Satisfied enough to play? Yes. Satisfied enough not to gripe about them on the Internet? Nope.Aaaand...are you, then, satisfied with any of the various D&D editions?
Lanefan
Satisfied enough to play? Yes. Satisfied enough not to gripe about them on the Internet? Nope.Aaaand...are you, then, satisfied with any of the various D&D editions?
Lanefan
That doesn't mean there is a causal link between modular design in computers and rpgs. I would argue it is just something that arises naturally in rpgs from things like optional rules. I just don't see that the concept in table top was influenced by comouter programming (though I am sure it has been adopted as an analogy plenty of times by designers trying to describe it).
Either way though. Regardless of how one wants to parse the history, video games and table top role playing games are both at points in their development where their needs are very different. I dont see why borrowing from computer concepts would be any more helpful than borrowing from other fields. Our focus should be on what works for rpgs, not trying to emulate comuter tech ImO. I am not saying there is nothing ever to be learned. Just the priority shouldn't be to use video games as a model for where table tops should be in terms of design.
Yes, computers (and videogames) have different goals than RPG. However, fantasy novels, comic books or movies also have different goals than RPG, and that does not mean you cant take inspiration from them.
I think Jonhnny3D3D may be thinking of RPGs in which one or two of the following is true: (i) what counts as a viable "solution" to any given problem is itself up for grabs, and to be worked out in part via the participants in the course of actually playing the game; (ii) the range of options, in terms of mechanics and associated player input and GM adjudication, is sufficiently varied (and subject to sophisticated feedback mechanisms coming out of the products of play itself) that calculating an optimum is not practically (or even, perhaps, theoretically) feasible.Whenever you have more than one way to solve a problem, you are going to have a ranking of solutions, and one of those is the best one.
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The only way to avoid that, is making a game where choices don't matter (pure random games) or making a game with so little popularity nobody cares about it high enough to study it's math and find a minmaxing.
I hope we can all agree that this is obviously bad design. (I personally think the whole "disarm via skill challenge during combat" thing for traps was a bit half-baked, beyond the reason you give.)An example I can think of during my time playing a 4E campaign was disarming a trap during an encounter. My choices were to either engage in a skill challenge to disarm the trap or to simply use my powers and destroy the trap. Because the numbers (damage in this case) my PC was capable of generating were so high compared to everything else the game world was built upon, "just smash it" was very often the best answer.
As the first part of this post hopefully indicates, I agree. (Although I personally haven't found 4e D&D to have the problem you identify: for example, the player of the ranger-cleric in my game just recently retrained Stealth into Diplomacy so that his PC could play a bigger role in social encounters.)It is my belief that having a game in which a wider variety of solutions are acceptable as legitimate ways to solve a problem makes it more difficult to have a set number of builds which are viewed as 'right.'
Well, the Vancian wizard with the big spell book is the utlimate "retrainer" - every day I have a new suite of abilities!Some people have trouble rationalizing this in game fiction terms, which is understandable. How does your fighter forget how to run around and whirlwind attack, while conveniently becoming a world champion wrestler, while you guys are resting in town? It's a mystery!
I think that there is some room for this kind of thing, though, with magical and magic-like characters, because you get to make up the rules.
I think Jonhnny3D3D may be thinking of RPGs in which one or two of the following is true: (i) what counts as a viable "solution" to any given problem is itself up for grabs, and to be worked out in part via the participants in the course of actually playing the game; (ii) the range of options, in terms of mechanics and associated player input and GM adjudication, is sufficiently varied (and subject to sophisticated feedback mechanisms coming out of the products of play itself) that calculating an optimum is not practically (or even, perhaps, theoretically) feasible.
D&D combat looks like a domain in which calculated optimisation might be possible. But once you allow for the impact of 4 other players at the table, plus the various story elements their PCs bring into play, calculability decreases: for example, having a PC who is strong at research may create opportunities, in play, to acquire additional information that permits combat encounters to be tackled with information-based advantages (about enemey tactics or vulnerabilities, for example); or having a PC who is notorious for keeping to oaths sworn may create the opportunity to negotiate non-fatal conclusions to fights, which in turn open up the viability of a range of PC builds that may not be viable in circumstances of different party composition.
This is not about randomness. It is about the complexity and highly choice-dependant character of the choice situation.
I hope we can all agree that this is obviously bad design. (I personally think the whole "disarm via skill challenge during combat" thing for traps was a bit half-baked, beyond the reason you give.)
As the first part of this post hopefully indicates, I agree. (Although I personally haven't found 4e D&D to have the problem you identify: for example, the player of the ranger-cleric in my game just recently retrained Stealth into Diplomacy so that his PC could play a bigger role in social encounters.)
You can push it even harder with a game like (say) HeroWars/Quest. Mathematically, PCs are virtually identical. Where they differ is in their descriptors, and this matters to the sort of fiction they can meaningfully engage with, and will in turn generate via play.
On another thread, I saw a complaint that the Artisan background (from the playtest) is not as viable as the Bounty Hunter background. My response to this is: if you are going to have a game with backgrounds, then the player who chooses for his/her PC to be an Artisan knows what s/he is getting into, and should be prepared, in play, to make being an artisan matter. I have GMed for such a player in a previous Rolemaster game: the player did find ways to make it matter that his PC was, as well as being a formidable warrior, a skilled armourer and weaponsmith.
Well, the Vancian wizard with the big spell book is the utlimate "retrainer" - every day I have a new suite of abilities!
But retraining for martial PCs seems fine to me provided that it is understood in the right way - as metagame tweaks, or highlighting formerly-negelected aspects of the PC, rather than as a change in the PC from the ingame perspective.
And, once again, we are mixing the terms "optimizated" and "combat optimizated". Sure, researching is part of the game, and acquiring aditional info might be as important, or even more, than combat prowess. But you can optimize that too. Maybe in a given RPG system, building a Half elf bard-ranger hybrid, multiclassed inquisitor, with detective background and spy theme, high int and charisma, skill mastery in perception and focus on gather info allow him to automatically sucess the game maximum DC in a given investigation, while a half orc barbarian-necromancer with weightlifter background and archer theme isn't as good at it.I think Jonhnny3D3D may be thinking of RPGs in which one or two of the following is true: (i) what counts as a viable "solution" to any given problem is itself up for grabs, and to be worked out in part via the participants in the course of actually playing the game; (ii) the range of options, in terms of mechanics and associated player input and GM adjudication, is sufficiently varied (and subject to sophisticated feedback mechanisms coming out of the products of play itself) that calculating an optimum is not practically (or even, perhaps, theoretically) feasible.
D&D combat looks like a domain in which calculated optimisation might be possible. But once you allow for the impact of 4 other players at the table, plus the various story elements their PCs bring into play, calculability decreases: for example, having a PC who is strong at research may create opportunities, in play, to acquire additional information that permits combat encounters to be tackled with information-based advantages (about enemey tactics or vulnerabilities, for example); or having a PC who is notorious for keeping to oaths sworn may create the opportunity to negotiate non-fatal conclusions to fights, which in turn open up the viability of a range of PC builds that may not be viable in circumstances of different party composition.
And, once again, we are mixing the terms "optimizated" and "combat optimizated". Sure, researching is part of the game, and acquiring aditional info might be as important, or even more, than combat prowess. But you can optimize that too. Maybe in a given RPG system, building a Half elf bard-ranger hybrid, multiclassed inquisitor, with detective background and spy theme, high int and charisma, skill mastery in perception and focus on gather info allow him to automatically sucess the game maximum DC in a given investigation, while a half orc barbarian-necromancer with weightlifter background and archer theme isn't as good at it.
I gave a link a couple post ago with a minmaxed build that allow to roll high enough to make a hostile creature frindly, needing 2+ in a d20, being able to reroll. That char sucks at combat, but is optimized for social stuff.