Its always been my thought that D&D was a kit, you didn't need to use everything from it all the time.
That's a fat bit of wisdom packed in that sentence.
Its always been my thought that D&D was a kit, you didn't need to use everything from it all the time.
That's a fat bit of wisdom packed in that sentence.
Well, 4e does have stuff like "heir to a lost throne" or "soul-bound to a fallen angel". This is the stuff of paragon paths and epic destinies. Unfortunately, what the game is currently missing is any solid guidelines for incorporating this stuff into play in a meaningful way. That doesn't mean it can't be done, however. And this is the stuff which can be used to differentiate the magic from the mundane, without undermining the narrative balance across PCs (I think that the tactical stuff that comes from powers also lends itself better to this than you suggest in your post - fighters get more "meta" powers, for example, than do wizards - like Come and Get It).In fiction, while magic capable characters get these meta-narrative shaping traits, the non-magic characters are often given all of the coolest traits that define the conflict (like heir to a lost throne, for example). This keeps them relevant and goes along with my point earlier that often protagonists are mundane while the facilitators are magical.
In D&D there is no such compensation. Of course you can always make it work that way if you want, ala what Plane Sailing suggests - but that requires a set of skills and motivations that aren't really in the books, and operate outside of the system. Narrative style mechanics could capture this kind of player balance, but then I suspect that you're looking at a type of game that D&D is not trying to be (even if you can make it work). For example, there are many games where you can have more plot-oriented stats such as "incorruptible," "heir to a lost throne," or "soul-bound to a fallen angel," instead of ability stats. In those kind of games, balance between players operates in very different ways (with their own sets of problems as well).
4th edition D&D helped to address this problem by simply toning down or removing the meta-narrative controlling powers from magic characters. I think that really watered down a lot of the open and creative feel to the game though. I wonder if there is a different way to address this by giving a very different sort of narrative controlling power to non-magic characters.
But do those games also deliver such crunchy combat goodness! (Well, yes, Burning Wheel does, but for better or worse I run a 4e game . . .)Are you then advocating that the answer is to have narrative style balance mechanics in games?
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Because I've got to think that identifying equal amounts of kick-butt as the motivation in D&D balance is getting the cause and effect and correlations subtley wrong. In my group, when we play heroic fantasy, everyone at the table wants to be doing something. That means if we play a game that is about butt kicking, then they want butt kicking balance. If the game is about trade and intrigue, they want balance in that. If it is about overcoming personal challenges, we aren't playing D&D, because there are better games for that.
Again, without the need for a whole new subsystem, I think there is scope to build on the existing elements of 4e for this. Different paragon paths and epic destinies, for example, should have implications for the use of various skills, and how they factor into skill challenge framing and resolution (in just the same way that they have different powers that factor into combat framing and resolution).Graft an almost purely narrative, metagaming, defining/framing system on top of what 4E already has. Fluff of this system is variable--sometimes magic, sometimes not. Call it "Framing" for lack of a better word. It has an almost entirely separate rewards cycle from the rest of 4E. Something like, when you "experience" a narrative issue, your options and power over the narrative grow.
The tie to the world/story/simulation is that much of the picks are very powerful but obviously situationally limited. "Heir to the throne" lets you do some appropriate stuff. "7th son of a Wizard" lets you do some other equally appropriate stuff. As you grow in your narrative control, through play, the appropriate stuff naturally becomes more powerful and useful. It is not unlike 4E rituals, except heavily slanted towards the metagame. If an ability is too game changing even for ritual, then it becomes a possible Framing ability.
Well, the sooner D&D loses this core story, the better in my opinion. 1st ed Oriental Adventures showed me how to abandon it, and for me at least it's only got better from there.Of course then you're really messing with the core "story" of D&D, which at heart has always been about kicking down the door, kicking the monsters in the junk, and taking their stuff.
Were you there when they wrote 'em up? Psychic?
The rules in no way assume that you're "special" beyond the fact that your PC has a modicum of training. That you have an extraordinary stat or two isn't all that unusual. According to D&D Str charts, I have a 14-15 in that stat, and I'm 5'7", 43years old, am a lawyer, and don't work out anymore.
A "1st lvl Ftr" can describe a talented farmboy brawler, an avg. Joe fresh out of basic training, a 45 year old veteran whose skills have atrophied with age & injury or Hercules at age 5. A "1st lvl Wiz" sounds like a graduate if a private HS or college student in terms of education.
Except that your 1st level fighter can have percentile strength, for no other reason than his class, if we're talking 1e or 2e.
1) Ummm...mine rolls his stats, which, as I recall is still the baseline assumption. Point buy is presented as an equal alternative.Your 1st level fighter in 3e is based on a point buy value that makes him superhuman compared to baseline.
Never, since we generally roll.When have you ever seen a PC with a 15 point buy?
Heck, even as far back as 1e, when they talked about demographics, PC's were less than a single PERCENT of the given population.
So?
Baseline- that just means he has some kind of edge from his familiarity with combat, not that he's superhuman.
If Michael Jordan represents an innate physical talent of 0.001% of the population of the world today, that means that there are approximately 6.5 million MJs out there. Some play sports..but maybe not with intensity. Some are soldiers. Some are planting rice in a paddy, others are tossing bales of hay. One may have died because he trod on a landmine in some 3rd-world border war. Perhaps one or two are playing in KISS tribute bands. I bet one is a lawyer. Odds are good that 2 are Chinese and one is Indian.
Only one actually got to play in the NBA.
What makes him MJ isn't his stats, its what he did with them.
How much training do you think it takes to gain the level of familiarity with weapons and armour shown by 1st level fighters in every edition of D&D.
How much competence with the wilds before a 1st level ranger is assumed able to operate without supervision?
How long is a wizard's apprenticeship?
The fact that there's only one Michael Jordan, one Pele, one Michelangelo, one Wayne Gretsky, one William Marshall, suggests that it's not just physical attributes or training or experience or even desire that makes exceptional people. Besides, one in ten thousand (0.001%)? Far less than that even play professional sport.
Again, without the need for a whole new subsystem, I think there is scope to build on the existing elements of 4e for this. Different paragon paths and epic destinies, for example, should have implications for the use of various skills, and how they factor into skill challenge framing and resolution (in just the same way that they have different powers that factor into combat framing and resolution).
How much training do you think it takes to gain the level of familiarity with weapons and armour shown by 1st level fighters in every edition of D&D.