Fighters vs. Spellcasters (a case for fighters.)

As GM, I say - "OK, you want to play a dragon quest, that's fine, let's roll up some 11th level PCs." You are positing that the players reply "No, we want to be 1st level dragon hunters". Even though everyone knows that D&D just doesn't work like that.
Players (usually) know that. Characters, on the other hand, might not - or might want to try it anyway.

And if the players-in-character are dead-set on going after a dragon that's way too much for them, you-as-DM still have a few options:

1. Put something else in their way and see if they bite on that instead - e.g. en route to the rumoured lair of the dragon you come upon an ancient ruin...or:
2. They can't find (or catch up to) the dragon. They keep hearing rumours about where it is, or was last seen, but by the time they get there it's long gone; what with flight being so much faster and more efficient than overland foot travel and all...or:
3. Let them find the dragon, play out the battle, and - unless they get outrageously lucky (it happens now and then) - wipe them out.

I don't know what I do at that point - look for more rational players? - but we are in the realm of absurdities that TwoSix talked about upthread. The sort of game I enjoy presupposes that GM and players are on the same page as to what the game is to be about, and what sorts of fiction the mechanics support.
Whereas I think I know exactly what to do at that point: play it out as one (or both) of options 1 and 3 I list above. And while you might see this as the realm of absurdities I see it as not much more than just another night in the trenches. :)

Lan-"a bored 1st-level party I once knew walked up to the front door of a tower known to be the home of a lich; an evening of rolling up new characters soon followed"-efan
 

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Well that's certainly not my argument. I take issue largely with the claim that the system is completely broken because of x,y,z. I don't find most of those reasons given as convincing that the system is broken, and that's a far cry for championing it as a flawless system that cannot be criticized.

And the problem is that flaws aren't being presented for proposing various fixes, they are being touted as reasons the system is completely stuffed. People aren't saying; "Hey I'm having this problem, how can we go about fixing it?", they are condemning the system as ridiculous, making blanket statements as if they were absolute fact, implying that if you can't see that the system really is broken then you are stupid or ignorant, or point-blank insulting people that disagree.

If it helps, I don't see myself as trying to deny that the system has faults. My agenda was to challenge blanket statements made. That's why I rhetorically asked why there was debate; its clear that many people feel the system isn't absolutely broken and that balance issues are often over-exaggerated.

But, no one is arguing that the system is completely broken. I've repeatedly stated (and I know others have too) that this is an issue for high level play. The only people making blanket statements are those touting the fact that we're incompetent DM's for having this issue in the first place.
 

I'd also point out N'raac, that your characterization that "Players must always have a chance to succeed" is completely your own fabrication. No one is saying that just because the player tries something he has to succeed.

Heck, with the chamberlain example, if I use diplomacy and roll very low, then I, as the player, have absolutely no reason to complain. I know what the mechanics say and I have no room to complain here.

Where I do draw the line though is that the DM, through fiat, simply declares that some action, which is perfectly reasonable, automatically fails and manipulates the game to ensure that's true. The Chamberlain sticks his fingers in his ears (completely immersion breaking since such an action would be very much out of character for the Chamberlain), runs away from the PC's, so they cannot use their skills (again, completely out of character and only chosen to artificially inflate the DC of the check) and so on.

If you are going to use the game, is it too much for players to ask that the mechanics actually be used? You, the DM, agreed with your players that you were going to play game X. Everyone at the table is familiar with the mechanics of game X. The only reason that you're playing silly buggers with the mechanics is because of some pre-defined outcome that you the DM have decided upon.

There are a bajillion games out there that allow the DM to do this. Most rules light games allow this explicitly. But, if I'm playing a rules heavy game, why am I now a bad player for insisting that we actually use the rules in the book?

Again, we're not talking about strawmen examples of convincing the Pope that he's an athiest. We're talking about bog standard examples that are actually illustrated in the Player's Handbook. I mean, if I cannot reasonably expect to be able to do the specific things elucidated in the rules, what can I reasonably expect at any time?
 

As GM, I say - "OK, you want to play a dragon quest, that's fine, let's roll up some 11th level PCs." You are positing that the players reply "No, we want to be 1st level dragon hunters". Even though everyone knows that D&D just doesn't work like that.

Excuse me, I'm not taking sides in your ongoing discussion with Mr N, but this made me raise an eyebrow. I see nothing wrong with PCs wanting to be first level dragon hunters. Doesn't The Sunless Citadel contain within it a first level dragon hunt? Isn't it fine to reason that dragons for good or ill leave their eggs in places remote from their lairs, so as to ensure that only the hardiest and worthiest hatchlings survive? If so, wouldn't this tempt creatures of a draconic inclination to seek out dragon eggs and hatchlings, thereby creating patrons or competitors for a party of first level PCs? And doesn't the MM suggest a CR of 3 for an out-of-the-box (egg?) wyrmling, making it the ideal climactic challenge for such a group?
 
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Excuse me, I'm not taking sides in your ongoing discussion with Mr N, but this made me raise an eyebrow. I see nothing wrong with PCs wanting to be first level dragon hunters. Doesn't The Sunless Citadel contain within it a first level dragon hunt? Isn't it fine to reason that dragons for good or ill leave their eggs in places remote from their lairs, so as to ensure that only the hardiest and worthiest hatchlings survive? If so, wouldn't this tempt creatures of a draconic inclination to seek out dragon eggs and hatchlings, thereby creating patrons or competitors for a party of first level PCs? And doesn't the MM suggest a CR of 3 for an out-of-the-box (egg?) wyrmling, making it the ideal climactic challenge for such a group?

And that would be perfectly fair too. But, it appears to me that N'raac is positing that the players be able to take on a challenge much above their weight class and that Pemerton's DMing style would have them automatically succeed. Which would make it parallel for the Chamberlain example where he has presumed that since we would all the players to determine when checks are made, that the players should be able to presume automatic success.

Where N'raac has gotten this interpretation from is something of a mystery to me.
 

1. Put something else in their way and see if they bite on that instead - e.g. en route to the rumoured lair of the dragon you come upon an ancient ruin...or:
2. They can't find (or catch up to) the dragon. They keep hearing rumours about where it is, or was last seen, but by the time they get there it's long gone; what with flight being so much faster and more efficient than overland foot travel and all
These are both ways of framing the PCs into a different, non-dragon related scene. The analogue with the chamberlain would be framing the PCs into a different, non-royal-court related scene.

Whether that will produce satisfactory play or not depends (in my view) not on which participant is in principle accorded what dimension of authority. It will depend on whether or not we now have a game that satisfies anyone's desires for play. In a player-driven game of the particular sort I'm trying to explain, I could see some problems in that respect.
 

I've repeatedly stated (and I know others have too) that this is an issue for high level play.
I've been saying mid-to-high level. I think it starts to crop up around 7th, and becomes really obvious in the double-digits.

My experience in this respect is much more with AD&D than 3E, although given what I know of 3E's rules, and the posts I read from you (Hussar) and others, I find it very easy to predict that I would have the same issue in 3E.

Excuse me, I'm not taking sides in your ongoing discussion with Mr N, but this made me raise an eyebrow. I see nothing wrong with PCs wanting to be first level dragon hunters. Doesn't The Sunless Citadel contain within it a first level dragon hunt?

<snip>

doesn't the MM suggest a CR of 3 for an out-of-the-box (egg?) wyrmling, making it the ideal climactic challenge for such a group?
The dragon I was talking about was the one introduced into the discussion by N'raac - an Ancient Red Dragon. Off the top of my head I don't know how tough that is in 3E, but in AD&D you'd want to be around 11th level. (In 4e you'd need to be around the upper 20s, but I think 4e stepped up the toughness of dragons somewhat.)

it appears to me that N'raac is positing that the players be able to take on a challenge much above their weight class and that Pemerton's DMing style would have them automatically succeed. Which would make it parallel for the Chamberlain example where he has presumed that since we would all the players to determine when checks are made, that the players should be able to presume automatic success.

Where N'raac has gotten this interpretation from is something of a mystery to me.
Agreed with all this.
 

I had missed or forgotten the context of the point to which you were responding. I've been back and found it. Gotcha. Still, if a party of first level PCs told me they wanted to go and hunt an ancient red dragon, I'd encourage them to do just that. Getting to their foe would simply take them about eighteen levels.
 

This is still not making sense to me.

I'm not sure why, but I'll assume my communications have been unclear.

As GM, I say - "OK, you want to play a dragon quest, that's fine, let's roll up some 11th level PCs." You are positing that the players reply "No, we want to be 1st level dragon hunters". Even though everyone knows that D&D just doesn't work like that.

The Chamberlain discussion has basically posited that the players must be able to succeed in their objective, to persuade the Chamberlain to let them in to see the King. The possibility that the Chamberlain will not hear them out (ie will not permit them sufficient time to get that unpenalized diplomacy skill) or will simply be stubborn enough that the DC to persuade him is outside the PC group's capability, or that the Chamberlain will not do so, regardless of the level of success, or because allowing them in would cause his harm - all elements possible under the rules - are all dismissed as inappropriate. The scene cannot reasonably be set in such a manner, we are told. The PC's must have the possibility of immediate success, transitioning the scene with the Chamberlain to a meeting with the King. We cannot pre-set the Chamberlain's abilities such that success is not possible - this would be having a preconception of how the scene will play out.

But the outcome of a Dragon encounter can be pre-defined, for some reason. It is OK to flat out state that defeating the Dragon

is positing that the players be able to take on a challenge much above their weight class

but it is not OK for the persuasion of the Chamberlain is also out of their weight class. Why is diplomacy with the Chamberlain so different from battling the Dragon? Framing the PC's into a non-dragon battle scene seems little different from framing a non-Chamberlain scene such as the Courtesan that [MENTION=42582]pemerton[/MENTION] raised earlier. It's STORY NOW! with the Chamberlain, but "above your weight class" with the Dragon. The two seem contradictory from where I sit.

In D&D that potential is called "being 11th level". But for some reason you are supposing that the players don't want that. This is part of why I don't really understand the example,

So why is it impossible for the potential to persuade the Chamberlain to be at a higher level than the PC's have currently achieved? The difficulty to persuade the Chamberlain is somehow inextricably linked to the abilities of the characters, and will vary with "The Chart" to always be so, but the difficulty in combating a Red Wyrm is fixed and absolute.

Your imagined scenarios in which the group can't agree on what level of PCs they should be playing to play a dragon hunting game, or in which the players and GM can't agree on what sort of Chamberlain situation is interesting to engage with (the players want their PCs to be able to persuade the Chamberlain, but the GM will not frame such a scene), seem to me to exhibit similar dysfunction.

All the players agree that their characters, as is, should be able to persuade the Chamberlain to let them see the King, so the scene must be set, and they must be able to persuade the Chamberlain to let them see the King. All the players agree that their characters, as is, should be able to hunt down and slay a Dragon, but it is clearly obvious that their expectations are ridiculous - their characters simply do not have the ability to succeed. One must be framed to afford them the opportunity to succeed, but the other clearly cannot. Yes, I find this inconsistent and confusing.

Saying yes is not deciding the outcome - it is agreeing with the player's choice of outcome.

It defines the outcome, without invoking the action resolution mechanics, to be the exact outcome the player described. The outcome has been decided. The GM also had the choice not to agree, so the GM has decided not to invoke the resolution mechanics.

Deciding that a credibiity requirement for framing action resolution has been met is not deciding the outcome. It is opening the door to the participants collectively deciding the outcome via the mechanics.

I thought that, had you determined the credibility requirement was not met, that would mean there was no second roll. That is, the mechanics would not be engaged, the previous result would stand and the outcome would therefore be determined. You made the decision whether the requirement was met, that decision determined whether the mechanics would be invoked, and failure to invoke them would set the outcome. In this instance, you exercised your discretion to permit the mechanics to be used - but this was based entirely on your arbitration of whether the credibility requirement had been met.

I'd also point out N'raac, that your characterization that "Players must always have a chance to succeed" is completely your own fabrication. No one is saying that just because the player tries something he has to succeed.

Heck, with the chamberlain example, if I use diplomacy and roll very low, then I, as the player, have absolutely no reason to complain. I know what the mechanics say and I have no room to complain here.

If you fail only due to a low roll, then you had a chance to succeed. If you fail, even rolling a 20, you had no chance to succeed. If you will fail, even if you roll a 20, I see no difference between letting you roll, then telling you that your attempt failed, and telling you that your attempt failed from the outset.

. The Chamberlain sticks his fingers in his ears (completely immersion breaking since such an action would be very much out of character for the Chamberlain), runs away from the PC's, so they cannot use their skills (again, completely out of character and only chosen to artificially inflate the DC of the check) and so on.

First off, thank you for the compliment that I have so compellingly brought the Chamberlain to life that you now completely grasp his character. Second, "fingers in the ears" was a definite over the top response to what I consider the equally over the top claim that the Diplomacy requirement that it takes at least a minute, possibly much longer depending on the situation, is not a real rule, and the players will, of course, always be able to obtain as much time as they need. A Chamberlain deciding he will not hear the arguments of the PC's is not, however, unreasonable to my mind. He said "No, the King is not receiving you" and that is the end of the matter, as he sees it. "Begone, before I have you removed by force."

There are a bajillion games out there that allow the DM to do this. Most rules light games allow this explicitly. But, if I'm playing a rules heavy game, why am I now a bad player for insisting that we actually use the rules in the book?

Why am I a bad GM for reading ALL the words in those rules? You need time, and there is no guarantee you will receive it. Even a helpful person will not take actions that cause him harm. These are also part of the rules in the book which you have suggested we use.

Again, we're not talking about strawmen examples of convincing the Pope that he's an athiest. We're talking about bog standard examples that are actually illustrated in the Player's Handbook. I mean, if I cannot reasonably expect to be able to do the specific things elucidated in the rules, what can I reasonably expect at any time?

Neither you nor I created the "convert the Pope" example, so I don't consider it hugely relevant. I'm not sure where you are pulling your "bog standard examples" from, but I don't have the book in front of me. The book is, however, clear that different circumstances impose different modifiers, so I don't see it as a failing of any GM that he does not design his scenario to reflect examples from the PHB, with no variation in situation. Neither do I perceive any reason PC's (or through them their players) would possess omniscience to intuit any and all such circumstances without engaging in the actual game to learn them.
 

The opening post advocated "strategic use of setting" as the means to the end of balancing the Fighter versus the Spellcaster. Since then, we've had the "strategic deployment of unheralded or low resolution complications" to subordinate a "win condition" authored by a Spellcaster. We've also had "exploitation of inherent vagueries of the purple prose nature of some spells" as means to subordinate a "win condition" authored by a Spellcaster.

- Terminally obstinate (effectively a mundane Mindblank) chamberlains.

- Unheralded, rotating sentinels as complications.

- Ad-hoc, bolted-on Scent that obscures the line of its mechanical codification.

- Spell components thievery common enough that it would require a codification into local law as to whether it is a petty offense or a crime of high seriousness.

- A society so riddled with magic, that players should expect all NPCs to have exposure to, and knowledge of, rudiments of spells and their effects, thus deployment of divination and enchantment spells become "nuclear options."

- A society so loaded to bear with magic, that all/most steadings should be expected to have a high level court mage who can failsafe the redoubt with anti-scrying and anti-teleportation contingencies...or at the very least, only the ones that the PCs actively engage with.

- Many/most time(s) I try to craft a scroll/wand, I am mysteriously interrupted by vandals et al.

Let us say we are a year into our campaign and I'm a wizard player who has dealt with all of these complications/scenarios throughout the course of play that have either subordinated a (perhaps I feel rightly earned) "win condition" that my spell load-out would have otherwise dictated or that make many of my options borderline untenable (thus unusable) due to the punitive nature of a charm spell wearing off or the extreme likelihood of a deal with an extra-planar creature going wrong. Do you think:

1 - Its unreasonable to sense that the GM is adversarial to my existence...specifically when I'm the only person in the group that endures this?

2 - It will have any operative conditioning effects such as a request to either completely retcon my spellbook/feats/character such that I am tantamount to an invoker with no scrolls/wands nor utility spells that can be subordinated...or go nuclear and request to retire the character entirely and make a new character?


Would either response 1 or 2 by a Wizard player be utterly out of left field?
 

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