Warbringer
Explorer
That's not force.
Of course it is.
That's not force.
It is literally impossible to DM without doing what I'm describing.Of course it is.
It is literally impossible to DM without doing what I'm describing.
N'raac said: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.
Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page105#ixzz2hfm7mkw0
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./snip
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?
In an odd development, I was playing instead of DMing this past week. I was playing a charismatic character, came upon a situation where I thought I should be able to talk my way out of a fight, but the DM decided not to roll the Diplomacy check and rule that the raging warrior in front of me wasn't interested in talking.
And even as a DM myself, I went with it without thinking twice, even though I disagreed and thought that my character's abilities should be used, because he was DMing and that's his business.
That's not force.
It's not making sense for me because I don't understand, if the players want to play a dragon-hunting game of the sort you've described, why they have made 1st level PCs.I'm not sure why, but I'll assume my communications have been unclear.
I think it would be clearer if you simply tried to explain what your contention is.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.
Who said that? I said that if you have 1st level PCs trying to hunt an ancient red dragon something strange is going on. [MENTION=22779]Hussar[/MENTION] has said the same thing as me. That is, neither of us would run a game in which the player are both (i) playing hunters of ancient red dragons, and (ii) playing 1st level PCs.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.
]4e is like every other edition of D&D with which I'm familiar, in associating particular combat stats (and levels) with particular monsters (though levelling up or down is quite easy); and in not setting any level-based stats for social encounters.why is it impossible for the potential to persuade the Chamberlain to be at a higher level than the PC's have currently achieved?
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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.
Sure, if there is no way to gain bonuses or to have other players spend resources to give you bonuses (eg as per the rule I mentioned above).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.
I don't understand what you mean by "previous result would stand". Previous result of what?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.
<snip>
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.
I think that you are misunderstanding the events of play, the rules, or both.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.
This is basically correct. Both violate stage (1) of the basic sequence of play in my post above this one.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.
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
No one is saying that Wicht's ruling is wrong. It's perfectly fine and would work. What's being argued is the fact that Wicht's ruling is not actually supported by the mechanics, and that is what the fundamental issue is with casters. The fact that you have to go above and beyond the mechanics so many times to keep casters in line.
As Dandu and Hussar makes clear, no one said that [MENTION=221]Wicht[/MENTION] was inappropriately restricting the power of the spell. Rather, they said that his solution was not implicit in the spell text or rules and had to be imposed via fiat.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.
Why not just make Charm a higher-level spell? That strikes me as the easier solution, with less scope for player/GM conflict over what counts as reasonable use.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".
And yet, like Achilles making it to the end of the stadium, there are referees of D&D games out there not doing it every day of the week!It is literally impossible to DM without doing what I'm describing.
Are you talking about humans only? In 1st ed AD&D female halflings are restricted to 14 STR while males can go to 17. I can't remember, but I suspect that female gnomes and elves cannot have exceptional strength.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.
Are you talking about humans only? In 1st ed AD&D female halflings are restricted to 14 STR while males can go to 17. I can't remember, but I suspect that female gnomes and elves cannot have exceptional strength.