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Fighters vs. Spellcasters (a case for fighters.)

Well, at this point, I thank the DM for his time, collect my books and walk out the door.

This DM has just proven that his (or her) ideas for the campaign trump mine, and that he is more interested in having the scenario play out in a predetermined way than he is in allowing me to play the character that we came up with together and he approved of before we played.

Because I do that with any DM - work with the DM when creating a character, to ensure that this sort of thing doesn't blindside the DM.

IOW, this level of DM force is unacceptable to me, and I won't play at this table.


Huh.

See, me, I would try to figure out in game a way around the situation using the tools available to me.

What you are in effect saying is that some obstacles, say a rude NPC, are simply unacceptable and that your character must always succeed in the exact manner you want them to succeed, to which I would ask, "Where is the fun in that."

But to each their own.
 

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Thank you for posting this 3E text. It reminds me of part of why 3E is not particularly appealing to me.

That text is not part of Moldvay Basic, nor 1st ed AD&D, nor 4e.

Actually we've already had quotes from the 1e DMG saying exactly the same thing, so you are factually wrong about that. If I get a chance tonight (not home right now) I'll see if I can't find something from Basic.
 

In my limited experience, most D&D players are of the casual type. They're not self-aware of their own aesthetic preferences in the game, they aren't going to spend time thinking about the game away from the table, they are going to routinely forget important details, they are going to have moments of being unsure of what they should do next and generally putzing around, etc.

Either they're young and it's a developmental thing, or they're older and too busy. It's a rare person (usually a DM) who invests a lot in *any* tabletop roleplaying game.
There's that element, the idea that a lot of players are of the casual nature.

There's also a separate element that I haven't alluded to (but do see in players) of players who want to purely roleplay one character, and don't want any knowledge of or influence on the story beyond the perspective of that one character. Method actors, sort of.

pemerton said:
And further furthermore, why are posters who are lauding that passage also denying that GM force is an important element in their games?
The case I'm making is that what you call "DM force" is common in my games. I'm also making the case that it isn't "force" per se, and that it is equally common in everyone else's D&D games and is generally not perceived as such.
 

Actually we've already had quotes from the 1e DMG saying exactly the same thing, so you are factually wrong about that. If I get a chance tonight (not home right now) I'll see if I can't find something from Basic.
It would be really interesting to see if something equivalent is stated in 4e, though I don't know and don't have ready access to it.
 

For those that advocate "DM force" alone as a solution to every rules problem without context, be aware that you are at the same time advocating abusive DM force that deprotagonises PCs and negates players actions, whether you mean to or not. I think DM force on its own without attendant commuication and/or foreshadowing risks making the game capricious and dictatorial, damaging cause and effect and teaching players that they can't reliably affect the setting with their PC's actions.

And appropriate use of DM force is a subjective thing, which will vary from game to game, player to player.

As a D&D player I prefer spellcasters. Spell choice is a major part of the play experience of such PCs, and along with efficiency, personality, style, synergy and planning, knowing the DM is a significant factor in spell choice - it can be the most significant factor. If a DM always fudges Save or Die spells against big bads, they may not be worth memorising. If a DM doesn't enforce inaccuracy rolls for teleports, they are more reliable and useful. If a DM interprets a spell differently to you it may cause arguments and not be worth the hassle. Wish spells are actively detrimental to the user in many campaigns and something to be avoided like the plague. The more open communication is the more tolerable this sort of thing is, the worst case scenario being constantly hit with Gotcha's out of the blue, which can totally hamstring a spellcaster.

Player tastes vary hugely. Some players prefer to minimize interactions with rules, others prefer to act through the rules.
And obviously some DMs prefer to minimise player interaction with rules, while others prefer to interface through them. Most are in the middle somewhere.

I prefer to act through the rules on both sides of the DM screen, as IMO it creates clear expectations and improves the clarity of communication. When I feel it necessary to resort to DM force, something I don't do often, I always try to accompany it with appropriate communication so they are aware this is an exception or a new houserule, and reestablish clear expections of cause and effect for the future.

As a player I find DM force without appropriate explanations or communication to damage my play experience and make me feel I might as well not play my character as the PC's actions are regularly altered, negated or made detrimental in an unpredicable way at the whims of the referee. And I'm bad at reading people so DM force is more likely to appear capricious and inexplicable to me unless it's explained when necessary.

Then again, I'm aware that I'm risk-adverse and favour slow steady reliability over unreliable gambles.

In games where spellcasters are constantly stymied and marginalised, fighters may be a better option as a PC,as they are tougher defensively, but harsh rulings against spellcasters make it likely that they will also rule harshly on improvised actions by non-spellcasters as well.
 
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What you are in effect saying is that some obstacles, say a rude NPC, are simply unacceptable and that your character must always succeed in the exact manner you want them to succeed
That's not really a very fair summary of what [MENTION=22779]Hussar[/MENTION] is saying. He's not saying that his character must succeed. He's saying that he wants the GM to acknolwedge, in adjudicating the game, the scenes that he as a player wishes to engage with and the action resolution mechanics that are relevant to that. In this case, Hussar as a player has, in the fiction, manoeuvred his PC into a situation where he is conversing with the king's chamberlain. He, the player, has a goal in respect of that, namely, persuade the chamberlain to let him in to see the king. And he, the player, wants to determine whether or not that goal succeeds via the actin resolution mechanics (Diplomacy check in 3E; skill challenge, perhaps, in 4e).

Suppose that Hussar had, instead, declared that his PC draws a knife and stabs the chamberlain. I expect Hussar would be equally unimpressed by a declaration from the GM that his attack misses, the guards overpower him and put him in jail. He would expect that action declaration to be resolved via an attack roll and all the mechanical accompaniments of that.

I would try to figure out in game a way around the situation using the tools available to me.
Hussar is also talking about "the tools available to him" - namely, the action resolution mechanics. I gather by "tools available to me" you mean the tools available, in the fiction, to your PC - with the content of the fiction being determined via the GM. That is precisely the sort of GM force that [MENTION=6696971]Manbearcat[/MENTION], myself, [MENTION=205]TwoSix[/MENTION] and others are talking about.

The case I'm making is that what you call "DM force" is common in my games. I'm also making the case that it isn't "force" per se, and that it is equally common in everyone else's D&D games and is generally not perceived as such.
When you say "equally common in everyone else's D&D games" are you therefore denying that I (and others) are playing D&D? Or that we're misdescribing our own games?

Actually we've already had quotes from the 1e DMG saying exactly the same thing
If you read upthread, you'll see that I discussed the interpretation of the passages that [MENTION=6701124]Cadence[/MENTION] referred to, and explained - among other things, with reference to what Gygax says in his PHB and with reference to what other leading personalities of the era were saying - why I interpret those passages differently.

You may think there is no difference between what Gygax says and what Monte Cook says. I think there is a huge difference.

It would be really interesting to see if something equivalent is stated in 4e, though I don't know and don't have ready access to it.
I've already discussed this upthread. There are differences between the 4e PHB and 4e Essentials.

The PHB (p 8) says "When it’s not clear what ought to happen next, the DM decides how to apply the rules and adjudicate the story." The Essentials Rules Compendium (p 9) says "The DM decides how to apply the game rules and guides the story. If the rules don't cover a situation, the DM determines what to do. At times, the DM might alter or even ignore the result of a die roll if doing so benefits the story."

I regard the PHB account of the GM's role as consistent with a range of GMing approaches, incuding both "wargaming" and "indie" play as well as "storyteller" play. I regard the Essentials account as a major change - fitting with certain retro aspects of Essentials - and consistent only with "storyteller" play, given that it empowers the GM to use force to suspend or override the action resolution mechanics. (This can also be related to [MENTION=22779]Hussar[/MENTION]'s post upthread: the Essentials rulebooks don't explain what to do if the GM and the players have different ideas about what would benefit the story.)

I believe that Wicht's DMG quote points out a fact that I've seen furiously debated for some time. My intelligence has been insulted here for invoking those rules before. That quote, Rule Zero, is a significant mechanic and a big part of the system. It might have been implemented (or carried over from its predecessors) because any mortal-generated game system that attempts to model reality, or even a shared fantasy, is likely to be limited in its capacity to do so.
I think an important aspect of "indie" style is that the rules aren't seen as modelling a shared fantasy, at least in the first instance. Their primary function is telling us who has authority, on any given occasion, to conribute content to that shared fantasy. Sometimes the GM has that authority; sometimes the players do.

For instance, in the example of the Chamberlain, the player explains what s/he is hoping to have his/her PC accomplish, and then the action resolution rules are engaged. If the player succeeds on his/her skill checks(s), or Charm spell, or whatever it is, then his/her desired content is contributed to the fiction - ie the Chamberlain agrees to let the PC in to see the king. If the player fails his/her skill check(s), then the GM gets to decide what happens in the fiction - some sort of failure of the players' intent, for instance that the Chamberlain tells the PC to come back another time, or to leave and never return, or calls the guards to clap the PC in irons, or whatever other complication and adverse conseuence the GM thinks is appropriate within the context of the action resolution mechanics and the scene framing guidelines.

This is a further illustration of why I regard the differences in playstyle, and their implications for such issues as whether or not casters are more powerful than fighters in play, as far from trivial.
 

Huh.

See, me, I would try to figure out in game a way around the situation using the tools available to me.

What you are in effect saying is that some obstacles, say a rude NPC, are simply unacceptable and that your character must always succeed in the exact manner you want them to succeed, to which I would ask, "Where is the fun in that."

But to each their own.

I don't think it's at all reasonable to say that he wants his character to always succeed, or always succeed in the exact manner he wants it to. The die roll could fail after all and he damn well knows it. However, he does want to be able to regularly use his character for things it was built for, which in this case was with the understanding that diplomacy was almost always available to use in applicable circumstances (so not combat and such I would hope.) The character is built on the agreement between the DM and the player that the character is not arbitrarily tossed to the side. I'd compare it to making a specialist fighter who focuses on melee only to become entirely sidelined because a significant combat encounter prevents wading into melee and whatever backups he might have likely won't be effective since he invested more into being good at one thing and poor at another rather than being mediocre at two things. That player is not likely going to take kindly to being made useless if he was under the impression that the character he made and got approved by the DM was going to at least be able to do something regularly.

Some players play with the assumption that both the DM and player work together on creating the characters. The DM then puts together encounters that should be enjoyable for the players with enjoyable meaning that they can contribute at least in some part in areas where they've specifically been built to be good. The 3.5 DMG itself goes into this a bit in the Encounters section on page 48, specifically regarding tailored encounters.

DMG said:
Just as with motivations, encounters can be tailored specifically to the PCs or not. A tailored encounter is one in which you take into consideration that the wizard PC has a wand of invisibility and the fighter’s AC is 23. In a tailored encounter, you design things to fit the PCs and the players. In fact, you can specifically design something for each PC to do—the skeletal minotaur is a challenge for the barbarian, another skeleton with a crossbow is on a ledge that only the rogue can reach, only the monk can leap across the chasm to pull the lever to raise the portcullis in front of the treasure, and the cleric’s hide from undead spell allows her to get to the treasure the skeletons are guarding while the battle rages.

Some players build hoping that they'll get more tailored encounters, though of course that's not always going to be feasible because that can be a lot of work if one wants to have varied and interesting encounters. I think one of the things to keep in mind, as a player, is that expecting the DM to always do tailored encounter is just plain silly. However, the same could be said for "Status Quo" encounters as the DMG calls it where something simply exists and wasn't created with the party's abilities at that exact time in mind. DMs need to let players know that, yes, there will be some stuff where you're going to feel outclassed or not useful because that's just how some encounters are.

Also, the DMG has some things to say about keeping player abilities in mind. For example, on page 35 in the Adjudicating Magic section it says:
DMG said:
The Player Could Learn Too Much:
The strategic use of a divination spell could put too much information into the hands of the players, ruining a mystery or revealing a surprise too soon. The way to avoid this problem is to keep in mind the capabilities of the PCs when you create adventures. Don’t forget that the cleric might be able to use her commune spell to learn the identity of the king’s murderer. While you shouldn’t allow a divination to give a player more information than you want her to have, you shouldn’t cheat a player out of the effects of her spells just for the sake of the plot. Remember also that certain spells can protect someone from divinations such as detect evil and discern lies—but that’s not really the point. Don’t design situations that make the PCs’ divinations worthless—design situations to take divinations into account. Assume that the cleric learns the identity of the king’s murderer. That’s fine, but the adventure is about apprehending him, not just identifying him, and it’s especially important to stop him before he kills the queen as well.

In short, you should control information, but don’t deny it to the character who has earned it.

As to whether always succeeding when one has put in significant effort to do so is fun, keep in mind part of the fun of that was building the character in the first place. Seeing one's efforts result in success (or at least progress towards one's goal) is fun, is it not? It's not like a god mode game cheat where all you had to do was enter in the code and then trolololol about. It takes knowledge of the game's mechanics to recognize a favored circumstance and then build towards it within the guidelines of the game itself.
 
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First reply eaten by computer. We’ll try again…

Furthermore, that text leaves it open when the GM can make those decisions. For instance, it doesn't on its own entail that the GM can veto a player's declaration of action at the time it's made.

Are you intending to suggest there is a significant difference between:

(a) “No, you cannot use diplomacy”
(b) “No sense rolling – your diplomacy cannot succeed”
(c) “OK, roll. That makes what? OK, let’s see…muttermuttercarry the onemutter nope, you failed”?


If I declare my character will shoot the fly off a pig’s back from 500 yards, the GM can, in my view, tell me it fails. He can let me roll first, if he wishes to do so. He can point out that I can’t even SEE a fly on the pig’s back from 300 yards (so what, they are always there anyway!). None of this gives me a chance to succeed.

For my own part, I addressed this upthread by distinguising different domains of authority - over backstory, situation etc. Character build options are in part about genre and backstory - that's negotiated between me and the players at the start of play and on an ongoing basis. Mechanical options are taken from those published by the publishers of the game (ie WotC). If someone wonders whether something would be overpowered, we talk about it and work it out.

But is that “GM Force”? Let’s take an extreme example: Player A is making a new character for the medieval fantasy game in progress. He tells the GM his concept is a laser rifle wielding cyborg. I suspect the other players, as well as the GM, will not appreciate this deviation from the campaign norm, and the GM says “make a character that fits”. I suppose that is GM force, but I suggest it is GM force applied in accordance with the group social contract. Do we really need to get all the players together and pitch the concept?

Now let’s back it up a bit. The game also features True Blue Heroes, and Player A decides to bring in an Evil Necromancer. Should the GM allow the character, as it is allowed under the mechanics? To not do so is GM force, is it not? OK, he’s in. Now, which of these is “GM Force”:

(a) He’s in and the PC’s must accept him because he has PC Halo?
(b) He’s in but the PC’s can decide whether or not to adventure with him
(c) He’s in and when his true colours are revealed, and he is challenged, he drops a point blank high damage spell, killing most or all of the PC’s, but the GM retcons their survival?

I’d say all use GM Force. No GM force says let it play out, so I guess we all make new characters. I think, however, that a GM saying “No evil characters in this game” is exercising force delegated to him by the players.

I also suggest Anhehnois’ players have delegated him the authority to use GM force because it makes the game better for them. If he abuses the force, the authority is readily removed, as discussed further below.

The aspect not considered has been how these changes get made. Is the GM arbitrarily forcing them, against the players’ wishes? Then they need a new GM. Is he addressing a problem raised by the group? Great – do it. I find in our games a “rules problem” is identified by a player, and the issue discussed and resolved. Maybe Teleport is making the game less fun. Then we ban or restrict Teleport. What I don’t get is the same antagonism suggested on some of these posts. These strike me as competitive game play – the guy with the Teleport wants to keep that advantage because it makes “my character” more powerful than “your character”, or the PC’s get some “advantage” over the GM. We game as a group, so if Teleport makes the game “no fun”, then as a group, we would typically agree it needs to change. Probably, the GM makes that change.

Maybe you are not used to your players doing things like setting out their PC backstories, making up the familial, cultural, social, geographic etc histories that underpin those backstories, revealing elements of backstory in play, and the like. I am used to that. For me, that is part of playing the game.

So we must add in a high tech nation building cyborgs with laser rifles, I guess. Sure, players do this. Sometimes, it’s modified to fit the game better, other times it adds in as written. I also don’t mind “you write what your character perceived”. Perhaps two players have a mentor in their backstories who seem similar. Making them the same person, and having that only come out in game, works fine for me and the GM does not need my permission to do so.

Making the Paladin’s mentor actually a disguised Demon Prince? Not so much. Whether it is just the GM, or the GM and all the other players, who think it a good idea.

As an example, I have a character in a pulp game, a riff on Tarzan. He has returned to his native land, and is starting to reclaim his wealth. Aiding him in this is a relative, an uncle I believe. I wrote the uncle in. I also noted he is either sincerely working to aid me, in which case he will likely get in trouble at times and require my assistance (in Hero terms, a dependent NPC) or is actually scheming to retain my rightful wealth (a Hunted in Hero terms). The GM will decide. I don’t know, and the other players don’t know and we don’t need to.

Returning to the authority analogy - you are other are asserting that a GM cannot revoke authority on a permanent basis. The point of my reference to the British Crown's authority over the US was that it is an obvious counterexample. The Treaties of Paris and of Ghent put and end to British authority. They're not just marks of the British choosing not to exercise authority that they still enjoy.

I’m not convinced politics, present day or 200+ years old, is a great analogy for the game table. That looks a lot, to me, like the US finding a new GM. Luckily, we can do so without the need to fight a long and bloody war.

My game is not as focused on the playes overcoming challenges as LostSoul's is, so I'd be less likely to implement (ii) as you've written it. The ony time my 4e game had a "TPK", I gave the players the option of choosing whether or not their PC died. One chose that - he wanted to bring in a different character - but the others wanted to keep playing the same characters, so in the next session they regained consciousness locked in a gobin prison cell (the TPK had been at the hands of supernatural forces summoned by the goblin hexer).

Emphasis added. Is this not you, the GM, exerting GM force to override the consequences of the mechanical action resolution system? Let’s toss a wrinkle in. Half of the players say “No, we lost by the rules and the results should stand. Otherwise, the action resolution mechanics are meaningless. None of the characters should survive – if you are willing to override the mechanics, then none of our victories have any meaning whatsoever.”

Which half of the players do you favour? Absent GM force, I think everyone has to stay dead, don’t they?

Note that I’m not disputing it was a good call, I am saying it is an exertion of GM force to override the action resolution mechanics, which has been called out as “wrong” under Indie play.

The reason for the absence of other TPKs is that given by Manbearcat - I rely on 4e's encounter building guidelines, and these have proved pretty reliable.

When individual PCs have died - the paladin once, the wizard twice - I've worked through with the player the circumstances in which they can be raised or otherwise come back to life.

Same emphasis you have made the determination when and whether they can be raised. I know some players feel easy access to raising cheapens their victories by downgrading the consequences of defeat. Here, GM force could be exercised to enhance or reduce the availability of such options – but either way, GM force is exercised.

When an encounter is actually taking place, I might introduce additional forces and complications, or not, depending on how things are unfolding both mechanics and story-wise. But that is not "being final aribter of events and outcomes". It's injecting more fictional material for the players to engage.

WHOA THERE – didn’t you just extoll the virtues of 4e encounter math? Why, if it works so well, did you need to introduce additional forces and complications at all? And yes, your choice to introduce more adversaries is GM force, no different from changing the opponents’ hit points in the course of the battle. Do the players get to decide things are going poorly, so therefore the cavalry shows up? If not, how is it equitable that you can decide things go too well and add obstacles?

I love that there are a good number of people here, even those having strongly differing opinions, are capable of being courteous or at least impersonal. Its more impressive than cowardly snide remarks and insults of others, and why I love the ENworld community
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The ENworld community is a good one. I echo your comments.

I believe that @Wicht 's DMG quote points out a fact that I've seen furiously debated for some time. My intelligence has been insulted here for invoking those rules before. That quote, Rule Zero, is a significant mechanic and a big part of the system. It might have been implemented (or carried over from its predecessors) because any mortal-generated game system that attempts to model reality, or even a shared fantasy, is likely to be limited in its capacity to do so. Creating this rule zero is a nice and elegant way to help ensure that ridiculous results or game-breaking combinations are not given serious floor-time. It is also a very powerful argument against the proposition that the system is fundamentally flawed because it provides for (or even mandates) the use of uber powerful wizards (argued here) or druids and clerics (argued elsewhere). True system mastery acknowledges the system in its entirety, and not only the parts useful for the debate at hand.

Beyond this, Rule Zero is an essential acknowledgement of different play styles needing different default settings, while the game can have only one. I can’t think of an RPG I’ve played for any length of time that lacks a statement, somewhere, that advises that the rules be changed if they are not contributing to the fun.

Well, at this point, I thank the DM for his time, collect my books and walk out the door.

This DM has just proven that his (or her) ideas for the campaign trump mine, and that he is more interested in having the scenario play out in a predetermined way than he is in allowing me to play the character that we came up with together and he approved of before we played.

Because I do that with any DM - work with the DM when creating a character, to ensure that this sort of thing doesn't blindside the DM.

IOW, this level of DM force is unacceptable to me, and I won't play at this table.

I don’t believe the GM agreed to give you an “I WIN” button, nor do I believe you intend this to be as strong as it comes across. Would you be happier if he said “OK, roll” looked at the result and said “It fails”? A 20 is not automatic success, so any roll can fail, and the DC can be impacted by oh so many factors.
As well, you presumably build a diplomat. But just as the rules set the DC and effects, they also set the rules for use – you need a full minute, and nothing forces him to listen for a full minute (I’d typically allow a check against a hostile attitude to persuade an NPC to listen for a full minute, but I’m overriding the text in doing so, as I should impose a -10 for a full round action only). The rules do indicate “In some situations, this time requirement may greatly increase.” Maybe it requires three months of ongoing persuasion to even GET a roll (obviously not without breaks).

Now, I also sympathize with the player who spent character resources on any ability and is never allowed to use it. If this is the standard – diplomacy can never actually achieve anything of significance – then at some point, I’m packing my books too. But that doesn’t mean every problem can be solved with Diplomacy any more than it means they can all be solved with combat. You can tell by the vibe he will not be bribed – he ain’t in the mood to listen.

If a single incident of your abilities being unable to succeed is enough that you feel you must quit the game, then I would say good riddance to you, frankly. I get the sense several other poster agree both with that sentiment, and that this is not the message you intended to convey.

What you are in effect saying is that some obstacles, say a rude NPC, are simply unacceptable and that your character must always succeed in the exact manner you want them to succeed, to which I would ask, "Where is the fun in that."

Agreed – sometimes the right answer to “it should have worked” is “sure looks like it – I wonder why it didn’t.”

The character is built on the agreement between the DM and the player that the character is not arbitrarily tossed to the side. I'd compare it to making a specialist fighter who focuses on melee only to become entirely sidelined because a significant combat encounter prevents wading into melee and whatever backups he might have likely won't be effective since he invested more into being good at one thing and poor at another rather than being mediocre at two things. That player is not likely going to take kindly to being made useless if he was under the impression that the character he made and got approved by the DM was going to at least be able to do something regularly.

So, if the fighter said “I want to see the King now, and you are in my way”, then proceeded to exercise his melee skills on the Chamberlain, should that get him an audience with the King as desired, or is this a problem his skills cannot solve? Should he have opportunities to wade into melee? Sure. Does that mean it should be the answer to every challenge? NO – you built a very specialized character, and his specialty will not always be the answer.
If all we have on the team is Melee Man and Super Diplomat, they are each useless when the other shines, so the best we can hope for is that each is useless about half the time.
 

You know what's funny, is a thread I started a few weeks ago got to 15 pages of discussion and a certain mod came on it, closed it saying it was "going nowhere". This thread is now at 54 pages, and the current discussion is 100% off topic to the OP. And, it isn't closed yet?
 

Jackinthegreen, I mostly agree with your post but had a couple of comments.

The character is built on the agreement between the DM and the player that the character is not arbitrarily tossed to the side.
I don't think it's fair to describe what [MENTION=6681948]N'raac[/MENTION] suggested (the ear-plugging chamberlain) as "arbitrary". Presumably N'raac has a reason - something like "for the good of the story". It's just that it's a reason that Hussar doesn't agree with.

I'd compare it to making a specialist fighter who focuses on melee only to become entirely sidelined because a significant combat encounter prevents wading into melee and whatever backups he might have likely won't be effective since he invested more into being good at one thing and poor at another rather than being mediocre at two things.
I actually think it's worse than this - it's as if the barrier between fighter and enemy is a moat, and when the player declares "My guy swims across the moat to engage the enemy in melee" the GM declares, without permitting a swim check, that the fighter sinks to the bottom of the moat, or that waves on the moat wash the fighter back to the near bank.

Some players build hoping that they'll get more tailored encounters, though of course that's not always going to be feasible because that can be a lot of work if one wants to have varied and interesting encounters.
Nearly all the encounters in my game are "tailored" encounters in the sense that they are designed keeping in mind the prior momentum of the campaign and the story interests of the PCs and the game. Because I'm running 4e, I don't have to worry so much about mechanical tailoring - the mechanics of monster and PC build largely take care of that.
 

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