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Fighters vs. Spellcasters (a case for fighters.)

They are options presented to the players. Nowhere does it say they aren't supposed to be equal. That's an assumption on your part.
Yes, it is. It's a very reasonable, basic assumption, that is self-evident (basically, it's "different things should be different") but it is an assumption.

Actually, it is.
I think it's fair to assume that a lot more and better analysis went into writing a widely published and disseminated game than into writing a message board thread. And I've still yet to see any real analysis associated with the latter.

How can you fix things for balance when in your opinion the game isn't unbalanced?
The same way I can fix them for fun when the game isn't unfun. The game as a whole works, but there are individual pieces of it that can be changed to make it better.

Um... I don't know if you're aware, but I'm not just one person that has problems. Actually, there's quite a big number of us.
I don't see any evidence of that. More than one? Sure. More than one percent of the gaming population? I seriously doubt it.

I mean, other than just ENWorld.
Your opinion on the subject is pretty fringe-y at brilliant gameologist and the WotC boards, too, if you go back to the times when the game (3e) was being published. It was virtually unheard of even in the charop boards (which I frequented) before WotC's marketing department took it and ran with it to try to give us a reason (any reason) to buy 4e. Still a minority opinion, and mostly an edition warrior's war call rather than the honest opinion of a current player.

Go to Paizo's community and you'll be lucky to find the occasional crank who agrees with you. Go to some of the smaller forums for other d20 games and you'll be laughed out of the joint peddling the whole "fighters aren't cool" line. Try that BS in one of the old-schooler forums (e.g Dragonsfoot) and you'll likely get banned.

As far as I can tell, the whole thing was basically invented by some marketing guru at WotC, regurgitated by some designers, caught fire for a few months, and then largely disappeared after 4e came out and the people that bought into it realized what had happened,

Feel free to show me proof that everyone that doesn't post on the internet is playing a satisfactory game of D&D. I'll wait.
...
"Everyone who's silent is on my side."
Great argument.
Well, yeah. It's not so much my side as it is the status quo. I'm assuming that the world's most popular rpg (and very likely its two most popular rpgs and beyond) basically works. Again, yes that is an assumption. I'm assuming that the people who are playing it don't harbor an opinion that it is fundamentally flawed and needs radical change.

You're assuming that all of them are acting in a profoundly irrational manner; they're all apparently playing something they hate.

I'll stick with my assumptions.
 

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Yes, it is. It's a very reasonable, basic assumption, that is self-evident (basically, it's "different things should be different") but it is an assumption.
"Different" doesn't exclude "balanced".

I think it's fair to assume that a lot more and better analysis went into writing a widely published and disseminated game than into writing a message board thread.
Yes, it's fair to assume that. But we know for a fact that that assumption is wrong in this case.

And I've still yet to see any real analysis associated with the latter.
Sorry, I'm too lazy to go and find you all the discussions that went on over the years. You don't have to believe me, but it's out there.

The same way I can fix them for fun when the game isn't unfun. The game as a whole works, but there are individual pieces of it that can be changed to make it better.
Like the imbalance between classes.

I don't see any evidence of that. More than one? Sure. More than one percent of the gaming population? I seriously doubt it.
Doubt it all you want. 1% of the gaming population (that posts on the internet!) is more than enough for the opinion to be totally legitimate.

Your opinion on the subject is pretty fringe-y at brilliant gameologist and the WotC boards, too, if you go back to the times when the game (3e) was being published.
I'm not sure what do opinions about the game, when it was new, have to do with it being considered imbalanced now, after years of playing it and discussing it.

It was virtually unheard of even in the charop boards (which I frequented) before WotC's marketing department took it and ran with it to try to give us a reason (any reason) to buy 4e.
You have it backwards. 4ed is the way it is because WotC listened to us supposed "minority" and tried to make it balanced.

Go to Paizo's community and you'll be lucky to find the occasional crank who agrees with you.
I actually read Paizo boards and I hardly see people who disagree with me.

Go to some of the smaller forums for other d20 games and you'll be laughed out of the joint peddling the whole "fighters aren't cool" line.
Well, firstly, nowhere did I say that "Fighters aren't cool", please don't put words in my mouth.
Secondly, I don't visit forums that don't actually deal with D&D to read about D&D. you do, which explains a lot.

Try that BS in one of the old-schooler forums (e.g Dragonsfoot) and you'll likely get banned.
"BS"? Insulting much?
"Old-schooler" says it all.

As far as I can tell, the whole thing was basically invented by some marketing guru at WotC, regurgitated by some designers, caught fire for a few months, and then largely disappeared after 4e came out and the people that bought into it realized what had happened,
As far as I can tell you're telling falsehoods.

Well, yeah. It's not so much my side as it is the status quo. I'm assuming that the world's most popular rpg (and very likely its two most popular rpgs and beyond) basically works. Again, yes that is an assumption. I'm assuming that the people who are playing it don't harbor an opinion that it is fundamentally flawed and needs radical change.

You're assuming that all of them are acting in a profoundly irrational manner; they're all apparently playing something they hate.

I'll stick with my assumptions.
Again with word-feeding...
If we hated D&D we wouldn't bother with trying to fix it and be so critical of it. You're mistaking love for hate.
 
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We've just had pages and pages of discussion about playstyle differences, and how different mechanics have different implications within different playstyles, and then we have these two posts which proceed as if that discussion never happened, and there is only one way to play the game, and anyone who doesn't play that way is inept or being ridiculous.

That is a little frustrating.

To say the least. The "Rabbit Hole" nature of these threads (that you depict precisely above) makes engaging in them seem an exercise in futile tedium. As you wrote above, "pages and pages" of (non edition-warring) discussion and analysis devoted to breaking out GM-technique from system expectations from action resolution mechanics and it ultimately comes back to "inept GMs can't make it work." Except those same "inept GMs" have GMed, at length, every form of D&D with varying creative agendas/table expectations (from hardcore step on up wargaming with 1e, to heavy GM-force/right to dream/storyteller 2e, to right to dream process-sim in 3.x, to the default gamist/narrativist hybrid of 4e), and dozens of other systems with varying default agendas/GM-techniques/resolution mechanics...and can break down the various characteristics of each ad nauseum. You can even write several thorough posts, dissecting the issues at hand and its <crickets> "inept GMs..."

The thing that is baffling to me is that if I'm running a system that requires/expects GM-force (CoC for instance) to hammer the game into shape, it is no mystery to me what I'm doing. There is no shame either. The table expects it and some players (perhaps unknowingly, but perhaps not) want it or require it. It is not an indictment. But it seems like the invocation of it as a legitimate, existing phenomenon that GMs employ to circumvent/fudge/impose mechanical resolution in the interesting of "climax", "plot direction", "pacing", "spotlight sharing", etc puts people in their foxholes. It exists. Some GMs use it. Some systems mandate it. It doesn't make it generically badwrongfun. For some groups and systems it is absolutely essential. However, it absolutely does create a dynamic that can be discussed, broken down, and understood. And some people can find that they do not enjoy (i) the systems that mandate it, (ii) the creative agenda/table experience that it is tethered to, and (iii) the GMing experience (who may have a great deal of experience with it...using it) in which heavy employment of it is key to functional play.

There is nothing inept about wargaming and indie groups who find 3E to suffer from balance problems. In my view, at least, it's not a game well-suited to their playstyles. (And I don't think it's a coincidence that Paizo has made its fortune selling APs.)

Precisely. In the same way that we can assuredly commit to the uncontroversial position that heavy use of overt metagame mechanics is jarring for right to dream play, with causal logic/process-sim task resolution, that expects deep immersion, exclusively in actor stance...why can we not break down GM-force and how it (A) is a thing and (B) manifests within play and affects the table dynamic (and how it may be adversarial to certain playstyles...yet not generally badwrongfun)?

As an autobiographical note, I am certain beyod all shadow of a doubt that advancing my own understanding of what my specific table agenda is and, accordingly, what I value system-wise and technique-wise has been a boon in the removal of disfunction from my table and has yielded the betterment of my game...that includes games/times when I GM systems that employ GM-force to perpetuate functional play.
 

I'll just post a few links to threads where the whole thing was discussed and explained exhaustively. I know I said that I'm too lazy. And I am, but if I'm arguing a point I should at least do this much.
http://community.wizards.com/forum/previous-editions-general/threads/1383201
http://www.brilliantgameologists.com/boards/?topic=1002.0
http://www.minmaxboards.com/index.php?topic=658.0
http://paizo.com/threads/rzs2p4rh?Ranked-Classes
http://forum.rpg.net/showthread.php?526839-3-x-Pathfinder-Class-Tiers
http://brilliantgameologists.com/boards/index.php?topic=5070.0
http://www.giantitp.com/forums/showthread.php?t=269440
And that's really everything I have to say on this topic. Feel free to disagree with me, but I'm done posting in this thread, because the gentlemen above me are right, it's kinda pointless to still argue, especially with people who didn't even do their homework on the facts.
So, bye.
 
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Originally Posted by sheadunne
we're seeing the DM challenge the Wizard on the narrative and not the encounter, which often comes across as "screwing the wizard." Technically the DM is simply challenging the wizard character on the same field of battle the wizard chose to engage him on.

This is the field of battle that @Manbearcat calls "Calvinball".

And to try to get back to some functional discussion.

Calvinball is about "changing rules of engagement" and/or "moving goalposts" as Calvin does when he plays games with Hobbes or anyone else.

Consider the Wizard in a system that revolves around binary (pass/fail) task resolution to produce either the "win condition" or the "fail condition". The fail condition is punitive for both the player and the character. The character may get in deep trouble/die and you (the player) are not rewarded with "Mark XP" on a thematic failure. Further, it is not a conflict resolution scheme such as D&D HP-driven combat, Skill Challenges with n successes:3 failures or a stress track system whereby you're filling in dots or stepping up stress die until the "stressed out" condition is met. The resolution of each task is a "mini-game" unto itself.

The GM frames the scene presenting as much granular information, as clear of resolution as possible for the fictional situation that the Wizard is engaging. Why is this done? Beyond immersive/mood reasons, it is done so the Wizard player can make as informed a decision as possible when deploying his/her resources toward resolving the task (with punitive consequences) at hand. If a GM "underframes" a scene (abstract or incomplete information, poor resolution) and then goes "AHAH" (introduces Louie Lizard from thin air to complicate matters) to the player of the Wizard after said player has adequately (or superbly) deployed their resource(s) to resolve the task at hand (which within the Wizard portfolio of resources, this typically involves fiat/circumvention of mundane resolution mechanics)...what happens? The player feels that the GM has "moved the goalposts", "changed the rules of engagement" (played "Calvinball") in order to arbitrarily (or willfully/forcefully) render the resolved task (the "win condition") unresolved (or "unwon") and still in limbo...still requiring engagement, resolution, framing.

If the GM does this once, it may get a cross-eyed glance or a moment of player consternation. If a GM continuously does this (while the player is staked to the realities of the above system; binary, process-sim task resolution...loss = punitive for character and player), a cross-eyed glance or a moment of consternation will evolve into brooding dissension.

If the GM properly frames the scene (appropriate granularity of information and clarity of resolution), and the Wizard player is careless, uncalculating, then naturally it is well within the GM's right (actually, it is their duty...not their right) to complicate the Wizard's life with knock-on conflict. That is not the GM playing "Calvinball". That is responsible GMing within that system.

The two situations are deeply distinct. If you punish a properly played, a properly calculating Wizard player with "goal-post moving", with repealing the "win condition" that they have rightly earned with their well deployed spell(s), then I would hope that you would do the same with the fighter; the analogue there being:

Fighter player: "I slash across with my sword, cutting a gash, deep into his platemail, a seam of blood reveals itself...I rolled 28 and hit his AC 25..."

GM: "AHAH...but a stray arrow from across the fray flashes in front of the attack at the last second, striking your swordguard and deflecting your blow wide!"

Fighter player: ...<cross-eyed, consternated glance>
 

I think it's fair to assume that a lot more and better analysis went into writing a widely published and disseminated game than into writing a message board thread.
You actually seem to deny this assumption in many of your posts that characterise 4e. That is, you frequently assert or imply that 4e - one of the most widely published and diseeminated RPGs of all time - was based on minimal or flawed analysis.
 

The thing that is baffling to me is that if I'm running a system that requires/expects GM-force (CoC for instance) to hammer the game into shape, it is no mystery to me what I'm doing. There is no shame either. The table expects it and some players (perhaps unknowingly, but perhaps not) want it or require it. It is not an indictment. But it seems like the invocation of it as a legitimate, existing phenomenon that GMs employ to circumvent/fudge/impose mechanical resolution in the interesting of "climax", "plot direction", "pacing", "spotlight sharing", etc puts people in their foxholes. It exists. Some GMs use it. Some systems mandate it. It doesn't make it generically badwrongfun. For some groups and systems it is absolutely essential. However, it absolutely does create a dynamic that can be discussed, broken down, and understood. And some people can find that they do not enjoy (i) the systems that mandate it, (ii) the creative agenda/table experience that it is tethered to, and (iii) the GMing experience (who may have a great deal of experience with it...using it) in which heavy employment of it is key to functional play.

<snip>

In the same way that we can assuredly commit to the uncontroversial position that heavy use of overt metagame mechanics is jarring for right to dream play, with causal logic/process-sim task resolution, that expects deep immersion, exclusively in actor stance...why can we not break down GM-force and how it (A) is a thing and (B) manifests within play and affects the table dynamic (and how it may be adversarial to certain playstyles...yet not generally badwrongfun)?
I think these are important points in the context of this (and the many dozens of similar discussions that have occurred and will occur in the future on these boards).

I've rarely if ever seen it denied that 4e (to pick a random edition of D&D from out of my hat!) has a heavy does of metagame mechanics, and depends upon metagamed adjudication to make parts of it work (eg skill challenges - as evidenced by WotC's own examples of play in their rulebooks). That's not an insult to 4e. It's a description of it.

Conversely, the absence of such mechanics from 3E doesn't mean that it unfolds in some "organic" fashion divorced from the choices of those who are playing it. It's not a spirit-moved ouija-board! Those choices just manifest and affect the game in other ways. GM force is one of those ways.

(Btw, I strongly agree that CoC depends on GM force to make it work. It's all about going along for the ride, and experiencing the fun of playing out your PC's degrading sanity.)
 

I'm not so much accusing you of doing it wrong as I am entertaining the possibility that I have been doing it right, or at the very least in a way that does not create problems. That I do this using the rules, or a close enough facsimile thereof when I wing a calling, seems to me sufficient evidence of the validity of my own experience.
No one that I have read on this thread is asserting that you have a problem. What they are asserting is that you are doing certain things which the rulebooks do not themselves prescribe which mean that you do not experience the problem. And that when they do different things that the rulebooks also do not prescribe (but equally do not proscribe) they do experience the problem.

Hence my point that playstyle is a crucial determinant here. Different playstyles fill in those gaps in the rulebook in different ways. Leading to different sorts of experience with the game.

pemerton said:
The rules as written do not have rules for who gets to determine the nature of adversity (players or GM)
They most certainly do. It is the GM everytime in Dungeons and Dragons in all its variations.
This isn't clear at all. Yes, the GM is in charge of scene-framing, but isn't in charge of actually choosing the antagonists in all versions of the game. (The GM in Burning Wheel is in charge of scene-framing too, but the players help choose the antagonists by choosing their Beliefs and their Relationships.)

In sandbox AD&D, for instance, players can choose the antagonists (or at least choose which table will be rolled on to identify them) by choosing which wildernesses or which dungeon levels to enter.

In some approaches to 3E, the player of a ranger can choose some of the antagonists by choosing a favoured enemy.

In 4e, a player can choose Orcus and undead as antagonists by choosing to play a devotee of the Raven Queen.

pemerton said:
what principles are meant to guide the GM's adjudicatin of challenges during resolution (eg who should a given monster attack)
I'll give you that one, but I think its irrelevant to the discussion.

<snip>

GM adjucation is, by the nature of the beast, a matter of practice, experience and a certain level of feel and talent.
It's not irrelevant at all. 4e, for instance, has a fairly ubiquitous rule - marking - whereby the players of PCs who can mark get to significantly shape the choice of who is attacked by whom. Plus it has a wide range of abilities - much wider than 3E - whereby a player can render his/her PC invisible to the enemies, which also significantly shapes the choice of who is attacked by whom.

As for other dimensions of ajdudication, consider the scenario in which a PC is fighting on the edge of a dungeon ledge, and losing. The player asks the GM "What are the chances of me jumping over the edge and surviving by falling into an underground river at the base of the drop?" According to Moldvay Basic, the GM should adjudicat this by assigning a percentage chance of success based on his/her knowledge of the dungeon geography and the likelihood of any dungeon streams flowing through that very place. According to the 4e DMG, the GM should assign a skill check (probably Hard Acrobatics in this case) and assign damage from a combination of a table plus the falling damage rules (in this case, take falling damage if the check is failed - if the GM doesn't know how high the ledge is, perhaps assign the maximum level-appropriate height; taking level appropriate one-off damage if the check succeeds).

This is not just about "a certain level of feel and talent". It's about the game rules and expectations.

Yet another example is provided by the notion of "fail forward". 13th Age expressly incorporate fail forward as a maxim of adjuciation. It is implicit in 4e. It is basically absent from 3E (3E in this respect is much closer to classic skill-based games like Runequest, Rolemaster and Traveller). Burning Wheel, which was one of the pioneers of fail forward, has further GM direction, namely when adjudicating a failed skill check focus on "failure of intent" rather than "failure of the task". 13th Age picks upon this idea too, though without expressly stating it. 4e doesn't express a view, either pro or con, on that particular approach to fail forward.

This is not just about "a certain level of feel and talent". It is about deliberate techniques intended to provide a different game experience. For this reason, despite some similarities in their design (lifepath PC creation, skill-based character descriptions, skill advancement via use, gritty combat), RQ and BW are very different games in play.

I hope this is enough to show (i) that there can be rules in a game that set out expectations for GM adjudication, and (ii) that different rules of this sort can make a big difference in play.

there are guidelines within the structure of the game suggestive of some actions being the more correct ones. ie. animals are animals with low intelligence and their actions should model this. Experienced mercenaries in a fantasy world should act like they have a clue about flanking, magic, etc.
Now consider a different approach - suppose, for example, the GM decides that the animals should attack the druid PC, because s/he knows that the player of that PC is interested in a "nature red in tooth and claw" game. Or the GM has the mercenaries attack the fighter because s/he thinks that would make for a dramatic climax.

There are a range of possible reasons for making one choice rather than another. Not all GMs prioritise world simulation as you describe it, and I don't think the 3E rulebooks actually tell us which way is preferred. (Contrast Gygax, who does suggest world simulation as a priority in his discussion of running the game in his DMG.)

pemerton said:
how long rests are to be paced and who is to have control over that pacing, and innumerable other factors that contribute to the play experience
Again, this does not speak to game balance, but to experience in the art of GMing. Its irrelevant to the discussion of balance unless games must work exactly the same for everyone regardless of level of mastery. If that's the game experience you want, I suggest Chutes and Ladders, or Candyland. Anything more complex is going to reward some level of system mastery.
I'll ignore the suggestion that I'm not clever enough to play D&D or similar RPGs and should be focusing on Snakes and Ladders.

Instead I'll focus on your contention that the pacing of long rests, and control over that pacing, does not speak to experience but to the art of GMing. Consider 4e: the rules leave the issue of pacing open (and I know from reading ENworld threads that different tables play it differently), but the fact that (pre-Essentials)n all players have basically the same resource recharge rate means that the timing of rests makes no major difference to intraparty comparisons of effectiveness. There are some differences: wizard dailies tend to be stronger than those of other PCs, which means more frequent rests make wizards comparatively more effective; and more frequent rests also tend to mean that defenders don't feel the benefit of their larger supply of healing surges; but these differences are not as marked as in other versions of the game where resources recharge in wildly assymetric terms.

Consider 13th Age. Like classic D&D and 3E, and unlike (pre-Essentials) 4e, it has players with assymetric recharge rates for resources. But it resolves the balance issues via a mandated long-rest rule (p 171:

Fate, karma, or some other subtle and unseen force propels the heroes through their adventures. As heroes, they prevail when they press on, not when they retreat and lick their wounds. . . Lots of times, the characters take their heal-up by resting or by celebrating back in town. The characters have earned the heal-up and should enjoy it. Sometimes, however, the heal-up occurs in the middle of an adventure rather than at the end. Sometimes a paladin says pithy words over the fallen foes, and with that single sentence the battle-weary party regains the spirit and the strength to fight on. . .

The GM determines when the party has earned a full heal-up. Canonically, fighting four average battles gets you a heal-up. If the battles are tougher, you get the heal-up after fewer of them, and weaker battles means more of them between heal-ups. This rule helps the party manage its resources, because you know about how much opposition you’re going to need to get through. . .

This rule allows “per day” powers and spells to remain balanced relative to each other regardless of whether the party is fighting once per week or seven times a day. . .

If the party is short of a heal-up but is too beat up to press on, they can retreat, tails between their legs. Provided they can find some sort of safe place, they can get the heal-up that they haven’t earned in battle. But taking the heal-up entails a campaign loss. At the GM’s discretion, the party fails to achieve one of their goals, and they fail in some way that simply defeating the bad guys the next time around with your healed-up party won’t fix.​

Here we see the pacing of long rests absolutely treated as a balance issue, and handled via metagame devices - the GM's adjudication of a "spontaneous" heal-up mid-adventure, or of a "campaign loss" if the PCs retreat to safety too soon.

The contrast with 3E - which has the assymetric resource recovery but not the rule for pacing rests - is very marked. Depending how any particular 3E table handles the pacing issue, the consequences for play are likely to be very significant. And by saying that it is about "GM experience" you seem to be implying what I and others have already noted upthread, namely, that the application of GM force is one important way for making 3E play smoothly.

Your implication that those who want this sort of thing handled via rules - such as the uniform recharge rate of 4e, or the metagame regulation of pacing in 13th Age - want the game to work exactly the same for everyone regardless of system mastery - is also misplaced. They (or, at least I, and those whose posting record I'm familiar with like [MENTION=6696971]Manbearcat[/MENTION], [MENTION=16586]Campbell[/MENTION], [MENTION=205]TwoSix[/MENTION] and others) don't want the game to work exaclty the same for everyone. But they want some things not to be a matter of GM force, but to be resoved in other ways. Just as, in cananonical 3E play, the question of whether or not a declared attack hits is not a matter of GM force but rather resolved by comparing d20 roll plus adds to a predetermined AC. (System mastery itself is a red herring here. In any version of D&D, I will have a very different play experience if I play a thief compared to a cleric, regardless of my level of system mastery; and a skilled GM can produce very different experiences for the table whether or not the pacing of long rests is established via the rules, via GM force, or via some other mechanism.)

You're suggesting that if two players design characters that are different, the mechanics should either correct for or ignore those differences completely.

There's nothing that stops two players in 3e from building virtually or actually identical characters. You're suggesting that to accommodate these indie/wargamers, players have to be forced to do that, and that building characters of different power levels should be essentially banned. You're also suggesting that the in-game nature of those characters is completely irrelevant; a dirt farmer PC has every right to equal "protagism" as a demigod PC, simply by virtue of being controlled by a player. It's really quite a radical idea.
I am not suggesting that mechancs should ignore differences. But those differences can be realised in the story without making a difference to the degree of protagonism enjoyed by the players. And this is not a particularly radical idea; it's been around self-consciously in RPG design for 20 or so years, and implicitly for longer than that. It's implicit in Moldvay Basic, for instance, which implies to the player that you can start you game as Hercules, as Merlin, as Bilbo Baggins or as a backstreet thief and still have the same prospects of making an impact on the game. After all, the idea that dirt farmers (or gentlehobbits, or poor boys who trade cows for magic beans) can make an impact on the world is a pretty basic fantasy trope.

You're also suggesting that the role of the DM and the DM/player dynamic have to be essentially dissolved.
Where did I make that suggestion?

Furthermore, what do you even mean by "the role of the DM"? Are you talking about the role of the GM in running a Gygax-style shared-GM sandbox? The role of the GM in running a contemporary Paizo AP? The role of the GM in running the sort of play suggested by the mid-80s Oriental Adventures supplement (which was the book that led me to my own preferred GMing style)?

There is no single "role of the DM" in D&D. This has been recognised for decades too. Read early White Dwarf articles by Lewis Pulsipher, Roger Musson and Don Turnbull to see intelligent discussions about the different roles a GM can play in the game. (Pulsipher is a big advocate of harsh Gygaxian sandboxing with "let dice fall where they may" GMing. But he recognises that his style is not the only one going.)

In practice, these ideas are extremely destructive to other basic aspects of the game, including the simulatory aspect, the dynamism of meaningfully different characters, and the satisfaction of building an effective character in the absence of being defaulted into one.
D&D for me has never had a significant simulatory aspect (the desire for simulatory play is what led me away from D&D's system, though not its story elements, towards Rolemaster). So I don't regard that as a basic aspect of the game.

As for your other two "basic aspects", nothing in my playstyle undermines the existence of dynamism of meaningfully different PCs. You would only have to read any of my numerous actual play threads to see that.

And turning to the satisfaction of building a particular character, my preference is for a system which permits the building of a character who will have a certain mechnical capability in respect of certain aspects of the fiction, and which makes it clear what sorts of build elements will contribute to that. Roughly speaking, I want the bits to deliver as advertised. Conversely, stuff like Power Attack, which provides mechanical benefits which have no connection to the fiction but depend purely upon metagame-level calculations (in particular odds of hitting for particular attack bonuses relative to particular ACs, used to then generate expected damage numbers - all of which are simply an artefact of D&D's particular way of resolving combat via seperate to hit and damage numbers), is the sort of system mastery that I have no interest in. Likewise the sorts of feat and spell combinations that Cyclone_Jester talks about, which exploit purely metagame notions like spontaneous casting, initiative and the like, in order to make wizards counter-intuitively effective in domains which (in my view) should be the home of other character types.

I am saying that anyone who has an issue that the rest of us-who play with all sorts of styles-do not have is doing something unusual
It was virtually unheard of even in the charop boards (which I frequented) before WotC's marketing department took it and ran with it to try to give us a reason (any reason) to buy 4e. Still a minority opinion, and mostly an edition warrior's war call rather than the honest opinion of a current player.
I think you are generalising wildly here from your own experience.

That spellcasters are stronger in typical D&D play than fighters was commonplace among every D&D gamer that I met and played with between the mid-80s and the late-90s. It was a recurring phenomenon in my own play of D&D. (And also of Rolemaster.) The same idea is one I've seen as a commonplace on the internet since the days I used to read and post on the usenet boards back before 3E came out.

Discussions of how to balance casters and fighters are found in magazine discussions going back to the late 70s. (For instance, Lewis Pulsipher discusses it in very early White Dwarf articles.) Gygax also talks about it in his DMG, and - not very surprisingly - his recommendations include a heavy dose of GM force.

It's not even surprising that it should be an issue. The game - as Mearls discussed in an early Legends & Lore column - was designed so that fighters would be stronger and easier to play at low levels, but would be eclipsed by mages at high levels. This design itself presupposed other aspects of the approach to play that weren't fully spelled out in the rulebooks, such as that most PCs would start at or near 1st level, that players would play with a stable of PCs in a sandboxy worlds, and that player skill and PC level would be in some degree of correlation. As soon as expectations around play are changed - eg that each player has only one PC, that the goal of play is to shepherd that one PC from 1st to Nth level, that play will be in a non-sandbox environment in which the GM is expected to take steps both in framing and adjudicating challenges to help keep the PCs alive - but the basic PC build rules are left unchanged, no wonder some tables experience problems!

Well, if they prefer one game to another, then it does make sense, at least for me, that they should play the game they like best. If I don't like a game, I don't try to convince everyone that their game is "broken," I instead try to convince them to play the game I like upon occasion.
If we hated D&D we wouldn't bother with trying to fix it and be so critical of it. You're mistaking love for hate.
Wicht, I'm not famaliar with your posting history in relation to 4e. Ahnehnois on this very thread is attempting to persuade people, including me, that 4e is a broken and deviant version of D&D.

But I agree with ImperatorK. Those who observe that they experience balance issues in 3E, or PF, or other versiosn of D&D, in relation to fighters vs casters, aren't expressing hate. At least, not the ones I read. They like fantasy RPGing. They enjoy the basic tropes of D&D (roughly, that heroes in a fantasy world can achieve victory over the forces of darkness via the prosecution of violent conflict). They think that playing a warrior and playing a wizard should both be viable options within such a game. And they think that various versions of D&D do a better or worse job of satisfying this preference. (Gygax himself noted that the power up of fighters in UA, via weapon specialisation, was a deliberate balance device. Presumably the damage caps on spells in 2nd ed AD&D was likewise. Presumably the comparative power-up of fighters in PF was likewise. Despite Ahnehnois's claims to the contrary, it's not as if a handfull of quixotic posters on ENworld are the only ones to have experienced this issue.)
 

You actually seem to deny this assumption in many of your posts that characterise 4e. That is, you frequently assert or imply that 4e - one of the most widely published and diseeminated RPGs of all time - was based on minimal or flawed analysis.
True, but I was referring to the current top rpg. To say that it was widely disseminated is kind of my point. It was, and a version of 3e is still the top game on the market. And I think the flaws in playtesting and the design process are pretty well chronicled. So yes, I'm implying that.

I am not suggesting that mechancs should ignore differences. But those differences can be realised in the story without making a difference to the degree of protagonism enjoyed by the players.
I don't understand how you don't see that this is a contradiction.

There is no single "role of the DM" in D&D.
Yes there is. There are many different styles of DMing, but all of them are still styles of DMing.

D&D for me has never had a significant simulatory aspect
I hate to break it to you, but that is a pretty significant aspect. The only aspect? No. But real-world terms, concepts, and outcomes still form the basis for most of the rules.

That spellcasters are stronger in typical D&D play than fighters was commonplace among every D&D gamer that I met and played with between the mid-80s and the late-90s.
I should hope so. However, this expectation of equal contribution, and the idea of having the fighters copy the spellcasters' mechanics, are new.

Discussions of how to balance casters and fighters are found in magazine discussions going back to the late 70s.
Again, I should hope so. Which is not concordant with the expectations and methods we're discussing here.

It's the difference between two neighbors doing a little landscaping and each one saying "Gee, I think I should match up with that guy's aesthetic next door so we both look decent" and two neighbors being required to make every visible component of their property virtually the same. (I hate homeowners associations). In the former case, both individuals are still independent, they make different choices for different reasons, and may have wildly different resources and goals.

Back in D&D, there's a very big difference between revising the fighter and replacing it with a spellcaster.

For example, I could take the 3e baseline, and revise the fighter so that it gets +2 base attack per level, double hit points, and a feat every level. This would change the balance of the fighter. In most people's eyes I suspect that would make it very overpowered. However, that would not grant the fighter any new roles or capabilities, and even a level 20 fighter would still be helpless to break through a wall of force or control his opponents' minds.

A rational approach to fixing the fighter is simply doing a less extreme version of that, and this is what PF does: boost the numbers, not replace them with spells.

Gygax also talks about it in his DMG, and - not very surprisingly - his recommendations include a heavy dose of GM force.
So they don't include fighters having plot coupons or anything. He's basically saying the same thing I'm saying.

The game - as Mearls discussed in an early Legends & Lore column - was designed so that fighters would be stronger and easier to play at low levels, but would be eclipsed by mages at high levels.
In other words, it was balanced using a different baseline than what you're suggesting (everyone being equal all the time), and it was done so purposefully to create an aesthetic particular to D&D, and it was basically successful.

This design itself presupposed other aspects of the approach to play that weren't fully spelled out in the rulebooks, such as that most PCs would start at or near 1st level, that players would play with a stable of PCs in a sandboxy worlds, and that player skill and PC level would be in some degree of correlation. As soon as expectations around play are changed - eg that each player has only one PC, that the goal of play is to shepherd that one PC from 1st to Nth level, that play will be in a non-sandbox environment in which the GM is expected to take steps both in framing and adjudicating challenges to help keep the PCs alive - but the basic PC build rules are left unchanged, no wonder some tables experience problems!
So basically you're saying that these people are using the game for something it wasn't designed for, setting goals and expectations on their own, and more than that, refuse to make any accommodations or changes to either their approach or the (eminently changeable) game itself, and if it does not work the way the want, it's...the game's fault.
 

I'm going to make a quick observation here that links complex, conflict resolution frameworks and GM force.

There are a few reasons why I am a fan of complex, conflict resolution frameworks as the containment vessel for framing, mechanically resolving, and concluding certain conflicts.

The 1st reason is because the contained mechanical resolution regulates, assures, and guides; it promises a specific pacing and dramatic structure of a conflict. I want a (relatively) consistent, specific pacing and dramatic structure of a conflict. The fact that pacing and dramatic structure resides in the mechanics of the conflict resolution framework (rather in GM force/manipulation) is a rewarding aspect of complex conflict resolution frameworks. GM frames scene, players deploy their thematic resources and engage the resolution mechanics to facillitate success (and as an intentional byproduct, manifest their archetype), and we both understand that we are moving down a track, evolving a narrative together, until finality is asserted by the "stressed out" or win/loss condition as it is mandated by the framework.

Reason number 2 relates directly to reason number one and relates back to the conversation at hand. Much of the conversation has been devoted to using the fictional positioning (hopefully overt, granular, and well conveyed) and GMing techniques to challenge the Wizards ability to re-frame the scene. The Wizard player uses his resources to attempt to turn what could be a complex, dynamic, engaging conflict into an anti-climactic, non-complex scenario by deploying spell(s) that circumvent engaging standard task resolution mechanics and, by proxy of this and their open-ended power, seek to automatically and immediately achieve the "win/success condition" of the scene. So the response is for the GM to either leverage strategic gaffes in the Wizards playbook/plan...or leverage the lack of perfect resolution/granular information (and the natural blind spots that this creates for the player) that is inherent to TTRPGing; eg This Lizardman is on sentinel duty and just now is being relieved by his buddy Louie. Its all but impossible for the Wizard player to have all of the requisite spatial and temporal information available to him (that a normal inhabitant of the world might) to make fool-proof "decisions under uncertainty". Therefore, a GM can always (without fail) inject some "blind-spot" conflict that short-circuits the players strategic deployment of a spell (or spells) to re-frame the scene with early and immediate stipulation of the "win/success condition." This is not difficult given the medium. However, heavy use of this technique is 100 % GM-force. And that heavy usage may or may not be anathema (and thus toxic) to a Wizard player's expectations of "fair-use" of natural "blind-spots" inherent to TTRPGs to extend conflicts and render innert their deployed spell.

So what is my second reason that I prefer complect, non-conflict resolution frameworks to facillatate scene resolution? It utterly abrogates the need for GM-force, "Calvinball" and the potential toxic relationship with Wizard players that may evolve from such back-and-forth. It mandates that if they successfully resolve their first spell (be it an automatic success or a rolled check or a leveraged metagame resource), we are going to frame that panel/aspect of the conflict in a way that is thematically/archtypically appropriate for the Wizard. He is Wizarding and his Wizarding is awesome, powerful (whathaveyou) and (this is key) effective in facillitating the "win/success condition" for the conflict (a success or a move down the enemy's stress track). However, we both understand that it does not, in itself, stipulate the "I/we win condition" and that further complications/challenges/situations are going to manifest to move the scene to conclusion. Whats more, these further complications/challenges/situations can be resolved by more effective, thematic, awesome Wizarding that affects scene resolution in a positive way (as a Fighter ablating HPs) but not in a total (and anti-climactic) way, until the final portion of the "win/success condition is met" (as happens when a Fighter ablates that final enemy HP). I'm not "hosing him" or "moving goalposts" or "playing Calvinball" by leveraging inherent temporal/spatial/resolution blind-spots (that it may be a very reasonable surmise, or an inevitability, that he would not have access to). I'm just playing the game and in that game the mechanics say that he must Wizard more and in different ways to resolve the scene and that the fiction will reflect "powerful, brilliant Wizarding" (or whatever archetype he is playing to) as he does so (with Fail Forward being deployed as necessary).

In other words, the scene mechanics (n success before 3 failures, requring d12 or 5 points of stress to win/lose, ablation to 0 HPs) provide the "force", not the GM. Further, the resources are built/codified around this paradigm and the framng guidelines dictate that "awesome and effective Wizarding" are a result of a successful check/action/contest along the way...rather than "yeah, you did the cool Magic Jar thing but smarty-pants Wizard didn't plan for all contingencies and now you look like an idiot as Louie (who may very well be blind-spot conflict extender 001 rather than a legitimate gaffe/hole in the player's strategic planning) enters stage left and the gig is up".
 

Into the Woods

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