(Quick thought - would this make the fighter more important? The more the wizard's resources expand the scope of his goals, the more he needs the fighter to back him up. Does that make sense?)
To me, that is suggestive of "fighter as mascot/henchman". That's highly viable mode of play. But obviously it's not the only way that reasonable people might want to play.Now you're getting it.
I'm a little sceptical of the handwave. I wouldn't go so far as to say it's a failure of the system - but in a game in which other players might be spending character building resources on Intimidate, Leadership etc giving the player of the fighter free plot coupons seems to me to raise some issues (does the player of the rogue get them too, or does s/he have to spend skill points on Gather Information and the like?).In a great game, everyone should have times to shine but there is no need whatsoever for everyone to shine equally at all times.
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D&D game are generally about conflict. I think we can agree with that. And generally, the idea of physical combat is near. You may be talking with enemies for whom a fight is potentially imminent. You may be talking with allies about an upcoming fight. You may be talking with a neutral third party about any variety of issues. And in any case the fighter brings being a serious force in combat to the non-combat situations.
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Yeah, pseudo diceless happens all the time. A commoner and a fighter may have exactly the same *game system quantified* skill in Intimidate. So they have the exact same chance of successfully intimidating an orc. But if they both threaten the orc with direct physical violence, then I probably won't even let the common roll. Or, if they are both there and the commoner threatens the orc with violence, from the fighter, then that is just as good. But the commoner needed the presence of the fighter, so the difference stands.
Maybe to you this an an unacceptable hand wave and a failure of the system.
I think that the issue is about the mode of contribution. When the fighter contributes by providing the muscle that the wizard needs, or the mopping up after the spells are cast, then there is an issue of tone/story - again, it starts to look like the fighter is a mascot/henchman rather than a protagonist of equal worth. (I think this is also why Ars Magica has been brough up more than once on this thread.)If the power level of the wizard dwarfs the power level of the fighter, then the fighter will no longer be able to contribute. And frankly, if we all agree that the fighter can contribute, then what is the point of the conversation?
I think this is a good point which highlights the sort of elements of a game which can start to put a bit more mechanical flesh on the handwaving of the fighter's social situation and status. And thereby also reduce the sense that the fighter is just a henchman of the wizard. (Of course, it gives rise to other issues - particularly, that party play may become increasingly difficult when the PCs start to be defined in such different mechanical terms, and have a natural inclination to engage the gameworld in such different ways; and also, the whole gameworld-as-focus-for-mechanical-interaction-rather-than-background that was discussed upthread.)IOn the other hand, having a small army and a fortress (and the political contacts that come with it) would give a high level fighter some serious out of combat muscle. This was even more true in AD&D where there was no particular reason fighters would be bad at diplomacy (for example). So the fighter got to be King Arthur while the wizard was Merlin.
I think noting these changes points to a lot of my issues with 3E and power balance.
I cannot agree with the last sentence. If a novice player and/or novice GM, simply by playing the game out of the box and using the options presented can break the game that easily, then there is (in my view) the paradigm of a system problem. It's not as if Colour Spray is some spell from an optional supplement that only the die-hards will know about, and hence will adjust their game to take account of. It's there in the PHB. If the system is well-designed, there ought to be no basis for being accused of douchebaggery simply by picking up the books and using them to build a PC and then play the game.A player who deliberately chooses broken material, to the point where it negatively impacts enjoyment of the game, is a douchebag.
A GM who allows a novice player to choose broken material, to the point where it negatively impacts enjoyment of the game, needs to improve as a GM (and often, but apparently not always will).
The system has flaws and broken bits. In an ideal world, there would be none of those. In a non-ideal world, one of the jobs of the GM and the players is making choices (and guiding choices) partially for the enjoyment of others. This is true no matter what class one is playing.
That some players and GMs are apparently incapable of doing this job is not a reflection of the system.
Or in other word, this.It would seem a reasonable expectation to be able to simply play the game and enjoy the options it presents.
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I would like a system which allows a group to play the game as it is written to be played, and expect that to be a fun experience.
If it's OK for you to have the game system you like, such that others have to do (b) for it to be playable by them, then what is wrong with them in fact doing (c), so that the game system becomes one they like, leaving you free to do (b) in turn. Or, in other words, why is your desire for preservation more important than someone else's desire for change?If you're not having fun with System A, you can (a) use a different system, (b) adapt the way you play so you do have fun with the system, or (c) complain about how you're not having fun with the system, and insist on changing it despite the protests of people who are using the system, as intended, just fine.
I personally think (a) and (b) are reasonable. All I'm seeing from folks in this thread, though, is (c).
I also think some of the balancing factors of the wizard (in terms of risk) were removed. My favorite example is teleport, all versions of which have a chance of instant death in the AD&D PHB (and contemporary systems like Rolemaster).
By 3E, there are a lot more spell slots (due to bonus high level spells due to intelligence and , possibly specialization),
routinely available low cost scrolls,
wealth per level guidelines
From the SRD:
Challenge Rating
This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty.
The fighter has the skills a fighter needs in order to be *a fighter*.
Now you are just playing silly word games. The fighter's capacity at martial skill applied to a fight is quite valuable, and fun to boot.
Um, I'm trying to play by your rules here. You said "compare to commoner". It seems you now find the need to move the goal posts.
Funny, I don't know any serious 3E fans who agree with this assessment. Certainly other classes also carry their weight. But I think your anti-3E bias is undermining the integrity of your position.
Yep. And that is why Andy Collins made the comments he made about class design. And that narrow minded perspective on what what characters are is part of the reason 4E lost so much of the D&D fan base.
My way allows the concepts you describe. Your system demands them.
Heh, funny how BAB wasn't "actual fighting" when you try to claim bard and rogues equal to fighters, but you turn on a dime here.
And it is awesome when done well and a game that doesn't go there enough end up falling well short of the ultimate potential.
In general, I think if you badly misread the DMG (as NeonChameleon has done) and create small packets of My Perfect Encounters(TM), then 3E breaks down badly. If you just use old school encounter design, 3E plays pretty much like every other edition of D&D from 1974-2008.
You do realize that doesn't say anything about the game being balanced around "the four encounter adventuring day", right?[/quote[
It's based on a quarter of the resources being used.
Allow me to repeat myself: The DMG not only doesn't say that the game is balanced around the "four encounter adventuring day", the DMG specifically tells you not to design your adventures like that.
The CR Systemis based on the level of threat needed to use about a quarter of your resources.
But you, AFAICT, are just spouting non-factual nonsense. I don't know if that's because you honestly never read the DMG or if you're just hoping nobody will notice. But, seriously, crack a book.
You AFAICT are ducking, dodging, and weaving to try to ignore my point so that you can claim the above. What do you think CR means? What do you think that little number is based on? And why do you think the advice in the DMG is needed to not design your adventures round the X equal level encounters if there isn't that inherent temptation in the system?
There was a general weakening of lethal consequences, but I'll admit that, in this regard, I think the designers of 3E were largely modifying the game to match the common practice at many game tables. (I don't think I ever saw a lethal teleport at the actual table; largely because none of the groups I played in ever thought that would be much fun.)
Or, simply adjust the ruleset so that the problem goes away. Isn't that probably the grandest tradition in D&D? Isn't that the basic point of things like E6 and BFRPG?
If you liken Batman as analogous to warriors and wizards to be GL or Dr. Fate, how does one "balance" them out, gamewise?
Looking back at things the Fighter/Fighting-Man lost a lot of power in the transition from 2e to 3.x.
Warning the following data is from memory
In 2e the best AC was -10 and primarily the domain of rare/unique creatures such as the Tarrasque or Fighters outfitted in +5 Full plate and +5 Shields. non-magical Full Plate with Shield was AC 0.
A Fighter had a starting Thac0 of 20 that decreased by 1 per level and gained .5 attacks per round every 6 levels that used the Fighters full attack bonus. Specialization in a melee weapon granted +1 to hit, +2 damage and .5 attacks.
At level 10 a Fighter with a Str of 9 (minimum Fighter strength; no penalty) had a Thac0 of 11 that allowed him to hit an opponent in non-magical Full Plate and Shield with a random non-magical weapon 50% of the time with 3 attacks every 2 rounds. Equipped with a +3 weapon that he is specialized in and a Belt of Hill Giant Strength (set Str to 19) the same Fighter would have an effective Thac0 of 4 and could hit AC -10 30% of the time with 2 attacks per round dealing a minimum of 12 damage per hit. Considering that creature hp rarely went over 100 that is a lot of damage.
I don't have an "average" 3.x Fighter build on hand, but I think that the 3.x Fighter ends up relatively weaker even with all the customization.
Charisma may be less important than demonstrated courage and ability. Fighting men want someone they can stand beside... perhaps even behind.Charisma may be useful for leading armies and founding dynasties, not so much for convincing someone to follow you into the south of France.
Tactical knowhow *is* related to being able to swing a sword well. If you don't have both tactics and physical ability, you are not going to survive to 3rd level.
Being a general officer is a different skill from being a fencer, but being a fighter isn't a different skill from either; it encompasses and requires both. Musashi was renowned, not because he was Mr. Popular, but because if you were on his side, you won and lived, and if you were on the other side, you lost and died.
I removed the middle because I want to focus on the example for a moment (not to nit pick but because I think Pug and Tomas is a very good example). Tomas merges with a mythical being (the greatest of the Valheru, Ashen-Shugar) and even the language of the Valheru is a domination effect.
One of the things that I found frustrating in 3E was that the Fighter ended up with very weak social skills (in contrast with an AD&d fighter where this was not necessarily true).
Charisma may be less important than demonstrated courage and ability. Fighting men want someone they can stand beside... perhaps even behind.Charisma may be useful for leading armies and founding dynasties, not so much for convincing someone to follow you into the south of France.
Being a general officer is a different skill from being a fencer, but being a fighter isn't a different skill from either; it encompasses and requires both.