• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Fighters vs. Spellcasters (a case for fighters.)

And the falsity of which was basically the original topic of this thread.

Durability and reliability matter. The caster party is pretty limited on both counts.

That might be a reason. I doubt it's the main reason. I think that the numbers for basic skills and abilities staying more "realistic" and avoiding the bookkeeping are likely more important.

I am willing to buy the reliability part. I think having the right spell at the right time is often overstated. Durability, however, I am not buying. As the cleric and one wizard in that party example cancel each other out, the real comparison is between fighter & rogue on one side and druid & wizard on the other. A fighter with a d10 hit points, a good Fort save, and heavy armor proficiency is pretty damn comparable to a druid with d8 hit points, a good Fort & Will save, medium armor proficiency, and an animal companion. The rogue and wizard are likewise comparable in terms of durability.
 

log in or register to remove this ad

Alright, after thinking it over, I am quite willing to run an online play by post game to test class disparity. I think it should have a straight up fighter, a wizard, a rogue, and a cleric - the standard party. I will take some time next week and design a standard adventure designed to take a party of 4 using PF medium advancement from 10th to 11th levels. I will design it as I would any adventure, trying for a balance of challenges and an in-game motive. After the adventure is over, I will post the actual adventure, as written, for perusal. We can then look over the adventure and do an analysis of how each class performed, where they shone, etc.
 

I think it should have a straight up fighter, a wizard, a rogue, and a cleric - the standard party. I

Would the comparison be easier and more stark if it was a caster party being run through and a non-caster party, say Barbarian+Fighter+Monk+Rogue versus Cleric+Druid+Sorcerer+Wizard or something like that? Or would that make it too hard to come up with an adventure that wasn't prejudiced one way or the other?
 

Would the comparison be easier and more stark if it was a caster party being run through and a non-caster party, say Barbarian+Fighter+Monk+Rogue versus Cleric+Druid+Sorcerer+Wizard or something like that? Or would that make it too hard to come up with an adventure that wasn't prejudiced one way or the other?
It's hard to come up with a true non-caster part. After all, there are only three such classes in the PHB, and even the tertiary casters can use healing wands, which rather changes the equation.
 

Would the comparison be easier and more stark if it was a caster party being run through and a non-caster party, say Barbarian+Fighter+Monk+Rogue versus Cleric+Druid+Sorcerer+Wizard or something like that? Or would that make it too hard to come up with an adventure that wasn't prejudiced one way or the other?

Toyed with the idea of doing two parties, but that's a bigger commitment than I want and with online play, 1 game is hard enough to keep going.

Also, the game is designed to have casters in the party, no doubt. The question is whether casters function so well as to outshine the non-casters in every encounter. My believe is that they don't, that they compliment each other. But once the initial test is done, perhaps others might run different parties through it, off-line to see how each group fares.
 

Well, I am brainstorming even as I cook supper (and then I have a game tonight), but I am thinking of something with a recalcitrant Chamberlain, some investigation, and a dungeon. But I don't want to give too much away. Also trying to think of parameters of character design to make it a fair test.

If you guys are going to do this then you need to do it right and stay true to the thematic material of this thread; Louie the Lizard Man has to make an appearance (preferably guard duty rotation related appearance), the PC Wizard needs to be named Bob, the Black Dragons Lair needs to be in a lizardman-servitor-infested swamp and it has to be a natural trap laden sinkhole with a muck-filled cavern at the bottom. And the most interesting-man-in-the-world, balrog-impeding Chamberlain has to be riffed off the love-child of the Dos Equis guy and Gandalf.
 

I liked all five paragraphs there (#719 from "What does Gygax..." to "... in his writings.").
Thanks. And yes, you did make it clear you were being tongue-in-cheek about "Gygaxian illusionism", but I thought it was actually an interesting point in terms of (what I see as) a big shift in default approach between classic D&D and AD&D 2nd ed.

I see that you are in the US. Have you ever read anything by Lewis Pulsipher in the early White Dwarf? I think he can reasonably be regarded as a spokesman for the British version of Gygaxianism at that time. It was in trying to GM along the lines he instructed that I discovered I'm not very good at that approach!

On a tangent, this is why I have trouble with putting together a campaign that goes to the really high levels. What would the world be like if there were lots of high level people/creatures around who could charm/bluff/diplomacy there way in to see the king (or do lots of other things)? Would any castle from a really old successful empire default to having magically hardened walls, anti-teleportation auras, spells to automatically detect the invisible and evil intented, and have its main guards be charm proofed? If not, how did they manage to survive so long?
My solution to this problem is to treat the kingdom, etc, as themselves fully integrated into the broader cosmological framework. So its something like bandits vs village (heroic), orcs vs kingdom (paragon), abyss vs heaven (epic). Less naturalism, more mythology.

Oriental Adventures was the first time I encountered this sort of approach in a fantasy RPG (I hadn't discovered RQ/Glorantha at that time). And I think this is the basic set-up of core 4e.

Is the difference that the forcing side would judiciously use fudging or over-turning RAW to maintain the consistency of the game world and to account for the NPCs place in the world as if he were a real character in that role, while the non-forcing side would have the Chamberlain fully fledged out and if they missed something in the description that led to something un-Chamberlainy happening then so be it? (Is forcing needed if one doesn't fully stat up major NPCs?)
yes, that means there's often Schrodinger's NPCs, and no, that doesn't matter (to me) in the slightest.
On this my approach is like TwoSix's. It's come time, in this thread, to pull out one of my favourite quotes from Paul Czege characterising "indie" style:

There are two points to a scene - Point A, where the PCs start the scene, and Point B, where they end up. Most games let the players control some aspect of Point A, and then railroad the PCs to point B. Good narrativism will reverse that by letting the GM create a compelling Point A, and let the players dictate what Point B is (ie, there is no Point B prior to the scene beginning).​

I think it very effectively exposes, as Ron points out above, that although roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.

"Scene framing" is a very different mental process for me. Tim asked if scene transitions were delicate. They aren't. Delicacy is a trait I'd attach to "scene extrapolation," the idea being to make scene initiation seem an outgrowth of prior events, objective, unintentional, non-threatening, but not to the way I've come to frame scenes in games I've run recently.

<snip>

By god, when I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. We've had a group character session, during which it was my job to find out what the player finds interesting about the character. And I know what I find interesting. I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this. And like Scott's "Point A to Point B" model says, the outcome of the scene is not preconceived.​

Now Paul Czege is a pretty self-consciusly avant-garde RPG designer and (judging from this passage) GM. I think he would find my games pretty staid and pretty prosaic. But the techniques he describes are still ones that I have found very helpful in my own GMing. Particularly the idea of holding NPC personaities somewhat unfixed at the start of the scene, and then developing them (and backstory more generally) to maintain pressure on the players via their PCs.
 

In none of those examples have the players been robbed of the chance to control their character.
That's not what is generally meant by "protagonism" when indie-style RPGers talk about protagonism.

They are talking about the players's capacity to impose their will onto the shared fiction by playing their PCs. Controlling characters is a necessary but far from sufficient condition for achieving protagonism in this sense.
 

How about the Red Hand of Doom? Widely considered one of the, if not the best, 3.5 module.

I've actually run a sorcerer through the beginning of RHoD. It was fun.

Alright, after thinking it over, I am quite willing to run an online play by post game to test class disparity. I think it should have a straight up fighter, a wizard, a rogue, and a cleric - the standard party. I will take some time next week and design a standard adventure designed to take a party of 4 using PF medium advancement from 10th to 11th levels. I will design it as I would any adventure, trying for a balance of challenges and an in-game motive. After the adventure is over, I will post the actual adventure, as written, for perusal. We can then look over the adventure and do an analysis of how each class performed, where they shone, etc.

Well, you know I have a wizard. Created with 28 point buy, if you don't mind. I also happen to have a cleric if anyone needs something to build off of quickly. Both are made using core only material; if you are comfortable with non-core options, I imagine I could come up with something rather interesting.
 
Last edited:

If you guys are going to do this then you need to do it right and stay true to the thematic material of this thread; Louie the Lizard Man has to make an appearance (preferably guard duty rotation related appearance), the PC Wizard needs to be named Bob, the Black Dragons Lair needs to be in a lizardman-servitor-infested swamp and it has to be a natural trap laden sinkhole with a muck-filled cavern at the bottom. And the most interesting-man-in-the-world, balrog-impeding Chamberlain has to be riffed off the love-child of the Dos Equis guy and Gandalf.

I laughed. Can someone XP Mr. BearCat for me?
 

Into the Woods

Remove ads

Top