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Fighters vs. Spellcasters (a case for fighters.)

I am deeply skeptical of the contention that command and control leadership is the most effective way to manage a group, especially a small group. Not only does it fly in the face of most quality organizational research coming out of places like the Harvard Business School, it is also contrary to recent business success stories like Zara and Costco. Cross functional teams, distributed decision making, and increased autonomy are becoming the norm - not the exception. It also flies in the face of the effective managers and NCOs I have known. When you invest in people, communicate with them, and promote a sense of ownership you might be surprised by the results.

In my experience bad actors thrive in an environment where they do not bear any real responsibility for outcomes. It's easy to trot out that overpowered build of the week or to be just 'playing your character' when the group dynamics are such that you have no accountability for impact of your decisions. When you are forced to own your decisions it's not so easy.

Or, to put it more simply - granting authority and responsibility to the players makes for better players which makes for better games. Make the players each equally responsible for the quality of the game and you will see (again, totally IMO) a better game all around.

I'm not sure I understand you here. Do you find NPCs who have justifiable in-game reasons to block your PCs frustrating? Or is it only that you find them frustrating when the DM is using the NPCs to force the PCs back "on script"? If the latter, what do you consider "on script"?

I think that, if you came into a town where the king was holed up like this, I'd have the chamberlain/castellan say, "The king is not accepting any visitors, and will not be for the near future." Then I'd make it clear that this is strange, kings do need to see visitors, so there's something up (either through an NPC or just by telling you that your PCs know this is strange in this game world). Erm, I'd probably make a reaction roll first for the chamberlain, then do the above, and go through standard action resolution if warranted by your PC's actions.

Ok, the PC's know that the king is not seeing anyone and meet the chamberlain who tells them the same. The PC's charm the chamberlain successfully. Do they get to see king?

To me, it brings to mind the scene in Return of the Jedi when Luke charms the chamberlain to see Jabba the Hutt. And, look at the results. The chamberlain is blamed ("Weak willed FOOL!") while Luke gets exactly what he wants. Well, not exactly since I don't think he wanted to be dropped in with a rancour, but, he DID get to see Jabba and make his demands.

And, "Immune to Mind Effecting" is perfectly fine.

Where my problem is is that EVERY chamberlain will be "immune to mind effecting". Every time the players try something that isn't specifically, and clearly delineated by the mechanics (and even sometimes when it is) they will get stopped in order to protect some nebulous concept of "Genre atmosphere".

Will there be times when skills don't work? Sure, no worries. Swim checks don't work in the desert after all. But, I think it's far more telling that many here seems to be presuming bad faith on the part of the player. Using charm is abusing the game? He's going to make the "scene boring to remove conflict".

To me, if the player tells me that he wants to do X, I presume that he actually wants to do X and believes that X will make the game more interesting for everyone involved. I play with people where I always presume good faith. To automatically shut down mechanically and thematically valid options for no other reason than because I believe it might be boring is far too heavy handed for me as a DM.
 

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By the way I apologize if I'm coming off too forceful. I think part of the reason I've chosen to adapt my approach to gaming (and leadership in general) is due to how my strong Type A personality can have negative effects on agency when I have taken on a more active role in the past. It's my way of mitigating the impact that my force of personality has on games.

This issue is also largely academic to me. The extent of my involvement with D&D in the past year has been playing in an incredibly gamist AD&D 2e campaign run by a very Gygaxian DM who uses very little to no GM force. His response last week when I told him my my bard(blade) was out of spells and I had 5 hp left at the end of a very tense encounter? "You mean I almost got you!". Right now I'm gearing up for running a Numenera game, and will probably run 13th Age in the future as well.
 
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For anyone dissecting this statement and perhaps keen on pointing out inconsistencies, do keep in mind I have a strict distinction between player knowledge and character knowledge and I do my best to let my players know they should keep in mind that distinction as they should with any kind of roleplaying.
Problem is some players are utterly incapable of maintaining this divide, particularly when things get dangerous in the game. Where possible, player knowledge should equal character knowledge.

The king thing is a good example. When they get to the palace (and has anyone said yet why they need to speak to the king?) player knowledge and character knowledge should be the same as to what response to expect - e.g. if it's known the king doesn't like visitors the characters and thus players will (or should) either already know this or be relatively easily able to learn it. But if it's unknown (or uncertain, or even random) how the king will treat any particular set of visitors, neither the players nor characters should know what to expect.

Also, the reason for the rejection may well be something hidden. Example: the party has in it a Dwarf, the king is deathly afraid of Dwarves, but for diplomatic reasons this has to be kept a deep secret. All the party knows in-character is they're getting rejected time and again for no obvious reason, and the players have no reason to be told anything more until-unless they somehow gain this information in character.

Lan-"sometimes it's easier just to take the throne and have done with it"-efan
 

Ok, the PC's know that the king is not seeing anyone and meet the chamberlain who tells them the same. The PC's charm the chamberlain successfully. Do they get to see king?

I'll come back to this.

Where my problem is is that EVERY chamberlain will be "immune to mind effecting". Every time the players try something that isn't specifically, and clearly delineated by the mechanics (and even sometimes when it is) they will get stopped in order to protect some nebulous concept of "Genre atmosphere".

Will there be times when skills don't work? Sure, no worries. Swim checks don't work in the desert after all. But, I think it's far more telling that many here seems to be presuming bad faith on the part of the player. Using charm is abusing the game? He's going to make the "scene boring to remove conflict".

If I'm reading you correctly, you find it frustrating when rulings are made to keep the players "on script." I'm still not sure I know what "on script" entails.

Way back, Ahnehnois and I had a brief exchange about the DM's duties & responsibilities. If I said that one of the DM's duties for a game was to "Make sure that the story produced by the events in the game unfolds like you planned," would that qualify as "on script"? (I'm assuming so.)

Are there others like that you'd qualify as "on script-ing"? (Where did I pull "on script" from? Doesn't matter.)

To me, if the player tells me that he wants to do X, I presume that he actually wants to do X and believes that X will make the game more interesting for everyone involved. I play with people where I always presume good faith. To automatically shut down mechanically and thematically valid options for no other reason than because I believe it might be boring is far too heavy handed for me as a DM.

That sounds good to me. My DMing principles are things like "Provide meaningful choices", "Maintain the integrity of the game world", "Give the players the information they need", "Remain impartial". "Make sure everyone has fun" isn't one of them, because I assume that, by doing the rest, fun will sort itself out.

Anyway, keeping those principles in mind, this is how I'd run the "audience with the chamberlain" scenario:

First I'd need to know the disposition of the chamberlain - not to you, but to the king. Without any prior detail, I'd roll 1d6 to determine his loyalty. Since he's a chamberlain and loyalty is a big part of his profession (thus "maintaining consistency"), I'd say that on a 5 he's not terribly loyal and on a 6 he's not loyal (but probably not disloyal). On a 1 or a 2 he's completely devoted to his king; on a 3 or 4, he's loyal. With prior detail I'd already have this information.

I take this approach because I want to "remain impartial". Obviously it's not completely impartial - I'm still making a judgement call as to how to assign those values - but more than it would be without the roll. I think.

With that sorted out, I'd note that charm person makes him friendly. He'll help you out, but bringing you to the king is risky, since the chamberlain is breaking one of the king's edicts, and the chamberlain's most valuable asset is his loyalty.

If he's not that loyal (5-6) he'll probably try to get something from you - a bribe or service - before he brings you to the king. If the offered bribe or service is in that range where I'm not sure if he'd take it, I'd ask for a roll. Otherwise he'll ask for more or let you in to see the king.

If he's loyal (3-4) he'll hem and haw about how he wants to help you but his liege has told him that he is not allowed to bring in visitors. This internal conflict is the trigger I use to determine when to call for social skill checks. On a successful check he'll usher you in, on an unsuccessful one he might need more convincing.

If he's devoted (1-2) then he'll explain to you why he can't let you in ("It will mean the king's doom!"). If you told him you could remove the king's curse that'd probably get you an audience. You could probably exploit his devotion in some other way to trigger one of those internal conflicts and make a check to get by.

What I'm trying to do here is "maintain the consistency of the game world" and "remain impartial" by playing the NPC as if he were a real character. I want the players to be able to expect a chamberlain to act like a chamberlain, so that they can make decisions based off those assumptions. I also want to make sure that I'm responding impartially to the player's actions - I don't have any specific "answer" to the "puzzle" here - so that the players can try all sorts of different approaches, based on playing the game instead of reading my mind.

(Of course pure impartiality is impossible, but I think most people can do a good job role-playing NPCs without a biased agenda.)
 

This struck a chord with me. I realize entirely that you probably dislike players not having agency and likely disagree with Gygax, but in my case I loathe the idea.

The very thought that players can't have agency especially given easy access to the material is absurd to me. Maybe a nudge here and there because people can be dense at times or otherwise have a bad day, but in my eyes giving players the "illusion of agency" is tantamount to calling them sheep. I refuse to lead them along because I like players (and people in general) with a brain and a spine. The brain is mostly useless without a spine since knowledge without action gets little done in the first place while action without knowledge tends to get people in trouble.

For anyone dissecting this statement and perhaps keen on pointing out inconsistencies, do keep in mind I have a strict distinction between player knowledge and character knowledge and I do my best to let my players know they should keep in mind that distinction as they should with any kind of roleplaying. The players know the rules and plenty of other game and metagame concepts. The characters certainly don't know all of that because the game itself doesn't typically let them "break the 4th wall," although I would expect studious or intuitive characters to research commonalities and figure out some certain things binding the fantasy itself together.

I think that since 3rd edition the trend with how WOTC intends the game to be played has moved more and more toward what you would prefer. It makes sense because more invested players is a good thing all over for them. I think its a good thing. If you have players that want this much control, well excellent; they are likely to turn up for all your sessions :D But at least in 3rd edition, they still feel that Rule Zero (or we could even call it the common sense clause) is fundamentally useful, and should be implemented.
 

Meh. Not even just common sense. Clear restrictions written into the rules, that if adhered to, don't allow the game breaking stuff that's touted as evidence for a broken system. Who cares who arbitrates it at the end of the day. If its there in the rules, authority-invested gamers are still not using the system as intended if they ignore them.
 

At the end of the day, I just want the mechanics to work, out of the box, with as little input from me as the GM.

And, let's be fair here, 3e does do exactly that, within a fairly broad band of levels. By and large, the caster divide isn't all that much of an issue until double digit levels. No one really bitches about 5th level wizards, at least, not seriously. It's not until you get into the high levels that this really becomes a real issue.

So, for most groups, this never becomes an issue. I feel fairly confident in saying that the majority of groups out there play from 1st to 12th level and rarely beyond. I mean, Wicht, Ahn and N'raac, what percentage of your games go beyond 12th level? 10%? 20? I'd say that most groups fall into that range.

For at least one piece of evidence, I'd point to 3e PrC's. There's a reason that you don't see a splatbook of PrC's that require 12th level characters to start. That's a recipe for a splat that's going to sit on the store shelves for a long time. The vast majority of PrC's start at about 6th level, meaning that you get to progress most if not all the way through the PrC by the time the campaign ends. Works quite well.

The point about charming the chamberlain isn't that the player wants an auto success. That's not the issue. The problem is, the non-caster has one option for getting past the chamberlain (at least one that has any chance of success, I suppose he could try to kill his way to the top :D) and that's diplomacy. The casters get everything the non-casters get, plus they get the option of spells.

And the same is true for virtually every single aspect of the game. There's very little the fighter or thief can do that the casters flat out cannot while there are a host of things the cleric and wizard can do that the fighter or thief simply never can. Damage? Hey, I've got lots of damaging spells plus Save or Die spells that are even better. Exploration? Your thief cannot possibly compete with my Arcane Eye and various divinations.

That's the basic issue for me. The presence of so many of the spells in the caster's spell lists are game changing. As the levels progress, the game changes further and further, while, the non-casters are largely playing the same game from day 1. I mean, what can a 20th level fighter do that a 1st level fighter can't? Granted the 20th level fighter does it loads better, but, at the end of the day, that's the same character all the way along. Meanwhile, the casters are playing entirely different games depending on the level of the campaign.
 

I'll let him try. The decision as to whether the mechanics are engaged is not his, as we've clearly established throughout this thread.
We didn't establish anything. It's your camp that insists that players have no say in playing their characters. That's called railroading.
 

some things should be off limits until the players earn it.
what does "earn it" mean, who decides that, and how is it decided?
I am also curious about this idea of "earning" things.

In Gygaxian play, as described by Gygax in his PHB and DMG, and as further evidenced by other game texts from around that time (I think Lewis Pulsipher is the key exponent of Gygaxian play in British gaming circles back at that time), the players have to earn things.

They earn treasure by playing their PCs with skill. They earn magic items by playing their PCs with skill. They earn XP - mostly on the basis of this treasure gained - by playing their PCs with skill. The reward for these things - XP, treasure - is a greater capability to affect the campaign world, measured in part through sheer mechanical effectiveness (more hp, better AC and damage, etc) and in part through the capacity to acquire henchmen, hirelings, build castles, etc.

But none of that seems apposite to the example of a king and his chamberlain. Meeting the king doesn't, as such, increase a player's mechanical effectivenss or strengthen their "position" in the gameworld. It doesn't per se give them hirelings or henchment or magic items. So in Gygaxian play it doesn't, as such, seem like something that needs earning. It's not a reward.

I can see two possible bases for assuming that meeting the king is a reward. One is within a completely "immersion"-oriented, explore-the-gameworld style of play: because meeting the king is a reward for the PC, it is also a reward for the player. Within this sort of approach, then, the player is entitled to have his/her PC meet the king whenever, in the game, the PC has earned that reward. But in that case the GM has no reason to impose a "shutdown" of the king by interposing an unhelpful chamberlain. If we're talking about purely exploration-oriented play, all that matters is that there is ingame causal logic to support the PC meeting the king. Persuading the chamberlain by Diplomacy or Charm Person would tick that box.

Here is a second possibility: meeting the king is a story reward - it's a dramatic climax of play, to which the players are not entitled until the GM decides its time. The players have to earn their climax by "playing" through the first few hundred pages of build-up. To meet the king early would be like reading LotR without having read the Hobbit first. I think this is a sense of "earning" it in which it could make sense for the GM to interpose the chamberlain to keep the PCs from meeting the king "too soon". But it is also utterly an example of a game with the GM having preconceived notions of how events will unfold, and using force to give effect to that. I think this would be an example of what [MENTION=22779]Hussar[/MENTION] had in mind by talking about the GM taking steps to keep the players (and their PCs) "on script".

isn't all functional play (be it combat or non-combat, conflict resolution) about player(s) action removing/resolving conflict (by vanquishing foes/defeating challenges) or escalating conflict/complicating their situation (by either failing to achieve a sought end or winning but at a price steep enough to qualify as Pyrrhic)? "Player action making scene boring to remove conflict" is difficult for me to access precisely what you're visualizing.

<snip>

I can always frame new conflicts, put something at stake, challenge my players.
Agreed. This also relates to the idea of "earning" story events. I can always come up with new story elements and situations to engage my players. They don't have to "earn" the dramatic climaxes.

(I've been following some threads about the Murder in Baldur's Gate scenario. It seems to suffer extremely badly from this - one dramatically significant event per session, then a whole lot of pointless, fetch-quest style filler. The whole notion of sidequest or fetch-quests is in my view pernicious from the point of view of player-driven play. There is no "side", because there is no "centre" independent of what the players are actually having their PCs do.)

The 1e PHB has things that show the players have some control... but being able to buy equipment outside of the session and plan in advance how to deal with the threats revealed last time doesn't seem to be on the same level as what is given to the DM.

<snip>

the DM is warned that players "will attempt to take the game out of your hands and mold it to his or her ends. To satisfy this natural desire is a death warrant to a campaign...".
What does Gygax mean by this? I think it is connected to the idea of "skilled play". Gygaxian skilled play relies very heavily on fictional positioning as a key factor within action resolution - that is, freeform negotiation between players and GM as to what the PCs can accomplish, given the state of the gameworld and the ingame resources available to the PCs. I think Gygax is cautioning that, if players become free to establish the parameters and contents of the fiction, they will establish their PCs with ingame resource that render them able to overcome all the challenges of the game simply in virtue of their fictional positioning.

I think this is closely related to LostSoul's idea of "impartial GMing" - the GM, having no immediate interest in whether the PC has few or many resources, and whether the PC succeeds or fails, is more reliable than the players as the final authority in respect of fictional position for the PCs.

I think that this mode of play is highly vulnerable to "balance of power" problems between players and GM, but I don't have a lot of experience with it, especially at the campaign level (adjudicating fictional position in some local situational context eg "Is there a candle nearby that we can use to burn the secret note?" doesn't raise the same sorts of systematic issues, it seems to me). But [MENTION=386]LostSoul[/MENTION] would be better able than me to comment on that.

What I don't think Gygax is intending, here, is to advocate the use of GM force as a general tool in action resolution. I think it's more about a very high degree of GM authority over scene-framing, over backstory (including particularly what treasures are available in any given location) and over the adjudication of the consequences of fictional positioning. This last thing is relevant to action resolution, but that's a very specific tool for a very specific approach, and you are right to note that Gygax is cautious.

Is the presence of a reluctant chamberlain, in a hall guarded by NPC magic detectors, fair game in Gygaxian play? I think so, though for many groups it might be getting close to raising those balance of power issues. (In a dungeon - a known dangerous and high-stakes environment - it would be more acceptable.) But that is scene-framing, not action resolution. When the PCs come up with a plan for circumvention - say, a player-researched variant of Cloudkill to silently take out the detectors trapped in their spyholes, followed by Neutralise Poison to bring the chamberlain back to life, Forget so he doesn't remember the spell, and then Charm Person to get him onside so he will take him to the king - I think the Gygaxian GM has to go along with this. It's hardly exploitative or abusive of the PCs' fictional position - it's just the sort of the utilisation of fictional position that Gygaxian skilled play is all about. Suddenly introducing an additional vector of antagonism to thwart the PCs' efforts, just so they can't get to the king yet, would in my view not be the sort of thing Gygax is enjoining in his writings.

It seems like the disagreement is over whether: (i) forcing/fuding/nudging/recalibration/permission-deaths is undesirable enough that it just shouldn't be done because it compromises the players' agency too much, (ii) that some of the things on that list can be done judiciously and others can't without compromising the players' agency too much, or (iii) that all of those things can be done judiciously without compromising the players' agency too much. Happily, it sounds like most of the posters here have found a group of players that agrees with their preference.

My statement was just trying to argue that I think Gygax is clearly in the third of those three groups. Most of the times when he brings up the DM's ability to do such things he includes a cautionary statement that makes it sounds like it should be used sparingly because he's worried about making the players just puppets.
I'm curious as to what you think of my reading - that he is concerned primarily (not exclusively, given the comments on fudging in certain circumstances) with GM authority over backstory and scene-framing, and therefore with GM authority over the PCs default fictional positioning - and not primarily concerned with massaging action resolution (again, comments on fudging being an exception but a pretty heavily hedge one).

Also, for clarity - my goal here isn't to defend Gygax as a paradigm of GMing. I dont' really enjoy Gygaxian play except in pretty small doses, and am not very good at GMing it. It's just that I think Gygaxian play has some pretty distinct features, including its distinctive reliance upon fictional positioning for action resolution, and I think Gygax is dealing with those features (even though he doesn't use modern Forge-y terminology to describe them) and not with the very different concerns of 2nd ed-style storytelling play.

Given that the DMG also says the players shouldn't read it... aren't the contents of the DMG and PHB also consistent with Gygax only wanting the players to have the illusion of agency?
I don't think that's what was intended, and when you read columns in old Dragon mags about Monty Haul and friends, it's not how their play comes across. But I do think this may have been the textual seed out of which 2nd ed era illusionism grew.

Won't a skilled DM in 4e have designed the encounter so that they will roughly know how weakened a party of experienced players will be after engaging in it and have the danger the party will be in so well predicted that there are rarely surprises? Thus, no conceptions about how the encounter will work out are needed -- the most crucial conceptions will have been built in.
This is not my experience - some combat encounters can be surprisingly easy, others surprisingly hard, depending on dice rolls, player choices, GM choices, unexpected effects of terrain and the like.

But your question also perhaps rests on a presupposition, namely that the players will have their PCs attack the NPCs or monsters and resolve the combat in that way. Whereas part of the idea of "no preconceptions" is that the GM doesn't know what approach the players will take. They might negotiate. They might take prisoners. They might start out doing one thing then end up doing another. Upthread I linked to the example of the players in my game having their PCs negotiate with Kas. Here is another link, to them taming rather than fighting a cave bear. In the second session of 4e I ever ran, one player let one of the NPCs surrender on pain of servitude and tamed rather than fought a different bear. The bear followed him around for a bit, the servant for a bit longer - until she was killed fighting alongside the PC inside a necrotic zone, came back immediately as a wight to get vengeance on the PC, was killed again (by him this time), and was later summoned again as a mad wraith by a goblin shaman. Around 6th level the PCs negotiated with rather than fought some duergar slavers they met; having negoiated a ransom for the slaves they then delivered the amount due within the deadline (and by that time were early paragon); and then, in upper paragon, they were able to call on the friendship with the duergar to gain help in the Underdark. Until the dealings of one of the PCs with Pazuzu brought down ruin upon the duergar citadel.

This is the sort of thing I mean by running a game without preconceptions of how events will unfold. Who knew that the duergar would be an important part of the campaign, indeed, on balance, the PCs' best friends and most reliable allies?
 

The only player consensus in the situation I framed was that none of the players wish to end the campaign. They all want it to proceed, and they all want to continue playing their characters. They cannot reach consensus as to how this will be accomplished. How does the issue get resolved? Or does it not get resolved, and the campaign simply ends, unresolved?
There is no algorithm that I'm aware of for resolving conflict where the parties can't agree. Maybe the campaign ends. Maybe it limps on. Maybe a solution emerges, or is negotiated (isn't the problem you're putting forward a pretty classic "Battle of the Sexes"?). I can't see how the GM has any sort of "final arbiter" role when the players can't agree on what sort of game they should play. The players aren't children. I can't make them do something they don't want to do.

You consistently refer to “the group” as though they are always in 100% consensus. Is that, in fact, the case?
Are you suggesting that my group is secretly riven by conflict that they do me the courtesy of concealing? In which case I'll ask that you refrain from making pejorative judgements about people you don't know and indeed have almost certainly never met.

If you're telling me that other groups can't agree, and so need the GM to bully them into conformity like a Hobbesian sovereign, then all I can say is that (i) I feel sorry for them, and (ii) don't ever ask me to organise a social outing with them.

They died? I thought they woke up in a goblin jail cell.

<snip>

isn’t you passing the choice from the goblins you direct to the players an abrogation of this rule?
I was not talking about the PCs who were taken prisoner. I was talking about the PCs who died and came back to life at the behest of the Raven Queen (and in one case other gods too). For the PCs who were knocked unconscious and taken prisoner, issues around rules for death and the like have no bearing.

your post said “I gave the player the choice”. This clearly indicates you could deny the same choice.
You're reading too literally. I'm not drafting documents here, or even a formal essay. I quoted you the relevant 4e rules text on dead PCs. My table followed that text. The decision was not unilaterally mine.

If you want a more formally accurate wording, how about along these lines: "I asked the player whose PC had died if, in the next scene that I frame, he wanted me to frame his dead PC into it somehow, or would rather have me frame in his new PC (which would obviously require him telling me something about that new PC)."

I am arguing that, by the rules, the power to make that decision rests in you, the GM.
Let me requote from p 30 of the 4e DMG:

When a character does die, it’s usually up to the players as a group to decide what happens.​

I don't see any ambiguity there. The rules indicate that it is not a GM thing but a group thing. I offered my player a choice - do you want your old PC or a new PC to be framed into the next scene? That is not GM force - the player can't participate in the next scene unless some PC or other is framed into it for him to play.

The rules say the players as a group. Your description says you and the specific player made the choice. Have you not, then, deviated from the rules in removing the decision from the group as a whole and placing it entirely in the hands of the single player?
Perhaps you take minutes of your games. I don't. What was said by the other players? I can't remember. If they had thought it was cheesy I'm sure they would have said so. I treat the absence of objections in this sort of situation as a sign of consensus. It's a D&D group, after all, not a political party meeting.

N'raac;6197376 it is not the [B said:
rules of the game[/B] that provide the choice to the character – it is your modification of those mechanics.
This is doubly confusing. First you are talking about the choice of the character - as if this was an infiction thing - whereas I'm talking about an out-of-game choice that is really taken by real people - namely, which PC should be framed into the next scene so that my player can participate in that scene. Second, having quoted you the rule that says "when a character dies, it's usually up to the players as a group to decide what happens" you are trying to tell me that the rule confers authority upon the GM.

If nothing has been lost, why is there a desire to return the character to life?
Because the player wants to play D&D, with his friends, and to do that needs a PC. Which one? In this case, the player prefers the dead one to a new one. My point was that PC death in 4e as I play it - unlike, say, in Gygaxian play - is not a loss condition. Nor is gaining levels a win condition. (Whereas in Gygaxian play it clearly is - only skilled players will have high level PCs.) The game is not oriented to winning and losing - it is not what I called, upthread, "wargaming" play. (In Forge terms, I am not running a gamist game.)

Seems like that first aspect is very much a storyteller motive.
Huh? I've said the only reasons for or against including the dead PC in future scenes are story ones - would it be silly, cheesy, has the PC's arc come to an end? And I've said that the player, having the primary stake in the PC's story, should be the one to make that call. That has nothing to do with "story teller" play, which - as defined by me upthread when I introduced the term - is about the game playing out the GM's conception of what the story should be.

I'd suggest the clear math of 4e encounter design which you have described suggests that you already have a pretty clear conception of how the situation will resolve by virtue of building the encounter to a certain level of challenge. You are pretty confident, for example, that the PC's will win - you can't envision a TPK arising. When, once, it did you overrode those results to enable the characters to survive.
Let's put to one side that your reference to "overriding" is confused, because you are not distinguishing between me choosing what happens to people whom my monsters drop to 0 hp - as per the 4e combat rules in the PHB - and me asking a player whether or not he wishes me to frame a dead PC into a subsequent scene, and then narrating the requisite background details to support that within the fiction of the gameworld.

You are also presupposing that any given encounter is a social encounter, or a combat encounter, or a something else encounter. That presupposition has no foundation. Will the players fight Calaystryx or negotiate with her? I don't know. They started by fighting. Then she tried to open negotiations, and there was a tentative response from one player's PC. But the other PCs kept fighting. Did I have a view as to which way it should go? No. I thought negotations could be interesting, and had ideas about where they could lead. The fight was fun too. Either way the game keeps on going.

So what is the motivation of thematic heft of the PC's wishing to see the King? The fact that all of the events from character creation to arrival at the King's Court to see the chamberlain has not been spelled out in detail does not mean the encounter is meaningless, random fluff. Perhaps the theme is the Right of Kings, and of the Nobility, so the Chamberlain is, thematically, not going to let a bunch of commoners chat their way in to see the King.
So why, then, are the players having their PCs try this? Presumably because they want to challenge that thesis. And why is the GM, then, framing and adjudicating the scene in such a way as that can't happen? Presumably because the answer has been prewritten? If the answer was an open question, that the GM wouldn't be framing and adjudicating in this way. The actual play of the game via action resolution would tell us.

The scene framed is one of a Chamberlain who refuses to listen to the PC for the required length of time allowing Diplomacy to be entered into.
That's not really framing a scene in the sense that those who talk about scene-framing play are talking about. That's narrating a cut-scene!

Framing the scene would be something along the lines of "You enter the antechamber. You see the king's chamberlain standing ther as you hoped, but he looks impatient, angry even."

I set out in some detail why I don't like a rule which requires me, as a GM who has framed that scene, to now decide whether or not the player makes a check at full bonus or a -10 penalty due to an absence of mechanics for deciding whether or not an NPC will listen for a minute. It's sheer GM fiat - as in, it seems to me to go like this:

Player: I start talking to the Chamberlain, explaining why it is so important that we meet the king. I am putting on my most courteous manner so as not to upset him anymore than he already is. I make a Diplomacy check.

GM option 1: Before you can finish you entreaties, the chamberlain storms off. You can make a roll at -10 if you like, to try and persuade him to hear you out.

GM option 2: The chamberlain listens with barely-concealed impatience. Make your check.​

Depending on whether I, as GM, choose option 1 or option 2, the chances of success for the players can change pretty radically. It's in my view a bad mechanic. A skill challenge system would be much better - then as GM I can go for Option 1 or Option 2 but it doesn't dictate the chances of the players' success (though it does change the ensuing fiction) - if I as GM go for Option 1 then the player makes a Diplomacy check at the normal chance but if it fails the Chamberlain storms off and now the players have to bring new skills to bear to get to see the king; if I as GM go for option 2 then the player also makes a Diplomacy check, and if it fails the Chamberlain lashes out impatiently and changes the fictional parameters of the social interaction. So I as GM can go with whichever fictional direction seems cool at the time without dictating to a very large degree whether or not the players get what they want for their PCs out of the scene.

Would you allow this same player to apply Diplomacy in combat?
Yes. My players use Diplomacy all the time in combat situations.

Sometimes, the means to resolve the challenge is not obvious and staring you in the face.
If social success against the Chamberlain is impossible, I suggest this has not been framed as a social challenge. Perhaps it is an information-gathering challenge, as the players must determine what steps they could take to win over the chamberlain, or circumvent him to get to the king, rather than a social challenge which can be resolved with a single roll, however good.
How are these not examples of GM preconception as to how the scene will play out?

So does that mean the Evoker must be able to Fireball the king’s guard to get in to see him, and consequences for such actions deprotagonise that character? I don’t think it does, but you are clearly setting limits on the use of his abilities, just as “Charming the Chamberlain carries negative consequences” sets limits.
What limits have I set on the fireballing mage. If the fireballing mage wants to kill the king's guards and thereby make his way into the king's throneroom, go for it! That doesn't strike me as very different from when the PCs in my game killed all the goblin guards and then made their way into the goblin king's throneroom (where they killed him too).

To use HeroQuest, Hussar can certainly have a Likeable Fellow ability, and the Chamberlain a much stronger “Stubborn as a Mule”, or “No time or tolerance for commoners” trait, backed up by “Zealous defender of the King’s privacy”. How does this come to resolution? The chamberlain is deaf to the character’s requests, and the wheel has come full circle.
That is action resolution, though. And HQ has advice on default DCs (based on the pass/fail cycle) and the player also has resources - namely, hero points - to spend on bumps if s/he really thinks it is important enough to see the chamberlain.

That's not an illustration of GM force in action resolution.

It is overriding the action resolution mechanics. Those mechanics say “killing the chamberlain requires rolling initiative, rolling to hit, rolling damage and continuing to do so until the chamberlain is reduced to death” (-10 hp in 3.5, -CON in Pathfinder).
Well that is why 3E and PF are not "say yes or roll the dice" games. Though I suspect they could be played that way without great damage, and indeed with the potential for improvement for some, perhaps many, groups.

Perhaps another player’s character is grappling with his conscience, and while “OK dead Chamberlain” does not afford him the time to consider, the player would see the Chamberlain hit once, then fall on a second strike, then intervene before the killing blow could be struck. In that case, the override was a poor choice and should not have been implemented. I trust you would agree that, if there would be such a conflict relevant to one or more of the characters, the Chamberlain should not simply be declared dead.
Yes. Perhaps you are not familar with "say yes or roll the dice" as a technique. It means that you only invoke the action resolution mechanics if there is a disagreement, among the participants at the table, as to whether or not a proposed element can actually be introduced into the fiction - ie someone is not saying yes.

In the scenario you are describing someone is not saying yes. Therefore the dice have to be rolled.

So it is impossible for the Chamberlain to be thematically relevant and realistic? I disagree.
Like [MENTION=221]Wicht[/MENTION], you are not stating back here what [MENTION=6696971]Manbearcat[/MENTION] and I said. I said that it is, in practical terms, impossible to have action resolution that both (i) proceeds according to ingame causal logic, and (ii) ensures that thematic concerns are always front and centre. This is because (ii) requires frequent disregard of the details of (i). For instance, it requires handwaving travel in many cases, shopping in many cases, the details of how a room is searched in many cases, the details of resting and recovery, etc. And thereby substituting genre logic for causal logic.

"Realism" and "verisimilitude" are red herrings for this particular issue, because nearly anything is possible (especially in a fantasy game), and hence even the most contrived scene framing can often be made plausible within the fiction by the proper deployment of background and framing narration. (Example of genre logic trumping causal logic in fiction: the hobbits meet Aragorn at Bree at precisely the time they need him to help them avoid the Nazgul; example of genre logic trumping causal logic in D&D: the PCs arrive at the temple just as the sacrifice is about to take place.)

Why do they need to be told? Do we also tell them there is a invisible assassin in the room?
In my game, when a PC is attacked by a water elemental in a moat and pushed back to the bank, I would tell the player. At that point, the player can invoke the action resolution rules (probably some part of the combat rules, but perhaps something else like the rules for jumping) to try and defeat or circumvent the water elementals.

So it is OK to add the water elementals or the stubborn chamberlain, is it not? Both inject additional opposition to the players’ goals.

<snip>

I thought putting water elementals in the moat didn’t settle any questions of action resolution. Would it similarly be improper for the GM to frame a scene where the party stands on one side of a gorge and its enemies on the other, wide enough that the fighter will clearly fail any effort to leap to the other side?
You impute to me the view that it's OK to add endless water elementals to block a PC from crossing the moat, and then you express puzzlement that I reject the view you've imputed to me - you might therefore infer that the imputation was wrong. In particular, there is a big difference between (say) two water elementals, and endless water elementals.

More generally, I don't understand the point of your cross-examination sytle. Are you seriously interested in how I run my game? If so, read some of the actual play threads I've linked to upthread. Are you wondering how I judge how many water elementals is enough for a challenge but not so many as to be deprotagonising? I rely upon my own judgement and experience, plus the guidelines in the 4e DMG for encounter budgeting, level-appropriate DCs, how big a cliff to use for PCs of a given level, etc.

There are no express guidelines for what sort of gorge is a good size to use (though there are guidelines on depth of falls), but I'm pretty sure I could work it out if I had to. You might be interested in the map attached to the OP in this thread, as well as the actual description of how I used it in the post, to see what sort of geographic layout I thought made for a challenging encounter for 18th level PCs.

I think there is a lot of room between “this ability is always useless” and “this ability is a I WIN button. Isn’t that the problem levied against spellcasters? I would like to think the GM and player established some common ground for socially acceptable use of enchantment spells before the player committed to his character construction so he knows whether or not he can use those abilities in social challenges.

<snip>

Well and good – but last I looked, we weren’t discussing those systems. We were discussing the power of the spellcaster in 3e, where the Charm spell is an enchantment, does allow a saving throw and is, to many of us at least, an attack – not a socially acceptable means of making friends and influencing people. Nor should it be as or more potent than Diplomacy, and usable in as many or more situations, without requiring a greater investment of character resources. That is the crux of the question posed by this thread, is it not?
And your comment here seems to be agreement with what I, and several other posters, have been saying for many pages now - namely, that the exercise of GM force to constrain action resolution can deal with the problem; but for those who do not like that particular technique, there is likely to be a balance issue between 3E fighters and 3E casters at least once we get into mid-to-high levels.

Are you saying that you just toss an encounter in front of the PCs with no context and no conception of what will come next? Are you just making the entire game up as you go along?
I frame the PCs into situations that I think will engage the players, as dramatically interesting and also mechanically engaging. (Enjoying the mechanics is an important part of 4e that differentiates it from a rules-lite game; luckily theme and mechanics tend to be mutually reinforcing, at least in my experiene of 4e.)

Subsequent scenes are framed in light of what happened earlier. And yes, quite a bit of it is made up as we go along.

Then why have action resolution mechanics at all? Why should the PC’s ever face the possibility of failure?

<snip>

the worst example of “PC Protaganism” is nearly identical, as the player reads his PC FanFic, dictating what occurs and how. When the players can simply dictate their successes or failures (“I have Diplomacy +x so any refusal of the Chamberlain to let my PC see the King and then use his diplomacy again to get whatever my PC wants is unacceptable and I’ll take my ball and go home if that happens!”), there is no game.
I don't know about the people you play with, but the people I play with want to play a game in which their PCs confront challenges that are engaging to the players, which they can have their PCs tackle by deploying their resources in accordance with the action resolution mechanics of the game. The process of doing this produces changes in the fiction, which feed into new framed scenes, which are resolved similarly.

The action resolution rules are there to provide a game. The possibility of failure contributes primarily to dramatic pacing - also anticipation and other similar dramatic devices.

I get the sense that, in your preferred game, the players should have omniscience over the entire game world.
I find it utterly remarkable that you read [MENTION=22779]Hussar[/MENTION]'s posts in this way. All he is aksing for is that the GM frame scenes which make it clear to the players how they can successfully leverage their resources, via the action resolution rules, to change the fiction.

that does not, to me, mean that the 3.5 mechanics cannot give rise to an enjoyable play experience
Enjoyable for whom? No one is denying that you have enjoyable play experiences. But obviously those who find balance issues that they have to work around aren't in the same situation as you.

or that this relies on unreasonable GM interpretations, or GM override of the rules, under its mechanics.
Unreasonable for whom? No one is suggesting that you find your GMing approach unreasonable. But others may not like it. It's almost as if diffent people like different things! Or are looking for different experiences from their play of RPGs!

I find a measure of intellectual dishonesty when every criticism of the very liberal rules interpretations, commonly ignoring the rules as written, which render wizards “clearly overpowered” is met with the claim that the poor wizard is being picked on and not allowed to use his abilities reasonably.
Not everyone who likes different things from you, or who reads the rules differently from you, or who applies them differently from you, is intellectually dishonest. Often they just like different things and read the rules differently. Given that there is, in practical terms, nothing at stake in reading the rules differently (quite different from statutes or contracts, say) it's practically to be expected that different people will read, and apply, the rules differently.

And it's also natural that different people will like different things.
 

Into the Woods

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