearly see him and he gets a distressing number of natural 20s.Other players hate this guy for grinding play to a halt every ten minutes to argue over pointless rules minutia. The Lawful Good variety of Rules Lawyer hate this kind of Munchkin for missing the point of having rules in the first place. The Game Master's best tactic against this guy is Rule Zero what the DM says, goes, no matter what page 54, column 2, line 41, word 5 of the book says. For some reason, he never seems to "correct" the DM when the rules as written would hurt him. The Rules Lawyer: This Munchkin disputes every Game Master ruling and has memorized every loophole in the game manual.Other Min-Maxers hate this kind of Munchkin for lacking tact, or for using Min-Maxing as a means to an end rather than taking enjoyment in the process itself. Call him out on this and he'll call you a Scrub. Often includes blatant Game-Breaker abilities and power combinations that were never meant to be. Any Munchkin character of this type is nothing more than a collection of powers taken for no logical in-story reason other than their combat effectiveness. The Gamebuster: Min-Maxing taken to its upper limit.
The Real Man hates this kind of Munchkin for depriving them of payoff.
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This clash of values the pro e-sports player focused on the end goal of destroying everything and winning, versus the rest of the roleplayers whose focus is the journey and the end goal is not entirely relevant to them is what makes the Munchkin so widely reviled by roleplayers. While this might be true for games that are all about winning, this attitude is fundamentally opposed to the spirit of most tabletop RPGs, where "winning" is usually secondary to just enjoying the experience of playing (assuming there's a victory condition to begin with) and there is ample freedom to enjoy this pastime in many different ways, such as imagining yourself punching everything and breaking stuff, imagining yourself doing silly things, or immersing yourself in your character and the campaign. The Munchkin's motivation for adopting this attitude often stems from a mistaken belief that tabletop RPGs are like TCGs and e-sport videogames, where beating your enemies is the top priority and learning to exploit the most subtle nuances of the game's mechanics for competitive advantage is considered skillful. The Munchkin's characters are usually either little more than extensions of his own personality, a completely blank ball of sentient death (known among roleplayers as "murderhobo"), or whatever personality would give him the most bonuses. Perhaps the most ridiculed Player Archetype of all time, this player is rarely interested in the story behind the game. The Munchkin is the Tabletop RPG player who plays the game to win at any cost, even if that isn't the point of the game.