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Fighters vs. Spellcasters (a case for fighters.)

I'm trying to picture the info dump that would save them from the dragon they just accidentally walked in on. :-)

:)

Normally, before presenting the dragon, I'd say something like "Hang on guys, I forgot to mention: [blah blah blah]. Do you still want to go through with your action?" If I really screwed up I'd ret-con things, though that's a last resort. Still, you do what you gotta do to maintain player agency.
 

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That's interesting.

I always pick (ii), because I let the players choose the combat encounters, which is nice because I don't have this massive responsibility to make sure everything runs smoothly.

I think I know what you mean, but its not what I think you actually said, so could you please elaborate on how you allow your players to choose the combat encounters.

I suspect you mean to say that that you place different things in different places and then let them pick where their PCs go, but what you are actually suggesting is that you let your players open the book, point to a creature and say, "I want that one, let's fight it." If it is the former, I suggest you are actually just giving your players (and maybe yourself) the illusion of allowing them to choose which creatures to fight*, but if its the latter, you are playing a very different sort of game, more akin to a combat simulation game than an actual rpg.

* Its an illusion because you as DM are actually saying that the creature they thought was there would be there, when in fact it is just as viable that it is out to lunch, a red herring, or some other creature pretending to be something its not. You have made a conscious choice that they will fight what they think they are going to fight, but the choice was yours to make.
 

I think I know what you mean, but its not what I think you actually said, so could you please elaborate on how you allow your players to choose the combat encounters.

I suspect you mean to say that that you place different things in different places and then let them pick where their PCs go, but what you are actually suggesting is that you let your players open the book, point to a creature and say, "I want that one, let's fight it." If it is the former, I suggest you are actually just giving your players (and maybe yourself) the illusion of allowing them to choose which creatures to fight*, but if its the latter, you are playing a very different sort of game, more akin to a combat simulation game than an actual rpg.

A little from column A, a little from column B? I'll describe what I've done recently and let you decide.

I randomly rolled up a bunch of major magic items. Then I rolled a die to set the EL for the dungeon where they'd be found. I then picked the monsters I wanted to use to build a theme around the dungeon. Then I told the players that these were the major magic items that they'd heard rumours about, where these items were, and what they could expect to face. I let them make a Knowledge check for more information that the PCs might already have at hand, and told them what they already knew. Then I let them choose which dungeon they wanted to go into.

So they chose to go after a Tome of Understanding +5. They made a good Knowledge check, so I told them that it was one part of a pair of cursed items - two tomes, one good, one evil, each look and Identify in the exact same way. These were picked up by a high priest of Boccob, whose temple had disappeared shortly after (this was long ago, at least a hundred years). Every so often the temple shows back up for a few days to a week, then disappears again. (That was just to add some time pressure.)

Anyway, they go in, see some large-sized footprints in the dust and a trail of slime, follow the trail to a lecture hall packed with students and a professor giving a lecture, so they cast True Seeing and see the Aboleth and some well-outfitted ogres. They talked a bit about avoid this encounter, taking another path through the dungeon, or fighting them. They chose to fight.

Most encounters are like that, and, since I use reaction rolls, the monsters are very rarely hostile. After that dungeon I gave them even more choices - fight Iuz's humanoids, free a shrine to Elhonna from wraiths, deal with a thieves' guild, deal with a wizard's guild, fight Iuz's demons, fight some giants, fight some goblins... and whatever else they wanted to do. I'm sure if they said, "I really want to fight a water weird" they could have found one somewhere out there.

Another example: The PCs drew from a Deck of Many Things and one of them pulled the Void. I decided where her soul went. Another PC used a Commune algorithm to narrow down her location, but failed a Knowledge check about the place. Going in dark. Her soul was in a dungeon, so the PC who went to retrieve it explored it in ghost-form, and figured out which encounters she wanted to face and which she wanted to avoid on her route to her goal.

I don't know how you'd classify that, but that's typical play for us.

* Its an illusion because you as DM are actually saying that the creature they thought was there would be there, when in fact it is just as viable that it is out to lunch, a red herring, or some other creature pretending to be something its not. You have made a conscious choice that they will fight what they think they are going to fight, but the choice was yours to make.

My philosophy is that my biggest duty as DM is to set up the game world in such a way that the players can make meaningful choices within, so it's usually not viable to mislead the players. I mean, I still want to have NPCs who lie and mislead the players, but it's a tricky thing to do that and still give the players meaningful choices. At the very least I'll give them the impression that something's out of place.
 

The last evoker player I had, the primary venue for his effectiveness was simply chipping away at opponents with force damage while other PCs distracted them. Even up to level 8, I think MM was his most-cast spell.
I never laugh at Magic Missile. It was my beguiler's fallback option on any number of occasions.
 

So does that mean the DM has no right to:

- limit the sources of character build options?
- customize, alter or remove racial or class options?
- ask you to wait your turn, as it is another player's (or the NPC's) action now?

I don't believe any player can just do whatever they want.
Some time ago I learned to not argue against strawmen, sorry.
 

I know this is aimed at @pemerton but I'm going to run these down and attempt to answer them if you don't mind, Cadence.

I'm having trouble with "mere colour". On the surface that's how I'd describe a lot of 4e (we have a bunch of mechanical and meta-game things we can do that all have the same in game effect, but we're going to reskin them so it seems like you're doing something different). Or is it that when it's well done the 4e player should put in the descriptives of what they're doing and not just the non-colour part of what they're doing?

I believe that pemerton is referring to here is that GM-force has the 1st order effect of:

- Circumvent the legitimacy of mechanical resolution to derive/guide outcomes during conflicts. In its place, GM fiat/imposition/ruling dictates conflict resolution (typically for the sake of storytelling or spotlight sharing impetus)

So take that 1st order effect. What then is the 2nd order effect. It is:

- PC build (choices of scheme/features/powers/spells, etc) acts as "mere" thematic color rather than asserting itself in the fiction by proxy of its deployed resources resolving conflicts. This is because the GM hasn't observed them in the resolving of the conflict...he's observed his own judgement and in the process denied their legitimacy as authentic units of "fiction propulsion.". However, it should be noted that this can backfire wildly and the GM can actually undermine even the "mere" thematic color of a selected PC archetype if the GM-force is applied "inappropriately" against type. I think here is where you may see a sort of player PTSD where not only is their ability to affect the fiction by deploying resources undermined...but their selected archetype is undermined by the GM's imposition within the fiction (that circumvents the players ability to impose their own will through mechanical resolution) that plays against the PC archetype. "My wizard casts <n spell>. "You can't do that here because x." "Uh, I had no way of knowing that beforehand as it isn't in the rules, no setting information was made available to me (the player) and I would think my brilliant, erudite Wizard would know that." "Yeah, well you don't...so you lose the spell...and let me roll percentile dice to see if a wild surge happens and you turn into a chicken..."

On to the 4e question. 4e has very specific markers/insurance with its unified mechanical framework meets Keywords. These Keywords carry both thematic and mechanical heft that is unalterable, not up for veto. Arcane, Fear, Implement, Psychic means:

- The source of the power is Arcane so the caster is drawing on magical energy that permeates the cosmos (rather than directly from Gods, from the primal spirits that pervade the world, etc).

- Fear inspires fright causing forced movement, penalty to attack rolls, or granting combat advantage.

- Implement identifies a power that can be channeled through an implement (eg rod, staff, wand, symbol, totem) which may confer a bonus to attack roll and damage roll (with other effects pending magic).

- Psychic effects target/assail the mind. It is a damage subtype.

These are mandated rules. GMs are not to violate this thematic and mechanical information. So, a refluff of keywords (say Arcane to Divine), provides some different thematic information. Depending on 2nd order interactions (eg vulnerability, resistance, bonus to n damage, or something encounter specific such as an Aura), there may be some different mechanical bearing (specifically with a change from say Psychic to Fire). However, that change is then observed and has specific, unalterable, load-bearing aspects (thematic and mechanical) that come with it. So no, Keyword change will never be "mere colour". They come with thematic and mechanical codification that is not subject to interpretation or veto (thus immune to GM force).

I'm trying to picture the way a fireball spell in pre-4's resolution would be described relative to a similar fire power in 4e and I'm failing to see it.

It would be the same. There is just more deeply specificed codification in an exception-based design system. The exceptions (where the codification/rules are silent) are then ruled by the GM using the specified guidelines of keywords, DCs and damage expressions by level (infamous p 42). But an Arcane Fire spell would still involve the arcane spellcaster manifesting fire where before there was nothing and using it to whatever end is sought.


Does scene framing mean the GM doesn't roleplay the NPCs? In a recent game I played in, the party came across a girl tied to a stake as a sacrifice to a local witch. We untied her and left a brief sincere note (that we actually wrote down sitting at the table) saying the girl seemed really uncomfortable, we hoped it was all a misunderstanding, and we'd like to come by and chat about it after we brought her home. The GM clearly wasn't expecting us to write a note. If the GM has a clearly set picture in their mind of how an NPC thinks, should they roll to see how she reacts to the note (1e-ish) or just have her react in the logical way for that character (2e-ish). Is the later GM-forcing? Would an ad-hoc "group note writing to a witch" difficulty assignment also have been based on the GM's mental picture of the NPC? Is the only effective difference between the just-deciding and the die-rolling resolutions in this case that a bit of randomness was added?

I'm going to recap my post from pages back that specifies GM-force:

- GM frames scene/presents situation > PCs respond > Resolution mechanics dictating outcomes should go here...BUT...no... > GM circumvents resolution mechanics to force/impose his own will upon the fiction (fudging dice/target or enemy numbers/scene-dynamics), rendering the outcome mandated by the resolution mechanics null, thus re-framing the scene as the GM sees fit.

That is GM force. The term force is not misleading. It clearly implies the the imposition of will (the GMs) over fictional positioning, forcing it toward or away from a particular outcome. In RPG terms the imposition of will and the application of force overpowers mechanical resolution and by proxy, the impetus of PC resources deployed and player decisions made.

In your scenario above, if the ruleset has conflict resolution rules that are in place to dictate the reaction of the witch and the GM ignores them in the stead of "imposing an outcome", that is GM-force. If players have means to deploy resources, and do so fairly and legitimately, to affect the reaction of the witch and impose their desires upon the fiction and the GM circumvents those means/rules in the stead of imposing their own idea/desires of what "should/will" happen, that is GM-force.

Here is the generic conflict resolution system of Dungeon World (p 17):

The Basic Outcomes
* 10 +: You do it with little trouble
* 7-9: You do it, but with complications or trouble
* 6-: The GM says what happens and you mark XP

10 typically allows the player to fully accomplish a task by choosing 3 specified outcomes with perhaps one minor complication with one unchosen outcome remaining. However, that chosen outcome may not be much of a complication so the GM making a move off of it isn't too troublesome for the player. 7-9 typicall allows the players to pick one or two specified outcomes, leaving the unchosen outcomes "up for grabs" for the GM to make a move off of and complicate the adventuring PCs' lives. Now 6- is (as you can see), full on GM rendering of the fiction (by design). This is going to create a large complication for the PCs but it may not be immediate and it may not be on-screen, but it will manifest and make things interesting/difficult for our intrepid heroes. They then get XP from this outcome.

6- is not GM-force. It is a specified outcome of interfacing with the action resolution system of which the PCs bring to bear all means to achieve whatever roll they can get. Further, 6- can, and sometimes does, get "willed into existence" by PC decision-making (fiat) for the XP and the dynamic (fun and not grossly punitive eg impossible odds for survival, SoD, death spiral, or character looks like a bafoon thus revoking archetype legitimacy) complications that the GM is advised to generate as future or immediate content (between the players and their goal). Too many 6- rolls and yes, you're toast because the complications aggregate in such a way that your HPs may be ablated and Death may be claiming you or offering you a (tough) bargain! But it isn't a pass you're awesome, fail you suck...pass you win/survive, fail you lose/die. Resolution mechanics have been engaged, player resource deployment has been leveraged to affect ends, conflict resolution results have been observed. No GM-force.
 

Here is the generic conflict resolution system of Dungeon World (p 17):

The Basic Outcomes
* 10 +: You do it with little trouble
* 7-9: You do it, but with complications or trouble
* 6-: The GM says what happens and you mark XP

I think I need some Dungeon World help before responding. Who decides what chosen outcomes are possible and what the modifiers on the die roll are? Thanks!

I'd also be interested in your thoughts on my #1,2,3 question in post #504.
 

I think I need some Dungeon World help before responding. Who decides what chosen outcomes are possible and what the modifiers on the die roll are? Thanks!

Its similar to 4e in that there are several core, codified "moves" with explicit outcomes and codified class/race moves with explicit, codified outcomes. For instance "Hack and Slash" is on 10 + you do your damage to the enemy and avoid any counterattack. Conversely, you can do an extra + 1d6 and expose yourself to counterattack. 7-9 is do your damage but expose yourself to counterattack. Then there are contextual interaction moves with the environment that have complications framed by the GM around the relevant stakes at hand, scene tags (distinctions in MHRP or aspects in Fate). There is a lot of very sound complication generation advice in the book that is centered around creating dynamic adventures, complicating characters' lives and providing compelling choices for the players to follow-up with their own moves; exception based design. Somewhere in this thread early on (I'm sorry I don't have the time to look it up), I composed a quick Dungeon World resolution example that maps to the Black Dragon Lair. If you want to look for it, it is well upthread.

The modifiers are simplistic (take +/-1 forward) and are in codified moves and in play after resolution or they can be placed as one of the GM-offered complications that PCs can choose to take or not during Basic Outcome resolution. You roll 2d6 + Str/Dex/Con/Int/Wis/Cha mod (depending on the move) and maybe a - 1 or + 1 if its in play due to something that happened prior.

Before you consider whether the concept of "GM-force" is internally consistent (which obviously this exercise is about :)), please make sure to consider the definition (that folks pretty much universally agree on) I've posted above. Framing a scene and offering outcomes is not force. That is just GMing 101. "Roll the dice or say yes" is the antithesis of force. If you say yes, you're allowing player fiat. If you roll the dice, you've framed the scene, you're engaging the action resolution mechanics to "see what happens", and allowing the players to choose outcomes of which you specifically CANNOT make moves against them off of (that is their insurance). If they do not choose a complication (say that don't choose "you hear the sounds of muffled voices immediately cut-off somewhere down the hallway"), then it is "fair game" to invoke that complication and "make a move" that stems from it. GM frames scene, resolution mechanics are engaged in which PCs deploy resources, scene is resolved based off of (A) framed scene (with its relevant tags)/stakes, (B) player resource deployment/decision-making, (C) fortune resolution, (D) player choices of potential complications generated by the synthesis of A and B, (E) GM follows up with own move, based on remaining complications (if any remain), and frames the new situation.

I'd also be interested in your thoughts on my #1,2,3 question in post #504.

I will check it out at some point here in the near future. Unfortunately, I don't have time to post another grotesquely comprehensive post (which appears to be the only kind I'm capable of...WTB brevity...PST).
 

Some time ago I learned to not argue against strawmen, sorry.
Amazing how basic uncontroversial facts that completely invalidate your position are apparently delivered by men made out of straw.
There's nothing wrong with this, and it's simply one form of DMing (or DM force if you like):
So does that mean the DM has no right to:

- limit the sources of character build options?
- customize, alter or remove racial or class options?
- ask you to wait your turn, as it is another player's (or the NPC's) action now?

I don't believe any player can just do whatever they want.
 

I'd also be interested in your thoughts on my #1,2,3 question in post #504.

Disregard the bottom of my last post. I actually think I can answer this with brevity <everyone cheers>. By the way, great post. Provocative, clean, cogent. Very pemerton and @Balesir like and very non-Manbearcat-like :p

Is A backed into the corner of choosing one of: (i) it is inconceivable they would ever write a bad question, (ii) if they do write a bad question then the students will all get bad grades, or (iii) they do have the right to adjust for that on the fly but haven't had the need to yet?

So, (i) is it inconceivable that you would ever write a bad combat encounter, or (ii) would you let half the party die, or (iii) do you reserve the right to alter your pre-written encounter but have never needed to?

Assuming you don't pick (i) or (ii), isn't the next question is how much DM force is ok?

On (i). This is why certain folks espouse the virtues of tight math/encounter budget and balanced PCs/monsters. If (1) the math/balance is tight and (2) GM proficiency is assumed, then it is as close to "inconceivable" as you can get. Eg, I haven't been "surprised" by the outcomes of any 4e combat I've framed and my players have engaged since the vestigial stages of our play. When I set an encounter budget I know, with precision, where the outcome will lie. I also know exactly what they cannot handle so when I present an unwinnable challenge, I know to explicitly frame it as such. If 1 and 2 are not assumed, then absolutely you could write a bad combat encounter. I've done so aplenty in my life and at the beginning of our acclimation to 4e (because I didn't trust the encounter math...came from 3.x epic level play so I assumed it was tuned low and I threw a level 5 combat at three 1st level PCs and it ended in TPK...errr LOL?..sorry guys...).

On (ii) and (iii) together. (i) plays into this. I want the math/encounter budgeting to be tight so (ii/iii) never sees the light of day. In terms of real play, as you can see above, I let the party die even if its due to my incompetence (which it has been before as above). I couldn't fudge things if I wanted to (which I don't and I won't). My table has a very severe "gamist" bent to it. My players want to overcome challenges and they want the legitimacy of their strategy/tactics/deployed resources/synergy to be actualized for better or for ill. The numbers and dice are out in the open. I don't hide anything. If I screw up, I own it, I apologize, and then I get better at what I'm doing and/or we move to another system if that isn't possible (eg force is a prerequisite to hold things together because the resolution/math tightness of the encounter budgeting/balance is so poor - by design perhaps).

That, of course, may not work for all tables. But anything different would sow serious dissension at mine.
 

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