The Paradox of the Boring Fighter

EvilDwarf

Explorer
Ok, so first of all, I'm not a troll, at least not when I checked in the mirror this morning. But the issue of the boring fighter has come up once again in the discussions of Next in these forums, in the play test feedback, and in a recent Next Q&A.

I've been playing D&D since its first days, and am still the proud owner of the white box/chainmail rules. Been through every edition (and lots of other systems), and I have honestly been wanting to pose this question and offer the following observation for years--so now with Next on the horizon, I'll give them voice.

Here's the paradox I'm talking about, simply put. I'll use 1E as an example, since this is when I first noticed it. Our group had two fighters, Homer and Scylla. Now, there's no one in our group who played with these characters (and I'm certain the same would hold true of outside observers) that these two fighters were anything alike.

Homer's weapon of choice was the spear; he wore the heaviest, most protective armor he could lay his thick hands on, was a bit of a drunkard and womanizer (and when I say a bit, I mean a lot), and when under the influence of either would take the most outrageous of chances and act in the most outrageous of ways, from situations in a tavern to a temple to the dungeons. One of his most memorable exploits was venturing, drunken, into a room of vipers, catching them up with his bare hands to place them in a sack, only to hurl the bag later into a room of orcs and hold the door shut.

Scylla, on the other hand, was a man of honor. He lived by a strict moral code and considered his honor more important than his life, and he often put that to the test. He favored the two handed sword. He would wear light armor, but would carry on his horse a set of heavy armor. He's best known amongst our group for a couple of episodes. In one, a guard at a castle gate insulted his honor. He challenged the guard to combat at dawn the next morning. He switched out his light dungeon going armor for his heavy armor, and dueled the guard as challenged, with success. Another was the time he stayed behind to battle a stairway full of goblins to buy time so a badly wounded and expended party could make its escape. Amazingly, and with many critical hits to his luck, he actually survived the encounter (no fudged DM rolls) and emerged, badly wounded himself, from the dungeon to the astonishment of his fellow adventurers.

So, here's the paradox (finally). Scylla would never have engaged in a drunken bout of womanizing or snatching up a room of venomous snakes. And if Homer had ever volunteered to sacrifice himself to stay behind to hold off a hoard of goblins to buy his companions time to escape, we'd have thought he'd been Magic Jarred or something.

Yet, here are two 1E fighters, neither of which are similar, but neither of which could be different, because they played by the exact game mechanic. I've often thought, what distinguishes characters? And I've almost always thought, the characters are distinguished by their class mechanics, and esp in 1E, characters were differentiated only in combat: fighters swing a sword and roll a d20, magic users cast their spells, etc.

So, how does one interpret these very different characters who have exactly the same "boring" mechanic? How can these characters be so very different if they can ONLY do the same things, system-wise? And, IF there can be very different, very interesting characters who are locked into the SAME boring mechanics, what role does or should mechanics play in giving players options in making their characters NOT boring?

And what do these two characters say about the "boring" fighter, and might that have something to inform Next?
 

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Not really a paradox. Differentiation of character does not require differentiation of mechanics.

That doesn't mean that differentiation of character is the only worthwhile goal of a roleplaying game, however.
 

If the Dungeon Bastard were here he'd say something about how the only thing lamer than counting on your over-priced degree in theater arts to make your character stand out in a dungeon crawl would be rolling up a gnome or a half-elf. ;)

Seriously, though - the fact that two completely 2-dimensional, lifeless Wizards can play leaps and bounds apart mechanically without muttering a single syllable to an NPC speaks to a level of customization that keeps the game from getting boring even if you're playing some old-school tournament module with a cardboard pre-gen.

You can bring personality to anything through role-playing: even dirt-eating peasants. People are playing a D&D Fighter instead of Agricola: The RPG for a reason. Grab some combat options and then get to collecting goblin teeth like the bad-ass combat engine you never were in high-school!

- Marty Lund
 
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EvilDwarf said:
So, how does one interpret these very different characters who have exactly the same "boring" mechanic? How can these characters be so very different if they can ONLY do the same things, system-wise? And, IF there can be very different, very interesting characters who are locked into the SAME boring mechanics, what role does or should mechanics play in giving players options in making their characters NOT boring?

In the same way that good DMs transcend mechanics, good players do, too. Getting into character is mechanics-agnostic.

It doesn't mean that the mechanics are good. It doesn't mean that they're bad. It just means that these players don't need them to get into character.

The best mechanics, IMO, would reinforce their choices. They'd give Homer an excuse to get drunk; they'd give Scylla a reason to stand and fight. They'd give Homer different attacks and defenses with his spear-and-heavy-armor than Scylla got with the two-handed sword-and-light-armor.

That way, they could feel like the game system supported their choices, rather than ignored them.
 

I guess I'd say a couple of things so far, then.

First, the characters I described above were interesting in more than just dungeon crawl settings, like the example with the castle guard. The characters were quite distinct, and interesting, in all the three pillars that have been discussed elsewhere.

Secondly, I think the point goes beyond mere character differentiation; it goes beyond, Player One and Player Two are two individuals, so their characters will be different.

The point would be beyond mere differentiation and to the more relevant point here of interesting and challenging vs. boring, which some have described the Next fighter as.

If you can have two distinct, interesting, challenging to play characters using exactly the same mechanics and system boundaries, then that begs the question of the need for system mechanics to make the characters interesting and challenging.
 

The TC's story is a perfect example of people having fun in spite of the game mechanics. If you can't see why that's a problem that should be fixed and why it should never be treated as a desirable feature of a game system then I can't help you.

Being boring doesn't help you roleplay. It certainly doesn't prevent you from roleplaying but it doesn't make your job easier. The mechanics of the game should support roleplaying by making mechanical distinctions between how different types of characters play.
 
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I pretty much agree with Kamikaze Midget on this front: you don't need mechanics to differentiate characters and play them unalike, but it's nice when they can be a little different. While Scylla only used a two-handed sword, had he picked-up a spear at any time, he would have been the equal of Homer.
 

If you can have two distinct, interesting, challenging to play characters using exactly the same mechanics and system boundaries, then that begs the question of the need for system mechanics to make the characters interesting and challenging.

The point of mechanics is to make the gameplay distinct and interesting, not the characters themselves.

For example, if D&D didn't have rules for different types of armor, Scylla couldn't have carried around two sets (or at least, there would have been no effect on gameplay for doing so).

I also notice that neither Homer nor Scylla was an archer, or a swashbuckler, or any of the other numerous types of "fighter" characters one might want to play. That's the system's fault for making the class inflexible and limited.

Finally, you'd have even COOLER stories to recall if those two characters had the ability to swing from chandeliers, strike down three goblins in a single blow, stand fast next to a fallen comrade and shield him from incoming damage, hold back on their attacks to prepare for a devastating riposte when the enemy guard overreaches, and so on. Sure, you can just improvise much of that, but it's smoother and more balanced when there are actual rules to encourage it.
 

Emphasis mine:

The best mechanics, IMO, would reinforce their choices. They'd give Homer an excuse to get drunk; they'd give Scylla a reason to stand and fight. They'd give Homer different attacks and defenses with his spear-and-heavy-armor than Scylla got with the two-handed sword-and-light-armor.

That's exactly right. "Reinforce" doesn't mean--"take this idea and run with it so hard that now Homer is practically forced to stay drunk all the time to be relevant," for example. That's just removing choice the other way--making something too strong instead of leaving it out altogether.

So it's true that there are some false steps to be made when providing those best mechanics. Make enough of those false steps, a given person might prefer to take no steps at all. That doesn't mean there weren't better steps to take--merely that they weren't.
 

The point of mechanics is to make the gameplay distinct and interesting, not the characters themselves.

For example, if D&D didn't have rules for different types of armor, Scylla couldn't have carried around two sets (or at least, there would have been no effect on gameplay for doing so).

I also notice that neither Homer nor Scylla was an archer, or a swashbuckler, or any of the other numerous types of "fighter" characters one might want to play. That's the system's fault for making the class inflexible and limited.

Finally, you'd have even COOLER stories to recall if those two characters had the ability to swing from chandeliers, strike down three goblins in a single blow, stand fast next to a fallen comrade and shield him from incoming damage, hold back on their attacks to prepare for a devastating riposte when the enemy guard overreaches, and so on. Sure, you can just improvise much of that, but it's smoother and more balanced when there are actual rules to encourage it.
Sometimes, all rules for such things do, is preventing those stories to happen.

Especially, if you need feats or powers to be able to successfully pull those stunts. I mean, when you don´t know in which situations your character will get, your won´t choose cool situational things.

I still believe, the fighter should be able to learn stunts while he is adventuring. This is the strength of the vancian wizard: Even if you have to predict what happens at the day, you have a plethora of option to choose from. And you can learn new ones.

So I am still casting my vte to allow the fighter to learn more maneuvers. Which need to be triggered by something, as we don´t want him to memorize those maneauvers.

And I would even maybe allow fighters to learn maneuvers from fighting. So if you are in a situation where you need to pull off a stunt, you should mabe have some limited resources to learn that maneuver if you successfully use it.
 

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