Wicht
Hero
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.
Can you give me an example of something I do not prescribed in the rules?
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.)
I think it blindingly obvious that the DM is in charge of choosing antagonists in all versions of the game and the books all say so. The DM is in charge of the world and everything in it, excepting the personal choices of the PCs (and he can even have a say, via what is allowed or not allowed in game, over that). Antagonist most certainly falls under that responsibility of "everything."
If people are playing DnD or Pathfinder and not understanding this then right there is the problem and we don't have to look any further.
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.
They can choose where to go. I can choose what they find there. Even in a sandbox the DM determines who is an antagonist and who is not.
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.
While I think there should be communication between player and DM about game direction, a player choosing a favored enemy is not equal to choosing the antagonist of any particular encounter or story. DM still does this.
Nope sorry, DM has the final say or you are, in fact, not playing the game right, that is, as it was designed to be played.
And if that's the case then of course its going to work different.
As for other dimensions of ajdudication, consider the scenario (snip)
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.
Sure but the fact that a game sets out expectations for GM adjudication, or the fact that different games have different rules does not invalidate the skill of the DM in question. I'm not sure what your point is? The ability to use the rules to make the game work is somewhat a matter of talent no matter what the rules are. Rules can only go so far and then one has to apply them.
And you have lost me as to how this pertains to fighter effectiveness.
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.)
Of course different DMs will make different calls. But experience should help here in knowing which calls are the better calls for 1) the game, 2) the story, and 3) a simulationist feel. Ideally they should all mesh together into a pleasant whole. Sometimes a DM will pull punches however because he doesn't want to kill the PCs yet, or sometimes he will decide this factor or that makes a creature act a little out of character.
Generally though, an experienced DM should be able to make such decisions on the fly and make them in a way that makes the game entertaining.
This still proves nothing about the effectiveness of fighters.

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.
I didn't say you were not clever. I was suggesting that any game more complicated was going to be influenced by game mastery. Its just a part of the nature of the beast and its silly to think that one can devise a game which does not reward system mastery and still allow meaningful choices.
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.
Why am I considering 4e rests in a thread about 3e fighters?
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.
Ah, I see, you seem to think that I handle wizards by controlling rest...
You are mistaken. At least you are mistaken if you think that I make any sort of conscious decision about it.
I do nothing to "handle" wizards or manipulate rests other than allow things and events in the game world to take their natural course. I really get sort of lost in some of these discussions. I think some people really overthink the "problem." We tend just to roll with the game. What it means to be a DM is very simple: you control the world. If you change this, you change the game.
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.
Perhaps I got lost somewhere, but I was in a thread talking about 3e fighters. I have no reason to talk about 4e one way or the other in such a thread. If someone else wants to talk about 4e thats them. I don't think you will find I have mentioned it a lot.
My only point has been to say that fighters are not a problem class in 3x and especially not in PF, they do what they are supposed to do and they do it well. Its a perfectly viable option at my table.
4e is irrelevant to that point.
If you want to talk about the wonders of 4e feel free, but it proves nothing about my Pathfinder experience or my 3e experience.
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