ImperatorK
First Post
Nevermind...
I have confidence you can do it.![]()
The Pathfinder ruleset is the one I am most familiar with designing for, and it is the 3.x ruleset most widely used at the moment, so thus the most relevant to this discussion. Plus, its just a little more fun with its different options for the classes, such as those for the wizard schools.
So any takers for the other classes? I'll try and post character guidelines tomorrow.
Instead of having a world that objectively exists and is entirely the DM's creation, you have a shared canvas where anyone could paint at any time, and it's often unclear who can or should do what.
It is my firm belief that every RPG gameworld has elements that may or may not exist.I'm talking about what you call a Schroedinger's NPC. A game element that may or may not exist.
In my approach, it's clear that said character exists or does not exist at the DM's pleasure and behaves as the DM decides. It's clear that the player has no authority to dictate anything outside of his own character's decision-making.
Once you deviate from that, it's unclear how much the player can dictate. If a player wants to accomplish a particular goal, who decides the circumstances around that goal? I can't tell.
Yes. I explained upthread why, for my playstyle, this is a terrible mechanic - because it forces me simply to fiat whether or not the player suffers a huge (-10) check penalty; and why I therefore prefer a skill challenge approach, where my choice as to present the chamberlain as impatient and leavning, or impatient but listening, changes the fiction - in the way just explained with respect to "Schroedinger's NPC" but doesn't change the prospects of success for the player.the Diplomacy skill has very specific uses and the rules place very specific restrictions on its use. Our point is that using these restraints is not representative of arbitrary or capricious DM force anymore than not allowing Swim to be used in a desert is.
At this point you're just theorycrafting. Look at any of my actual-play 4e posts. Or my actual-play MHRP post. Or the quote from Paul Czege upthread. Or, if you want theory, read this blog.At that point, the players are no longer playing their characters (and I wouldn't see any reason to attach an individual to a character) and it's more of a shared storytelling game.
I would disagree about your assertion that it's unclear who can do what. That's what action resolution rules + in-game discussion about the goals of the game are meant to set.
I agree with this.That's what negotiation is for. Plus, the ability to manipulate the scene is often mediated by character resources.
I don't quite know on what principled basis you are condemnatory of Schroedinger's NPC but happy with Schroedinger's teleport wards - but anyway, this is a good illustration of a difference between the "credibility test" approach and a "GM force" approach. Instead of discussing with the player whether or not the framing of his/her PC's action confilcts with the genre expectations for the game, and helping the player work out an alternative framing (both HeroQuest revised and the BW Adventure Burner have nices discussions of this) prior to then proceeding to resolution and finding out what happens to the shared fiction, the GM is fiating a failure of the declared action resolution, thereby unilaterally determining the content of the fiction.If a player decides to teleport in somewhere and the DM doesn't think that place should be reachable by magic, he's free to say no now and make up a reason later. Given the existence of countermeasures (there are some), it's fine to make them up on the spot without preparation. Does that require that the DM make a reasonable call as to what is and is not attainable? Sure. But that's how this game works.
So, would you let the player try to get off the top of the Empire State Building by just jumping and using a tumble check to land with no damage?
This is an issue of credibility test. It depends on genre. In D&D or MHRP? The jump is absolutely feasible, yes - and so is the conversion, for a slick enough talker or telepath.To try and convert the Pope to atheism using diplomacy?
Unless the PC is very very dense s/he will be on top of the lava. When this came up in my 4e campaign, here is how I handled it:To try and cross boiling lava using swimming?
This is genre rather than credibility. In a fantasy game I wouldn't expect my players to want to go there - part of the point of a gonzo fantasy game is that you build crossbows, magic arbelests etc rather than muskets, cannons etc. If the players were very keen I guess I could roll with it - in 4e that would require taking the Alchemist feat, and the recipes would be modelled on the existing rules for alchemist's fire and the like.To try and make gunpowder and a gun assembly line using alchemy and craft?
This is also a genre issue. The same considerations apply.To play a Ferengi starship captain in a game that everyone agreed was going to be set in something approaching real medieval England?
The real issue, it seems to me here, is what is the difference between a credibility or genre constraint on action declaration, and GM force in action resolution? I personally think the difference is fairly clear - genre is settled in broad terms ahead of time (and with a game like D&D, via choosing the ruleset in the first place), and emerges over the course of play via table consensus: you find out what the players think fits with the genre to a signficant extent by their action declarations, and they get a sense of the GM's expectations by the scenes that the GM frames. (Can the PCs start a pie fight to inflitrate an area a la Blazing Saddles? By default I'd assume not, but if the GM has already introduced farcical comedy elements into play, then maybe . . .)I mean, those are all the PC controlling his player too, right?
If the answer to even one of them is no you wouldn't let them meaningfully try, then is it now just a question of where the line is drawn?
[MENTION=6701124]Cadence[/MENTION] asked upthread about "mere colour".More hitpoints, higher BAB, lots more feats, the ability to hit something really hard with a sword and kill it.
It is not the rules’ fault if the ripple effect from my rules hack are not to my liking. It is my fault for not considering the full implications of my change.
Seriously?
So I should be upset that Toon does not support my Call of Cthulhu fix, or that in Call of Cthulhu, my guys keep going insane.
The mechanics are what they are because they are designed around a playstyle. If that's not your playstyle, then you need to find a different game or a different ruleset, which I assume you have.
One of the important considerations game designers must make is what play styles they should support, and this will have a dramatic impact on the game's suitability to a variety of play groups.
I am with ImperatorK here. Toon makes it crystal clear, in the book, that you are playing a cartoon character. CoC likewise makes the goals and expectations of play pretty clear.Seriously. Nothing in D&D says that my playstyle isn't intended. I'm using rules the game gives me. I'm using guidelines the game gives me. Problems arise. Thus it's a flaw of the game, not a problem with the playstyle.
But the books don't tell me, as GM, what I'm expected to do with Rule 0. It's all left as an exercise for the reader. (Which is a reiteration of what [MENTION=16586]Campbell[/MENTION] said upthread about the lack of clarity for new players in 3E/PF.)And, if it's needed, Rule 0 is the RAW.
And what system is this test to be run in ... 1e? 3e? 4e? Pathfinder? (reading further, I see it's to be PF)Well, first we should agree on what we are going to test.
Versatility? I don't think there's an argument there. We can all agree that in a party, the spellcasters and skillmonkeys contribute more things.
Endurance? Spellcasters run off of spells and fighters off of hit points. You can recharge hit points from wands, but by the same token, a wizard could use his scrolls and/or reserve feats to keep going.
Combat ability? It is often stated that clerics could replace fighters without the party much noticing.
Durability? Wizards are supposed to be squishier than fighters, however, I can think of a few ways to even the odds.
Meanwhile that poor king is getting incredibly bored, as he hasn't had any visitors for weeks now...My imaginary, sandblasted, schitzophrenic, spell-fatigued chamberlain is getting a hell of a workout. It's actually become a bit of a sport for me to check the boards just to see what paces we can put him through next in his one-man crusade to succede as the poster-child for all DM styles.
Nothing in 3E suggests that the GM is going to need a whole slew of tricks to maintain the balance between mid-to-high level casters and fighters.
But the books don't tell me, as GM, what I'm expected to do with Rule 0. It's all left as an exercise for the reader.
DMG 3.5 p13 "Keeping Game Balance" said:"...All that game balance does is to ensure that most character choices are relatively equal in terms of their chances of success. A balanced game is one in which one character doesn't dominate over the rest because of a choice that he or she made (race, class, skill, feat, spell, and so on). It also reflects that the characters aren't too powerful for the threats they face; yet neither are they hopelessly overmatched...."
"...A DM who carefully watches all portions of the game so that nothing gets out of his or her control helps keep the game balanced..."
"...No one character should become significantly greater than the others..."
"...The PCs as a whole should never get so powerful that all the challenges become trivial to them..."
It's no real surprise that 3E doesn't have this text: WotC wants to sell books, and doesn't particularly care whether or not those who buy them are buying a game that will suit them
Starting to run out of material to pursue here so I'm going to run down a different angle of the conversation; "how do we make the 3.x fighter better."
I may break out a post about issues with the Fighter in combat at a later point (which I have a few, related to tactical inflexibility, lack of dynamism in decision-points, and lack of mobility - which is as much a product of the action economy as anything else), but I want to keep this post short and relatively focused. So for now, I'm just going to give my take on:
Non-Combat, Conflict Resolution
I'm going to break out some points that I posted in the recent Pathfinder Skill Consolidation thread. There are multiple issues working against the fighter here.
1 - First and foremost is their primary shtick (Athletics) is broken out into component parts Climb, Jump, Swim. The Fighter needs to be functional to good at these things by default.
2 - The Fighter's Trained Skill pool is deeply contracted.
3 - The Fighter's Skill Points/level are a meager 2 + Int.
4 - The Fighter's primary modes of resolution dictate that Intelligence is a dump stat.
5 - The Fighter's primary modes of resolution dictate that Charisma is a dump stat.
6 - The Fighter gains no Features that improve non-combat, conflict resolution.
I'm not familiar with all the nuance of Pathfinder, but I'd be willing to give it a shot. Are we looking for a party of the core four? If so, I'd take the cleric.