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The danger of the Three Pillars of D&D

hikaizer

First Post
I don't think Dungeons and Dragons should allow for everyone to be equally competent in everything. That's not its design strength and what the narrative paradigm its core original design has been based off of.

While no one should ever be completely deficient in one of these three pillars as they have been described, having strengths and weaknesses is a core DnD concept. I'm not sure why people are so quick to rush to the Fighter as an example of someone who cannot socially interact for example. If you think about a fighter for a moment consider this; fighters roam the world searching for adventure and treasure. As a result a seasoned fighter should be at least somewhat world-wise. They've certainly left the lands of their birth if they haven't left their motherland outright. On the way they would have had to have learned at least a little about the different cultures they passed through and they tend to associate with the masses. If we consider the average stereotypical image of a fighter, being the kind of man who likes to frequent bars and taverns then they could even have a pulse on the troubles of the commonfolk and even hear bits of politics. How much more social exposure does the Rogue or Thief really have? They might spend more time in these places than the fighter, if they are the sort of rogue that pick-pockets and scams as opposed to the sort of rogue that goes along with the fighter into those dungeons and lairs. Aragorn was fairly charismatic and was able to talk easily with various people, Barak from the Belgariad as well lacks the same kind of upbringing but can talk to people and is formidable in combat. There are as many "fighter" archetype characters from literature which are equally competent outside of the combat arena as they are within it.

There's no reason why a Fighter cannot be thematically as competent at social interaction as any other character. (I needed to sign up just to get that off of my chest actually :-S) Wizards are usually considered to spend more time poring over tomes and conversing with alien or Planar creatures. Why are they considered to be better at social activities when that same stereotype spends their time being antisocial?!? Nor are Barbarians or Druids not equally as useful and able to contribute in an urban game. Druids have a strong relationship with Animals and often at higher power levels the ability to commune with them and shapeshift. Cats and dogs are common in large towns and cities, so no one is likely to notice an extra one for a few hours or so. The other animals around them might have all kinds of useful information that more 'urban themed' classes might have. A Barbarian might be able to provide the group with different viewpoints, or even speak with slaves in the city. They can do things like lift sedans and move cargo to fit in and keep their ears out. Beyond innate abilities such as magic or Rage the only limiting factor to how a character can interact is how imaginative the GM and players are. I've played a martial artist in a game set in a city of mages and still meaningfully contributed without any particular investment into social skills. It turns out climbing and acrobatics can be handy getting in and out of places when buildings are really close together!

So I'd challenge people to think carefully about whether these stereotypes in Dungeons and Dragons gaming are really flaws in the system, or crutches that have come about because of player preconceptions. Cross-class skills from 3rd Edition were...not great in my opinion and I think Pathfinder handles skills a little more streamlined but the framework is much the same. It's an area which could use work, but I cannot really think of recent editions that have really prevented anyone from investing outside of the standard stereotype conventions of a class. It has usually just been at the cost of specialisation, be it in combat or not. But then again if your character is entirely focussed on squezing out the most damage or spells as possible then perhaps that lack of social grace is appropriate for the way they are played.


All that said and done, I would like to pose to the designers of 5th Edition this thought; if you want exploration and interaction to have equal weight in a game, then should they not also have similar diversity and opportunity for advancement as combat? The last two editions have been based largely on combat in terms of supplement materials. Even the core materials have had lengthy chapters on combat oriented material in comparison to a mere one or two on non-combat interactions. If these three pillars truly are a new paradigm, then perhaps they should have equal development and opportunities for the characters mechanically and not just at the GM's discretion.
 

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Lanefan

Victoria Rules
So I'd challenge people to think carefully about whether these stereotypes in Dungeons and Dragons gaming are really flaws in the system, or crutches that have come about because of player preconceptions. Cross-class skills from 3rd Edition were...not great in my opinion and I think Pathfinder handles skills a little more streamlined but the framework is much the same. It's an area which could use work, but I cannot really think of recent editions that have really prevented anyone from investing outside of the standard stereotype conventions of a class. It has usually just been at the cost of specialisation, be it in combat or not. But then again if your character is entirely focussed on squezing out the most damage or spells as possible then perhaps that lack of social grace is appropriate for the way they are played.
Part of the problem was that 3e in particular (in my experience, anyway) really rewarded a single-minded focus on specializing on the One Thing you did best, whatever that may have been; and if that is a player's background coming in to this discussion the preconceptions you refer to are pretty much hard-wired fact.

Lanefan
 

JamesonCourage

Adventurer
Personally, I would prefer that they pay more attention to advising GMs how to set up and adjudicate situations that don't require either waiting or absurdity to work. But given their inability to write effective guidelines for skill challenges to date, despite three attempts (DMG, DMG2, Essentials) and despite the existence of plenty of good models (HeroWars/Quest, Maelstrom Storytelling, and to a lesser extent Burning Wheel), I think they will probably go for the "wait" option instead.
I sincerely hope that they do opt for the "wait" option. Then again, I also hope they include advice on more dramatist scene-framing.

That is, I prefer to let scenes unfold organically, and will have NPCs, settings, and so on interact with the PCs in the most "impartial" way I can. Some NPCs will attempt to engage the entire party, some will only talk to the smooth talkers, and others will actively find the rhetorically weaker members and engage them.

It depends on "what makes sense" to the setting, not the PCs. It's more "organic" in that sense than a more hands-on, dramatist "scene framing" approach that seeks to include and engage all members of the party. That will work for some groups, and thus advice for it should be included. As someone who prefers organic scenes over framing scenes, I'd like the game to accommodate that as well.

The issue arises in the form of character choice and class design. As a player, I think that if I choose to have no social grace (including intimidation and the like), it says something. It says that my interest in social situations is diminished with this character, or that I want to engage them and fail. Either way, aiming for poor social skills all-around says something, and I think that the system should be free enough to allow that.

To that end, mandating some form of competency means that certain wants of players are excluded. I can't play a character who doesn't understand social situations, and consistently performs poorly in them. I may still want to engage them, or I may want to skip the ball and wait outside the city or in my inn room. Either way, if I choose to skip social skills, it's for a reason, and baking some basic competency into the game precludes me from exploring that aspect of a character.

I think that certain classes should be set up to shine in certain areas (Bards socially, or Fighters in combat), as makes sense for the archetype. However, I do like Firelance's ideas on expanding in one of the three areas. Maybe you started out 2/1/1 (combat/exploration/social) as a Fighter, but as you level, you place more resources into social, going up to 2/1/2, then later on 2/1/3, 2/1/4, etc. I'll always start with a 2 in combat, but that's because of the archetype I chose.

I'd like the freedom to choose incompetency if it makes sense to the concept. Despite your seeming opinion that D&D may not be the best place to engage that sort of character, I think it's a very viable place to do so, and a fun, interesting, and informative place to do so.

While I respect your opinion, I'd much rather see players be able to create and explore conceptual areas that interest them than sacrifice that to some form a balance in all three. If I want a 4/1/1 and you want a 2/2/2, that's fine to me. Maybe hyper-specialization is harder to do, and I only get 5/1/1 (7 total) while you get 3/3/3 (9 total). That'd be fine with me, too.

What I want is a game that allows me to explore concepts that intrigue me conceptually, including incompetence. Weakness without a strength making up for it. In the Spiderman movie, Peter Parker isn't a particularly smooth talker, nor is he particularly intimidating. He also seems more crafty than tricky. He most certainly is the main character, and main protagonist, and they definitely use his social weakness to explore aspects of his character.

That's what I want. I want both strengths and weaknesses to tell me something about my character, including weaknesses on an entire area of character play. This includes combat, exploration, or social interaction. The game includes all three, and I might look forward to that aspect, even with a purposeful, glaring weakness to it. I'd like the option to have that weakness. As always, play what you like :)
 

pemerton

Legend
I'm not sure why people are so quick to rush to the Fighter as an example of someone who cannot socially interact for example. If you think about a fighter for a moment consider this; fighters roam the world searching for adventure and treasure. As a result a seasoned fighter should be at least somewhat world-wise. They've certainly left the lands of their birth if they haven't left their motherland outright. On the way they would have had to have learned at least a little about the different cultures they passed through and they tend to associate with the masses. If we consider the average stereotypical image of a fighter, being the kind of man who likes to frequent bars and taverns then they could even have a pulse on the troubles of the commonfolk and even hear bits of politics. How much more social exposure does the Rogue or Thief really have?
This is a good argument for letting fighters be good at Streetwise/Gather Information, I think (assuming we're framing this in terms of skills).

I've played a martial artist in a game set in a city of mages and still meaningfully contributed without any particular investment into social skills. It turns out climbing and acrobatics can be handy getting in and out of places when buildings are really close together!
And this I would regard as an example of framing the situation so that a broader range of abilities can support a given pillar of play.
 

pemerton

Legend
JC, I agree with most of your post (although have slightly different play preferences).

As a player, I think that if I choose to have no social grace (including intimidation and the like), it says something. It says that my interest in social situations is diminished with this character, or that I want to engage them and fail. Either way, aiming for poor social skills all-around says something, and I think that the system should be free enough to allow that.

To that end, mandating some form of competency means that certain wants of players are excluded. I can't play a character who doesn't understand social situations, and consistently performs poorly in them. I may still want to engage them, or I may want to skip the ball and wait outside the city or in my inn room. Either way, if I choose to skip social skills, it's for a reason, and baking some basic competency into the game precludes me from exploring that aspect of a character.
See, this is the open question. In 3E I think it's probably not true that the fighter who has no social graces has been built that way for a reason. It's more that the mechanics make it inordinately hard to get a fighter with social graces.

4e has a similar, although perhaps lesser, issue - a fighter has to dig deep to find a decent CHA score (althoug arguably if you want to play a fighter with social graces in 4e, you should be playing a warlord ).

If players want to build PCs that sit scenes out, that's fine but probably second-best in a game based on sociality at the table and party play in the fiction.

If players want to build PCs whose impact on a scene is to fail in it, that raises the same sorts of issues that I mentioned upthread in reply to KM - you need guidelines to support GMs and players in doing this sort of thing. Traditionally D&D has not been good at this (and has had mechanics, adventure design etc all of which reinforce the importance of never failing any challenge if it's possible to avoid doing so).
 

Tony Vargas

Legend
For me to be able to create the characters that I want to play, I require the ability to sacrifice a bit of power in one pillar for a bit of power in the other.
This is an important point. Customization and balance often seem at odds. I guess one question is, why is it important to be /bad/ at something? Are you being bad at it to fit a character concept, or are you being bad at it to be better at something else? The former isn't in conflict with a balanced aproach - you can decline to take (or use) the full set of abilities your character 'should' get in order to meet a concept, and at worst, you're under-contributing a little, some of the time. OTOH, if you're minimizing one area to maximize another - well, that's obvious, and how a lot of brokeness gets done.

A high degree of customization could still be available with a blanced aproach, it's just customizeability within each pillar. Say you want a character who is tounge-tied and uncomfortable in social situations. You could trade out all capability in that area for superlative ability in exploration. When exploration comes up, you dominate, and the rest of the party might as well go play angry birds; when social comes up, you're non-contributing, and others have to carry your dead weight. Neither of those is a desireable state of affairs. OTOH, you could take your retiring, inept character, and customize him social-aplicable abilities that don't involve being glib and charismatic. He might have knowledges that can contribute or high insight or he might use the same keen perception that makes him good at finding traps to notice details with useful implications (even if he has to take someone aside to nervously convey his insights because he's so flustered). In-concept, balanced, and contributing - and not overpowered in another bailiwick.
 

JamesonCourage

Adventurer
See, this is the open question. In 3E I think it's probably not true that the fighter who has no social graces has been built that way for a reason.
I don't actually remember saying it was true. Or commenting on 3.Xe or 4e at all.

If players want to build PCs that sit scenes out, that's fine but probably second-best in a game based on sociality at the table and party play in the fiction.
My play experience does conflict with yours here. None of my players mind sitting parts out, and it's active on their part. That is, I don't stop them from participating, but they make characters with the idea that they'll miss certain areas on purpose. I currently have a necromancer PC in my game who skips going into (all but one) city, and stays outside instead. In the past, I've had PCs in my game who are completely trash at combat (7 hit points at hit die 10, no base attack, defense bonus, weapon/armor proficiencies, and a "coward" flaw when it came to demons, who were currently invading the world).

If players want to build PCs whose impact on a scene is to fail in it, that raises the same sorts of issues that I mentioned upthread in reply to KM - you need guidelines to support GMs and players in doing this sort of thing. Traditionally D&D has not been good at this (and has had mechanics, adventure design etc all of which reinforce the importance of never failing any challenge if it's possible to avoid doing so).
I agree that advice is good, but not necessarily guidelines. Additionally, overcoming challenges is good if you're seeking to "beat" the challenge. Failing at a social interaction because of poor social skills is good is you're seeking to explore the character concept of "social outcast/misfit", or the like.

It just depends on what you want out of the game. The "challenge that is meant to be overcome" is to get your way socially. If you've purposefully made a PC that is bad, you're not trying to "overcome" that social "challenge"; you're trying to engage it from a certain entertaining angle which likely results in failure, and being forced into a basic competency in that area undermines that. As always, play what you like :)
 

pemerton

Legend
overcoming challenges is good if you're seeking to "beat" the challenge. Failing at a social interaction because of poor social skills is good is you're seeking to explore the character concept of "social outcast/misfit", or the like.

It just depends on what you want out of the game.
Well, sure, but mechanics aren't irrelevant here. In AD&D, for example, the only way to gain XP and treasure, at least according to the published rules, is to steal loot from creatures (whom you may or may not have to kill first). On the (not unreasonable) assumption that a player wants to advance his/her PC, this makes it hard to deliberately engage the fiction with the aim of failing.

Contrast Burning Wheel, where advancement requires confronting challenges at which your PC will almost certainly fail.

Adventure design also matters. If WotC want to be supporting PC builds that aren't competent at all 3 pillars, and will be failing if they participate in a category of challenge, that affects the way modules, for example, are written. Historically, D&D modules have been built on a "success" assumption, not a "participation even if fail" assumption - which is quite a different approach to presenting a scenario.

Conversely, if the goal of D&D remains to support players aiming at success via their PCs, then I think WotC should focus on meaningful contribution to all 3 pillars as the default design. Those who want to sit out still can, and those who want to drift the game to support participation-even-if-fail will have to tweak things a bit, much as they currently do in relation to combat (or skill challenges, presumably, for some 4e groups).
 

Personally like making sacrifices in one area for strengths in another. Having a combat weak character who excelled in non combat circumstances never bothered me (and vice versa). In fact it adds a lot to my experience of D&D.
 

Mishihari Lord

First Post
I'm seeing a lot of excluded middle here between "everyone is just as good in each of the three areas" and "everyone is a specialist in each area and awful in the other two."

My only criteria for "balance" have always been

1) Everyone has something useful to do in all almost all situations

2) Everyone gets some spotlight time when they get to shine

It's entirely possible to follow these while, frex, having a thief be good at stealth but weak at combat. As long as the thief gets _something_ useful to do in combat (even if he's not a star here like the fighter is) and as long as he gets to be a star in stealth/exploration, it's fine. It's then the DM's job to arrange the encounters so everyone gets a reasonable amount of star time.
 

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