Fighters vs. Spellcasters (a case for fighters.)

So what are we arguing? First, we have the assertion that the Wizard autowins pretty much every challenge. When the response is that the rules provide checks and balances that reign in the caster, we are told that actually applying these rules clearly makes us adversarial, and neuters the wizard to the point there is no enjoyment to be had in playing such a character and he would clearly wish to change characters. This suggests that the wizard is either utterly useless or omniscient and omnipotent, with no possible middle ground. I find that difficult to credit.

I also find the phrasing designed to be postitive to the OP wizard and negative to the GM who reads and enforces the rules. For example, "exploitation of inherent vagueries of the purple prose nature of some spells" versus simply reading the actual words, not assuming the ones that convey the desired (over)power of the spell are relevant, but that those that limit them are mere colour and should have no in-game impact. I've seen one poster (IIRC, on a different thread) suggest that he can just send the fighter ahead to describe the scene, and he can now ignore the line of effect rules and cast his spells, with pinpoint accuracy, around corners. We should ignore the Line of Effect rules, or at least interpret them in the manner most favourable to the Wizard.

To the manner in which these are presented, I have added an alternate presentation, several as one might perceive the arguments of the wizard's player, desiring to hold a place of superiority (admittedly biased in many cases, but I think largely biased as much as the "poor put upon wizard" presentation they are juxtaposed against.

- Terminally obstinate (effectively a mundane Mindblank) chamberlains. A simple Charm spell renders the target into the caster's sock puppet. Although this one was initially presented as non-magical, suggesting there was no way that anyone could be fully resistant to the PC's Diplomacy roll, or could depart without waiting the full required time for diplomacy to be rolled. Does that mean the PC's are also frozen in stasis for a minute or more should the opposition wish it to be so? Of course not - this would not favour the wizard!
- Unheralded, rotating sentinels as complications. as opposed to a spell which allows sensing of targets in the vaguest detail alone resulting in automatically choosing a target perfectly positioned for the desired results.

- Ad-hoc, bolted-on Scent that obscures the line of its mechanical codification. No creature may ever deviate in the slightest from the presentation of the average member of its species in a book. [I note that the Scent was unnecessary as the Dragon, by the books, has Blindsense. They all do.

- 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. Can't really speak to this one, other than to note that if they are so easily located, prepackaged into "spell component spells", it seems reasonable to believe there is considerable awareness of the components Wizards use.

- 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." Opposed with a society that has no knowledge whatsoever of spells that are nevertheless easily acquired off the shelf in potion, scroll and wand form, with details of their casting mechanics routinely available to the PC's. No one has ever heard of these rare magicks until we want one, in which case it's available wherever we happen to be. Why would it be more socially acceptable to mystically Charm the King than to secure his aid through bribes or blackmail?

- 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. Again, we come back to how rare or common wizards are. I don't see how there can be high level spells ripe for the picking, and a free market of magical items, yet the wizards who have knowledge of such spells, and the skills to craft such items, being scarce as hen's teeth and virtually unknown in society

This seems like a tradeoff - if magic is rare and mysterious, then we should be back to the 1e suggestion that even a scroll of single first level spell is a treasure beyond all reckoning, so spells to expand the wizard's repertoire are far more difficult to obtain than in the standard rules. If it is readily available, then it must logically be better known.

- Many/most time(s) I try to craft a scroll/wand, I am mysteriously interrupted by vandals et al. Not one I am fond of, though unlimited time is an issue to be addressed in its own right. To me, gold caps off crafting availability fine. But, with scrolls/wands common, spells become more common and one would expect more members of the society to be aware of the significance when one is brandished about.

In other words, Mystery and Rarity go hand in hand, in my view. 3rd Ed makes magic very available by default - it is assumed PC's can access magic items as desired, they have a ready market and known pricing structures, and wizards have little difficulty gaining new spells. Most settlements have a spellcaster or three available for hire. That implies that magic is not so much an unknown quantity as it would be in a milieu where "even a scroll of single first level spell is a priceless treasure" - here, it is a 25 gp purchase, pretty easy to locate in most settlements of any size.
 

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Players (usually) know that. Characters, on the other hand, might not - or might want to try it anyway.

Quite right - just as characters might try to get in to see the King, lacking the understanding that the King does not normally receive any and all who wish to come before him. Now, a PC with a decent Knowledge Arcana roll would likely know that even a recently hatched Dragon would be a potent threat to their abilities, but then one with some Knowledge: Nobility would likely know how unlikely it is that they can simply walk into the Chamberlain's office and be granted an audience with the King. In both cases, we are advising the players, indirectly through character knowledge, that what they are asking for is not viable with the resources they currently have. The possibility that an audience with the King is beyond their resources, however seems unacceptable under the interpretation taken of "Indie" play, while it seems perfectly all right to place the Dragon out of their reach, a difference which has not been explained.

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:

Both viable in my view. However, they violate the maxim of "Story Now" we are presented with under the "Indie" model as presented. Just as an encounter with a courtesan, rather than the desired Chamberlain, is dismissed by the "Indie model" posters.

3. Let them find the dragon, play out the battle, and - unless they get outrageously lucky (it happens now and then) - wipe them out.

But coming back to the Chamberlain, this seems equivalent to him being so difficult to persuade that the party simply cannot succeed at this task. We are now not permitting [MENTION=22779]Hussar[/MENTION] to meaningfully access the abilities his character has been provided "by the rules", and as such we are again in violation of the requirements of "Indie" play.

That would be why @permerton doesn't know what to do at this point. He is unwilling to apply the tools of his Indie game to override verisimilitude to the extent required to allow these humble novices to have any real possibility of success in engaging the Dragon. For some reason, this is more damaging to verisimilitude than allowing them a reasonable (I think 60% more or less being the 4e rule cited) possibility of being granted an audience with the King.

Maybe the King can be persuaded to give us the arms, armaments, training and allies we need to kill the Dragon? Presumably, we must have a chance at persuading him, just as we must have a chance to persuade the Chamberlain, but I'm unclear why that doesn't extend to a similar chance at defeating the Dragon. Perhaps we have Indie play for interaction and exploration, but revert to wargame style when it comes to combat. That seems a more apt description of the examples we've seen to date, as only non-combat efforts seem to be resolved in this manner.

Which isn't dissimilar to classic wargame style (common to early editions with no mechanics for social skills - just role play it - mechanics happen in combat) or storyteller style (where the results are predetermined, so roll with it, yet we generally still play out combat with all its mechanics).

I've suggested in the past, more in Hero than in d20, the possibility of an expanded resolution system for those conflicts most relevant to the specific game, and a simplified system for ancillary matters. In traditional D&D play, that means a very detailed, granular combat system (which is how most conflict is resolved) and a much simpler, more abstract skill system for other areas, like interaction. However, for a Court of the King Drama, perhaps social interaction should be detailed at a similar level to combat, and combat gets relegated to a few opposed roll skills like "Dueling" and "Brawling", as these will not be the key conflicts in this game.

I don't see that as a "wargame/storyteller/Indie" distinction so much as a game focus distinction. Any of the three styles could focus more on political intrigue than on open warfare, and political intrigue lacks the same granular resolution model combat possesses. Some "Indie" games (Heroquest, for example) relegate all challenges to the same resolution system(s), but my general experience is that they make combat much less granular, and offer the potential for the other areas to become just a bit more granular, with all becoming quite abstract - necessary if we are to use the same system to resolve single combat, mass combat, courtroom drama, political intrigue, a medical drama, courtship, debates, research and dozens of other conflicts in an identical manner.
 

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.

To a large extent, I agree. Spells become more potent, and more diversified, at higher levels. The players and GM tend to have less experience dealing with them, which exacerbates the problem.

That said, "does Charm Person make you a sock puppet" deals with a first level spell, and our Dragon Discussion hovered around L10, and we didn't have any consensus on either of those, really.

I also find the discussion of multiplying item usage through Astral Projection a bit enlightening. When an individual GM (Wicht) suggests a ruling which is balanced (the power of the original item is eroded by use of an astral duplicate), numerous posters suggested he was inappropriately restricting the power of the spell, contrary to the rules. But when the same ruling appears in an "official rulebook", it is now gospel truth and the issue is debated no more. Do we really need every unreasonable result, every possible permutation and combination of dozens of books, and every possible corner case spelled out in an official ruling?

Aren't the same people who accept that book as resolving the issue complaining that the authors of the earlier book (possibly the same people) are idiots for including the possibility in the first place? I get to stay overpowered until someone persuades an "official source" to fix the problem - no such judgements are to be permitted by the individual GM. Yet pretty much every edition has been cited as giving the GM power to interpret and adjudicate the rules. When THAT rule is followed, we are suddenly "not playing by the rules". Why?
 

Yet pretty much every edition has been cited as giving the GM power to interpret and adjudicate the rules. When THAT rule is followed, we are suddenly "not playing by the rules". Why?
What do you think of the ruling that human women suffer a -2 STR modifier for being weaker than men, and a -2 WIS modifier for being more emotional and illogical than men?
 

What do you think of the ruling that human women suffer a -2 STR modifier for being weaker than men, and a -2 WIS modifier for being more emotional and illogical than men?

First, that's not an "interpretation of the rules", but a modification of the rules. As it effectively treats a separate gender as a separate race, I would expect bonuses to offset the penalties. They're also much better looking, so +2 CHA, and they manage through the rigors of childbirth, so let's give them +2 CON.

But I would note that female characters had a lower maximum STR than male characters back in the early editions - what do you think of a ruling that removes those maxima under those early editions (which was eventually adopted in later editions, as there is no differentiation between genders now)?

Finally, this seems like a deliberate hot button designed to trigger an emotional response based on gender equality issues. What if I instead suggested a race of MousePeople who suffer a -2 STR modifier for being weaker than humans, and a -2 WIS modifier for being more emotional and illogical than humans, with no offsetting benefits (otherwise identical to humans)?
 

Aren't the same people who accept that book as resolving the issue complaining that the authors of the earlier book (possibly the same people) are idiots for including the possibility in the first place? I get to stay overpowered until someone persuades an "official source" to fix the problem - no such judgements are to be permitted by the individual GM. Yet pretty much every edition has been cited as giving the GM power to interpret and adjudicate the rules. When THAT rule is followed, we are suddenly "not playing by the rules". Why?
Yep, that pretty much sums it up.

Player charms king and declares ownership of kingdom, and it's the rules that are broken. DM refuses access or has the kingdom ban spellcasting, and he's using too much "force". Because we know nothing is ever the players' fault.

Sheesh.
 

What do you think of the ruling that human women suffer a -2 STR modifier for being weaker than men, and a -2 WIS modifier for being more emotional and illogical than men?

Theres' interpretation and adjudication and then there is house rules.

Your example is unsupported by any of the rule sets I' familiar with. Chainmail, Basic, and 3e didn't have gender differentiation that I can recall, 1e had a marginal cap on Fighter exceptional strength and no other gender differentiation. It's definitely in the house rule territory.
 

First, that's not an "interpretation of the rules", but a modification of the rules.
Rule zero nonetheless for D&D.

And this is why I don't like to invoke rule zero; the effects vary wildly depending on who the DM is. Sometimes you get a great interpreter, other times, you find out he's using a Hungarian phrase book.

To use Astral Projection as an example, no one in their right mind would have let it be played straight, but some would have used the 3.0 MotP rules to balance it (assuming they had the book), some would have just had it make nonmagical gear (as, I believe, was the effect in a previous edition of D&D), and I personally would have just banned the spell outright.

As it effectively treats a separate gender as a separate race, I would expect bonuses to offset the penalties. They're also much better looking, so +2 CHA, and they manage through the rigors of childbirth, so let's give them +2 CON.
Every time a thread comes up on the subject, the DM is usually penalizing women without giving them benefits - not the benefits would justify it in the first place.

I would also dispute that women are better looking, as I find that there are plenty of very attractive men out there.

But I would note that female characters had a lower maximum STR than male characters back in the early editions - what do you think of a ruling that removes those maxima under those early editions (which was eventually adopted in later editions, as there is no differentiation between genders now)?
I would be all for a ruling that makes the game better, all the while acknowledging that there was a flaw in the game that needed to be corrected.

Finally, this seems like a deliberate hot button designed to trigger an emotional response based on gender equality issues. What if I instead suggested a race of MousePeople who suffer a -2 STR modifier for being weaker than humans, and a -2 WIS modifier for being more emotional and illogical than humans, with no offsetting benefits (otherwise identical to humans)?
Mouse people do not exist in real life. Women, so I am told, do.
 
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I would be happy, at a minimum, with all the rulings needed to adjudicate a core spell being located in core.

Futhermore, I do not think it is unreasonable to expect a group of paid professionals and RPG design veterans to do their job, as a group of unpaid volunteers and hobbyists did manage to make a system without so many ambiguities, at least in the core book. (Incidentally, you can find me in the editor's list if you know where to look!)
 

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