Dwimmerlied
First Post
It might serve us better in the future to not assume a game is either perfect or broken. Probably won't happen, but one can hope.
Now there's a bandwagon I can lay my hat of d02 on. I strongly agree.
It might serve us better in the future to not assume a game is either perfect or broken. Probably won't happen, but one can hope.
Because different people have different experiences.How is it that every piece of evidence given so far for the brokenness of the game is debatable?
I agree with all this. I see it as pretty consistent with what I said back in post 182.Role playing games are not games like chess or even like Magic. The shared fictional space complicates matters. Perceptions can vary wildly, and the game in question is one that is very open to interpretation.
There are also a variety of related issues that will have an impact on our perceptions of game balance including:
- How much of an impact character build and spell memorization should have
- What impact player skill should have on game play
- If certain character types should require more skilled play than others
- How we handle pacing and time
- If dramatic or causal logic takes precedence
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It's quite possible for the same rules to work well for one particular group, and not another. That doesn't necessarily mean that there is a play style or a rules issue. Rather there is a play style / rules mismatch.
I prefer to discuss than argue.I'm not all that interested in an argument. I get much more out of discussing the issue.
I think [MENTION=6695799]ImperatorK[/MENTION]'s point is that the sort of game he is looking for from PF/3E is not a farmer game, or anything like a farmer game, but a pretty generic heroic fantasy game of the sort that D&D presents itself as being able to provide. (For instance, look at the Foreword to Moldvay Basic.)Well, the rules must be bad then, since they do not explicitly state they do not support a Farmer game, and that is a playstyle
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Some games do a very good job of indicating the style they aim for, and that's great - D&D could and should do more of that. But that doesn't mean the lack of an explicit statement they support a playstyle different from yours, or mine, means they are required to support every, or any, specific playstyle.
This is true, but I don't think that this sort of player authority over backstory has ever been a widespread approach in D&D play. The only two versions of D&D that really have the mechanics to support it are 4e (with its super-quick monster build rules) and classic D&D (with its random charts). But classic D&D never even hints at this sort of play, putting a strong emphasis on GM authority over backstory and scene-framing; and 4e barely hints at it in the DMG (there is one sidebar by James Wyatt, but even there the example is of the player determining very locak backstory, about the trap on a statue and the treasure behind it) and the DMG2 suggests it as possible playstyle but without providing any significant support for how to handle it. (Unlike OGL Conan, for instance, there is no suggestion of rationing via a points system.)A GM's skill at ad lib becomes pretty important if a player imposes on the scene that "Only the Elixir of Erithamus can revive the niece from the foul enchantment she is under, and it is rumoured to be held in the horde of the Great Wyrm Dasalok high on Mount Avalakthan, half a world away".
pemerton said:What is this thing you call "the adventure"
In the post to which I replied you did not use the word "adventure" to denote the series of events that unfold in play.If you have a better term for the series of events that unfold in play, I'm open to it.
As I said upthread, it would be nice if you could discuss without feeling the need to make snide insults.Oo! - how exciting and challenging - we made a die roll.
With one check still needed to resolve the situation, I had Paldemar turn to Derrik once again, saying "You must have said something very serious, to so upset the Baron." Derrik's player was talking to the other players, and trying to decide what to do. He clearly wanted to fight. I asked him whether he really wanted to provoke Paldemar into attacking him. He said that he did. So he had Derrik reply to Paldemar, 'Yes, I did, Golthar". And made an Intimidate check. Which failed by one. So the skill challenge was over, but a failure - I described Paldemar/Golthar standing up, pickup up his staff from where it leaned against the wall behind him, and walking towards the door.
Now we use a houserule (perhaps, in light of DMG2, not so much a houserule as a precisification of a suggestion in that book) that a PC can spend an action point to make a secondary check to give another PC a +2 bonus, or a reroll, to a failed check. The player of the wizard PC spent an action point, and called out "Golthar, have you fixed the tear yet in your robe?" - this was a reference to the fact that the PCs had, on a much earlier occasion, found a bit of the hem of Paldemar's robe that had torn off in the ruins when he had had to flee the gelatinous cubes. I can't remember now whether I asked for an Intimidate check, or decided that this was an automatic +2 bonus for Derrik - but in any event, it turned the failure into a success. We ended the session by noting down everyone's location on the map of the Baron's great hall, and making initiative rolls. Next session will begin with the fight against Paldemar (which may or may not evolve into a fight with a catoblepas also - the players are a bit anxious that it may do so).
Now I don't know exactly how your game proceeds, or what sorts of things you and those you play with find engaging in a fantasy RPG.The invoker-wizard also came through the gate, in order to Thunderwave some elementals into the lava, but this turned out to expose him to their vicious melee and he, too, got cut down. In desperate straits as he lay on the ground next to his Gate (he was brought back to consciousness via some sort of healing effect), being hacked down by fire archons, he spoke a prayer to Erathis (one of his patron deities). After speaking the prayer, and after the player succeeded at a Hard Religion check, as the PC looked up into the rock cleft high above him, he saw a duergar standing on a ledge looking down. The PC already knew that the duergar revere Erathis (as well as Asmodeus). The duergar gave the Deep Speech hand sign for "I will offer you aid", and the PC replied with the sign for "The dues will be paid". The duergar then dropped a potion vial down to the PC. (I had already decided that I could place a duergar in the cleft if I wanted some sort of 3rd-party intervention into the fight. The successful prayer was the trigger for implementing that prior decision.)
This implies to me that you are happy for the GM to just decide that. Combined with your apparent dislike of dice-based action resolution, it implies that you (sometimes? generally?) prefer that the GM decide this rather than that it be resolved in some fashion via action resolution mechanics.And the player attempt at diplomacy which fails is, to me, learning via play (rather than learning by someone telling us) that the Chamberlain is not admitting us to see the King.
[MENTION=386]LostSoul[/MENTION] and at least one other poster replied affirmatively to this. I agree with LostSoul that this is exactly what Gygax was talking about when he emphasised the importance of time-keeping in a campaign. (One sign I'm not running a Gyagxian campaign? The passage of time in my campaign is nothing but colour.)Why does it always come back to this. Let's shout it out HEY OUT THERE! HAS ANYONE EVER PLAYED A GAME WHERE YOUR TRAVEL TIME DETERMINES WHETHER YOU ARRIVE AT A KEY LOCATION LONG BEFORE, OR WELL AFTER, THE ADVENTURE AT THAT LOCATION? No? Me neither.
That's fine, but not everyone plays like this. In the sort of play that makes ingame time an important player resource, working out how to deal with wandering monsters so that they don't cost you time is a key player skill.If we are going to play by the "XP earned" model, then my definite preference is actual, planned, relevant encounters, not random wandering monsters.
Well, how has that come about. Perhaps the group is playing a module, and the module begins by specifying that all the PCs are on their way to visit the Chamberlain to seek access to the king?The fact the players feel a need to speak to the Chamberlain implies it has been decided one must access the King through the Chamberlain, and cannot simply stroll in at his leisure. The game, the adventure, call it what you will, does not take place in a vacuum.
Of course they can, but as a general rule in D&D there is no action resolution mechanic they can deploy to actually make this decision come true. They are dependent upon the GM framing the scene. At many tables the GM might frame another scene instead, of course ("On your way to the balance you bump into a haughty courtesan . . .").Who says the GM framed it? Why cant the players decide their PC's will attend upon the Chamberlain to seek an audience with the King?
We also apparently have different working definitions of backstory.I think we may differ on even what sceneframing means. It appears to cover including a Chamberlain, but in your view not his attitude or willingness to listen to diplomacy. To me, these are also reasonably elements of sceneframing.
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Comparing to combat, I would expect the opposition comes predefined with attacks and defenses, and that these are not set by a PC who rolls to impose his will that the Orcs are wearing loincloths rather than chain mail, and wielding daggers rather than greatswords. Just as I would expect the attitude of the Orcs comes pre-defined, and is not set as gentle, friendly explorers by a PC diplomacy check.
The question is not whether the NPC's have personality, but who gives it to them - the GM defining, say, that" unfriendly bordering on hostile to visitors" Chamberlain, or the player rolling to make that crusty exterior hide a heart of gold and a deep respect for adventurers.
I take this as pretty much proving my point that talk of "trust" gets us nowhere. Because I am not primarily concerned about the fate of my PC. I am concerned about my fate as a player. I want to have a fun time. As a GM, I want my players to have a fun time. The fate of their PCs in the fiction is quite secondary to that - for instance, I could spend hours narrating how great a life their PCs are living - that would hardly be screwing over the PCs - but would seem to make for a pretty unfun session.To start, trust that the GM is not out to screw over the player characters
This is a non-sequitur. For instance, in 4e the default approach is to set the difficulty by looking at a chart. And the attitude then factors into determining what is feasible from the point of view of fictional positioning, and also what sorts of consequences are to be narrated for a failed check.Regardless of the methodology, the difficulty of success must be set somehow. The attitude of the target seems a valid component in setting that difficulty
I have no idea what you are talking about here. You are using 3E terminology that has no relevance to the 4e skill challenge rules, and then layering something additional - I'm not sure exactly what - on top of that.So if I gain 3 levels, the Chamberlain moves from Unfriendly to Hostile? Funny how everyone was so much happier when we were first level!
I indicated in my playstyle what the episode in question would correspond to. Obviously in your game it might be the result of a different process of resolution. So you are correct that there is no one-to-one mapping of mechanics and system to fiction (this is one thing that makes a Story Hour very different from an Actual Play thread). But that does not mean I resile from the claim I made about my playstyle. And I assume that you are not suggesting that I am mistaken in explaining how, in my playstyle, an episode of this sort would come to occur.Or it is an example of an NPC not prepared to listen to diplomacy.
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Sadly, you can't get closed captioning with the game mechanics typed in.
All you're telling me there is that your game of choice has poor social encounter resolution rules, because they are too boring to be used when the stakes are high and the drama real (and if the stakes are low or there is no drama, then who cares?). Therefore, the GM, in order to deliver an exciting game, has to push matters in another direction. Which raises the question, why frame a social encounter in the first place if the game's resolution mechanics don't support it?pemerton said:Now, that model involves all the characters - much better balanced, IMO, than "I make a diplomacy roll while the other guys watch and we win".
"Fail forward", or "no whiffing" - a technique strongly advocated by Ron Edwards and Luke Crane - has no application to the situation in which the PCs meet the Chamberlain, try to get him to admit them to an audience with the king, and fail, all because the GM has decided that this is how the matter will unfold.You comment regularly about "fail forward". To me, failure to get past the Chamberlain to see the King is not "loss", it is "move forward".
None of this is "fail forward" either. Fail forward means, roughly, that you succeed at your task but fail at your intent. So your suggestion upthread, that the PCs persuade the Chamberlain to admit them to the king, but in circumstances in which the king is going to feed them to the royal hyenas (was it?), would be a good example of "fail forward" on a failed Diplomacy check against the Chamberlain. Now the scene keeps going, and the challenge facing the PCs is to persuade the king to spare them (or, perhaps, to deal with the hyenas).Must every possible approach be guaranteed a possibility of success? Also no, at least IMO. You appear to have locked in on "meeting the King" being the only possible next step (or "lose the game", I suppose). I don't see it that way. Perhaps there are ways to access the King without persuading the Chamberlain, other means of persuading the Chamberlain, or means of accomplishing the PC's goals (not defined in our scenario) without achieving the objective of meeting the King.
pemerton said:In the typical D&D combat, the GM does not simply tell the players that their PCs cut their way through their foes with no losses.
Sure. That is why I referred to the typical D&D combat.Actually, I would consider doing just that where the combat itself is trivial.
Sure, but these are all variations on the attack rules (except for Stoneskin which is damage mitigation - I was intending to exclude that via my reference to "parrying without detriment"). None of them is analgous to the GM, by fiating, declaring that the attack misses. Which was the point I was making. I have never heard of that approach being taken in D&D combat (which isn't to say that it hasn't been by someone somewhere at some time). Whereas unless I'm misreading you, you are positing that as a resolution option out of combat.Or a reskinned Stoneskin spell, or an effect provided by a Lightsaber Parry special ability of a Jedi Knight, or a special feat...
What is the equivalent, in social encounters, to the OA against the fleeing enemy? Different social resolution systems can have different ways of handling this, but good ones don't just let one party walk away without cost - otherwise the action resolution system isn't actually producing binding changs to the fiction.In combat, an enemy can flee. To avoid diplomacy, one can walk away.
I don't understand the question. I ask the player which PC he would like me to frame into the next scene - the dead one (which will therefore require some backstory introduction to get the PC into the next scene - in all cases this has been worked through with the player in question) or a new one? Where do you see scope for disagreement? What does it even mean to disagree with a player's answer to the question "Which PC I framing into the next scene for you to play?"should there be a disagreement as to the precise results, whose desires prevail? Does the GM have the right to override the player, or does the player have the final say over the GM?
Your suggestion that no one traveling astrally can cast any other 9th level magic is interesting, but less supportable since there is no discussion of any casting restriction under the spell effect.
A fully charged Luckblade contains three wishes. I believe that can serve as a source for Wishes.
Don't forget the giant worm and a city under siege in the middle of the desert by nomads*.
*They got tired of nobody wanting to talk to them.
How is it that every piece of evidence given so far for the brokenness of the game is debatable?
Project to the astral plane . Have one of your friends meet you there via Plane Shift. Greater Teleport to him and let him take possession of the wish results -- if the results are even physical -- good uses of stuff like this is knowledge, visions, inherent bonuses in your friends, etc. 25k in cash is OK if you need something to cover some bills or something, but it's not anything to write home about.
While yours is a perfectly fine house-rule, 3.5's version of Astral Projection simply says you create copies of equipment. The problem with non-specific ambiguous language is you get a lousy specification. The problem with lousy specifications is misaligned expectations.
How is it that every piece of evidence given so far for the brokenness of the game is debatable?
Because different people have different experiences.
1. Grab an Luckblade.
2. Cast Astral Projection.
3. Use up the wishes.
4. Dismiss Astral Projection.
5. Repeat steps 2-4.
6. ???
7. Profit.
Here we go again…
Plane shift – you are within 5 – 500 miles of your destination. Greater Teleport – “In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.”
How will you obtain the reliable description of the random arrival point of your friend (and how precise is your arrival point from the Astral Plane)?
And, again, my simple ruling – when the Astral Projecting character returns back to his body, the manifested body and all related gear vanishes. There can be only one set of gear in play at any given time. Done.