innerdude
Legend
First of all—I'm really just doing this as an exercise for my own benefit, so if no one really responds, I'm okay with that.
I think we all agree that no matter what RPG system is being used, the party style, character synergies, GM style, encounter design, and the inherent math and constructs of the rule set are all components of whether the shared activity of role-playing is (or is not) meeting the expectations of the game's participants. The choice of rule system is only one factor in a host of many that affects the overall "success" or "failure" of a role-playing session in producing the types of enjoyment most of the participants expect to receive.
Yet one question I continue to wrangle with is this: Does a rule system that enforces "highly balanced character combat options" really produce a better overall roleplaying experience than a rules system that does not enforce as rigid a balance?
The reason I ask this question is this: one of the most common responses I receive from 4e proponents when I voice objections to 4e's perceived lack of out-of-combat character development options is essentially, "Yes, but many of 3.x's out-of-combat character options are traps for making your character sub-optimal," with "sub-optimal" referring 99.9 percent of the time to a character's combat abilities.
And I think the problem I had with that response then, and still have with it now, is the assumption that underlies that statement, which is that any character which is sub-optimally built for combat is inherently less capable of producing a successful role-playing experience. To me, this response seems to deny a fundamental reason for participating in roleplaying games at all, which is to play a role of someone who is not you—and whether that character who is not you is a combat champion, or a bookworm of epic proportions doesn't make any difference as long as that's the character the player wants to role-play.
Now I realize this is far from the only reason to participate in a role-playing game, but it certainly is one valid reason. And the assumption of "necessary combat balance" seems to ignore that there are players who enjoy playing non-combat optimized characters because they like exploring aspects of their character's personality, or enjoy seeing the "game world" from that character's viewpoint. The underlying assumption that "sub-optimal combat equals a sub-optimal 'role-playing experience'" denies this basic impulse, and promotes the view that a player who is interested in role-playing a character that is not "combat optimized" is somehow playing the game wrong.
Now I don't think anyone here is interested in putting down anyone's style of play. I would hope that we're all open enough to varying play styles that we could recognize that a "role-playing" style of this nature isn't inherently better or worse than a "combat optimization style." And it is also important to recognize, as our friend Stormwind pointed out many moons ago on another forum, that these two approaches are not mutually exclusive. Effective role-playing and combat-optimization can absolutely exist hand-in-hand.
However, using the 4th Edition rule set as the backdrop for this discussion, I do want to point out that a rule set's inherent assumptions can, and does affect the range and limit of character "types" that can realistically be supported by that system. And ultimately, those effective limits can alter a player's enjoyment of the role-playing experience.
First of all, I do want to recognize that in some ways 4th Edition naturally negates the "sub-optimal combat character" assumption by putting forth its own, somewhat different underlying assumption, which is "All PCs are heroes." This doesn't mean that PCs don't have character backgrounds, or any out-of-combat characteristics, but this assumption puts forth the idea that one of, if not THE primary reason a PC is involved in the milieu of the game world AT ALL is because they are more capable in the area of combat and survivability than the top 99th percentile of the "game world" they inhabit.
As such, on some levels a complaint of "overly optimized combat" may actually be a "straw man" argument against 4th Edition's merits (which in the realm of combat balance and tactics are quite amazing). If I want to play a game that doesn't assume that the PCs are combat-optimized heroes, and want to play something that is less stringent on the expected "world view" and capabilities of the characters, one that might more accurately represent a broader range of character motivations, backgrounds, and proficiencies, then I probably shouldn't be playing 4th Edition at all.
However, the point of writing this isn't to determine that I shouldn't be playing 4th Edition (I've pretty much realized that already), but rather, the point is to demonstrate that a rule set's inherent assumptions absolutely have an affect on a player's character options, and as a result can affect that player's overall enjoyment of their RPG experience.
Let me also be clear that the point of this post is not to say that I couldn't play a non-combat-optimized character in a 4e campaign. In the right situation with a willing DM, there's nothing that says I can't successfully play a 4e gnomish fighter who's far more interested in collecting bits of junk than in swinging his short sword at orcs.
However, even if the party and GM were inclined to allow a gnomish swashbuckler into their mix, there are definite reasons that a group playing 4e might support the "sub-optimal combat equals sub-optimal role-playing" premise—the biggest one being 4e's entire encounter design structure. It's clear that 4th Edition has a baseline level of party combat proficiency built into its very core, and if the party's level of combat proficiency drops below a certain threshold, then the game becomes extremely difficult to prepare acceptable encounters for. In this light, having a total party kill on the first encounter, because everyone wanted to try role-playing a "sub-optimal combat" character, certainly defeats the purpose of playing D&D—or any pen and paper RPG—at all.
Yet if this is in fact the case, then we also have to accept the fact that the very paradigms of the 4th Edition rule set inherently sets up a certain type of success--combat resolution--as being the primary mechanical factor for character design. As such, 4e inherently and naturally favors a party that optimizes its characters' abilities in relation to the construct of the combat rule system.
And really there's nothing wrong with this, it's the way the game was designed. But that realization also does not change the fact that if a player is forced to optimize certain character traits in relation to the rules construct, so that the party can maintain appropriate "combat balance," then the rules themselves can, in some instances, coerce a player to create and play a character that may not actually reflect his or her vision of what the character's "true identity" actually is.
In this instance, the imperative of "combat optimization" has in fact imposed a restriction on a player, forcing them to alter their view of the character they envision. Now some may say that this is not always entirely undesirable, nor is it impossible to "get over" such a restriction, and to simply enjoy playing the character they do have.
But on a fundamental level, this exigency has hypothetically forced a player into making a choice they did not want to make, and has altered the player's experience at the game table. While I know this is not applicable to everyone, for some players such a situation would be a source of considerable disappointment, and could realistically alter their ability to participate in and enjoy the the role-playing experience they would like to have.
What's the bottom line in saying this? I think more than anything it is to deter the thought process that "sub-optimal combat" character builds are somehow incapable of producing the type of role-playing experience that some players desire. And if nothing else, maybe this post may help produce a more healthy respect for all types of role-players, and to better appreciate the unique styles that makes this hobby fun.
I think we all agree that no matter what RPG system is being used, the party style, character synergies, GM style, encounter design, and the inherent math and constructs of the rule set are all components of whether the shared activity of role-playing is (or is not) meeting the expectations of the game's participants. The choice of rule system is only one factor in a host of many that affects the overall "success" or "failure" of a role-playing session in producing the types of enjoyment most of the participants expect to receive.
Yet one question I continue to wrangle with is this: Does a rule system that enforces "highly balanced character combat options" really produce a better overall roleplaying experience than a rules system that does not enforce as rigid a balance?
The reason I ask this question is this: one of the most common responses I receive from 4e proponents when I voice objections to 4e's perceived lack of out-of-combat character development options is essentially, "Yes, but many of 3.x's out-of-combat character options are traps for making your character sub-optimal," with "sub-optimal" referring 99.9 percent of the time to a character's combat abilities.
And I think the problem I had with that response then, and still have with it now, is the assumption that underlies that statement, which is that any character which is sub-optimally built for combat is inherently less capable of producing a successful role-playing experience. To me, this response seems to deny a fundamental reason for participating in roleplaying games at all, which is to play a role of someone who is not you—and whether that character who is not you is a combat champion, or a bookworm of epic proportions doesn't make any difference as long as that's the character the player wants to role-play.
Now I realize this is far from the only reason to participate in a role-playing game, but it certainly is one valid reason. And the assumption of "necessary combat balance" seems to ignore that there are players who enjoy playing non-combat optimized characters because they like exploring aspects of their character's personality, or enjoy seeing the "game world" from that character's viewpoint. The underlying assumption that "sub-optimal combat equals a sub-optimal 'role-playing experience'" denies this basic impulse, and promotes the view that a player who is interested in role-playing a character that is not "combat optimized" is somehow playing the game wrong.
Now I don't think anyone here is interested in putting down anyone's style of play. I would hope that we're all open enough to varying play styles that we could recognize that a "role-playing" style of this nature isn't inherently better or worse than a "combat optimization style." And it is also important to recognize, as our friend Stormwind pointed out many moons ago on another forum, that these two approaches are not mutually exclusive. Effective role-playing and combat-optimization can absolutely exist hand-in-hand.
However, using the 4th Edition rule set as the backdrop for this discussion, I do want to point out that a rule set's inherent assumptions can, and does affect the range and limit of character "types" that can realistically be supported by that system. And ultimately, those effective limits can alter a player's enjoyment of the role-playing experience.
First of all, I do want to recognize that in some ways 4th Edition naturally negates the "sub-optimal combat character" assumption by putting forth its own, somewhat different underlying assumption, which is "All PCs are heroes." This doesn't mean that PCs don't have character backgrounds, or any out-of-combat characteristics, but this assumption puts forth the idea that one of, if not THE primary reason a PC is involved in the milieu of the game world AT ALL is because they are more capable in the area of combat and survivability than the top 99th percentile of the "game world" they inhabit.
As such, on some levels a complaint of "overly optimized combat" may actually be a "straw man" argument against 4th Edition's merits (which in the realm of combat balance and tactics are quite amazing). If I want to play a game that doesn't assume that the PCs are combat-optimized heroes, and want to play something that is less stringent on the expected "world view" and capabilities of the characters, one that might more accurately represent a broader range of character motivations, backgrounds, and proficiencies, then I probably shouldn't be playing 4th Edition at all.
However, the point of writing this isn't to determine that I shouldn't be playing 4th Edition (I've pretty much realized that already), but rather, the point is to demonstrate that a rule set's inherent assumptions absolutely have an affect on a player's character options, and as a result can affect that player's overall enjoyment of their RPG experience.
Let me also be clear that the point of this post is not to say that I couldn't play a non-combat-optimized character in a 4e campaign. In the right situation with a willing DM, there's nothing that says I can't successfully play a 4e gnomish fighter who's far more interested in collecting bits of junk than in swinging his short sword at orcs.
However, even if the party and GM were inclined to allow a gnomish swashbuckler into their mix, there are definite reasons that a group playing 4e might support the "sub-optimal combat equals sub-optimal role-playing" premise—the biggest one being 4e's entire encounter design structure. It's clear that 4th Edition has a baseline level of party combat proficiency built into its very core, and if the party's level of combat proficiency drops below a certain threshold, then the game becomes extremely difficult to prepare acceptable encounters for. In this light, having a total party kill on the first encounter, because everyone wanted to try role-playing a "sub-optimal combat" character, certainly defeats the purpose of playing D&D—or any pen and paper RPG—at all.
Yet if this is in fact the case, then we also have to accept the fact that the very paradigms of the 4th Edition rule set inherently sets up a certain type of success--combat resolution--as being the primary mechanical factor for character design. As such, 4e inherently and naturally favors a party that optimizes its characters' abilities in relation to the construct of the combat rule system.
And really there's nothing wrong with this, it's the way the game was designed. But that realization also does not change the fact that if a player is forced to optimize certain character traits in relation to the rules construct, so that the party can maintain appropriate "combat balance," then the rules themselves can, in some instances, coerce a player to create and play a character that may not actually reflect his or her vision of what the character's "true identity" actually is.
In this instance, the imperative of "combat optimization" has in fact imposed a restriction on a player, forcing them to alter their view of the character they envision. Now some may say that this is not always entirely undesirable, nor is it impossible to "get over" such a restriction, and to simply enjoy playing the character they do have.
But on a fundamental level, this exigency has hypothetically forced a player into making a choice they did not want to make, and has altered the player's experience at the game table. While I know this is not applicable to everyone, for some players such a situation would be a source of considerable disappointment, and could realistically alter their ability to participate in and enjoy the the role-playing experience they would like to have.
What's the bottom line in saying this? I think more than anything it is to deter the thought process that "sub-optimal combat" character builds are somehow incapable of producing the type of role-playing experience that some players desire. And if nothing else, maybe this post may help produce a more healthy respect for all types of role-players, and to better appreciate the unique styles that makes this hobby fun.