I have seen the acronym "AEDU" (or perhaps ADEU) used on the community boards at wizards.com, but haven't stumbled on the definition, and a google search goes nowhere (I doubt they're suddenly saluting in Catalan). It seems to have something to do with wizards, but what does it mean?
[RPG] What does AEDU mean
dnd-4eterminology
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Although I mostly agree with @Brian's answer of "Highly Variable," swingy isn't used just to indicate the standard deviation of a single die roll.
Yes, you can call a 1d20 more "swingy" than a 3d6 mechanic, but the term is also used on a larger scale, as in "swingy" combat is combat where overall results can be highly variable. This can be from a number of different reasons and swinginess of individual mechanics isn't necessarily part of it.
For example, a system where you roll group initiative and PCs are not super durable. If everyone on one side gets to go before everyone on the other side, and there's no admonitions that "it really happens at the same time" (Alternity does this to mitigate the effect), you get a swingier system, because there is a huge benefit in going first - you can often eliminate the other side's heavy hitter/mage/priest/whatever is relevant a priori and then the rest of the combat is very one-sided. So even if the initiative roll itself isn't "swingy" mechanics wise, so much depends on it that the overall outcomes are swingy. So high standard deviation, but not just of single rolls but of total results.
It could also mean a game system that is good for swingers, like Theatrix Ironwood.
Minimization and Maximization for Optimization
Min-max (minmax) comes from using mathematics to solve optimization problems. An example is finding the maximum area for a given perimeter.
- As applied to RPG's (the example will be D&D 5e) min-max addresses how to best assign ability points, equipment, and skills to get the most power or effectiveness within the game as reflected in the game's mechanics.
The player accepts penalties in areas that hamper his character's in game effectiveness least.
- The player makes tool and equipment choices that give the most benefit as measured by the game's mechanics.
Example: The Fighter chooses the most possible Strength and Constitution, and accepts that his Intelligence or Wisdom scores will be suboptimal.
The point buy system (you don't get to start with all 18's) in Basic Rules, page 8, is a good illustration of this. It shows the difference between the min/max 27 point buy of 15/15/15/8/8/8 versus the "median" approach of 13/13/13/12/12/12.
- The former has a number of +2 bonuses, and some -1 penalties, whereas the latter has a collection of +1 bonuses.
- When the character then applies racial bonuses, some of those values with increase to +3 in the former, and +2 in the latter).
- An analogue from regular life: budget your monthly paycheck/income. Depending on what your needs, desires or goals are, you spend money where you wish to maximize a goal (such as a either the nicer car or the nicer apartment) and accept a sacrifice in another area (the not as nice apartment or car) so that you get the most out of the limited dollars you have in your budget based on what is most important to you. (In this example, assume that you are buying a car with a loan that has a monthly payment).
Thanks to Lucas' suggestion to amplify ...
In systems where characters can add to their base abilities as levels progress, the decision to keep "pumping" a given score, be it Strength, Intelligence, etc, toward it's maximum permissible value to accrue more bonus points (additions to die rolls or ability to set higher DC's for spells) is a form of optimization. If you apply this to the 15 15 15 8 8 8 example above, the player would keep boosting Strength to 17 or 18 or 20 while still not improving upon the sub optimal scores. While this may help the party, in their need for the best fighter they can hope to have by their side, it is a form of optimization in the min/max style.
If the minmax approach is taken as an end in and of itself by one player in a group, it can cause conflict at the gaming table. The GNS theory (Gamist, Narrativist, Simulationist) and the experience of many RPG players suggest that focusing exclusively on mechanics driven optimization is incompatible with the other core elements of role playing.
Full Disclosure: Since 1e, I most often boost Dexterity on any character since it has an impact on initiative, armor class, dodging, and missile weapon use. While an agile cleric or wizard may or may not make sense, I assess the game's system and try to give my player the better chance to act before the monsters, or to not be hit. This is a deliberate choice. It is informed somewhat by books, cartoons, movies and other stories where the main character is just missed by that arrow, narrowly dodges a blow, ducks under the swinging cleaver, barely gets under the closing door/gate that is descending, just catches the swinging vine, etc. In RPG's, the characters are the heroes of the story as it comes to life during the serial sessions of play.
@Trinidad's point on possible confusion in terms is worth adding as a footnote. *In mathematics there are at least two uses of the term: one is regarding to linear programming that may apply to RPG's usage, while the other is related to decision theory that is most applicable to multiplayer game strategy.
Best Answer
A: At-Will
E: Encounter
D: Daily
U: Utility
It refers to the basic structure of the powers that balances the classes and keeps the approximate effectiveness of powers between classes equal. (i.e. a 5th level daily in any class is approximately on par with a 5th level daily in any other class.)