Looking forward to it.I'll be updating the thread with the play-post of my group's running of this scene and accompanying analysis (system, technique and why the way it worked out would be different with other systems, techniques, agendas).
Looking forward to it.I'll be updating the thread with the play-post of my group's running of this scene and accompanying analysis (system, technique and why the way it worked out would be different with other systems, techniques, agendas).
This is true, but one common comment comparing AD&D (post-UA and into 2nd ed) to 3E is that fighters in AD&D were damage machines, especially relative to typical opponent hit points. So even within the paradigm you describe, many of those who experience brokenness find 3E different from AD&D - especially that even in combat the fighter doesn't really shine.None of those really change the magic/non-magic paradigm radically though. Fighters are still commoners that swing really fast and are tough, while wizards are the ones who do stuff that other people can't.
Whether in a dungeon, a town, or a palace there's going to be times when things just don't work the way the PCs might be expecting them to. This is good, in that it reflects real life where things sometimes don't go as expected for no obvious reason.In Gygaxian dungeon play it is common for the GM to "say no", because the GM is reasoning from secret background to fictional positioning of which the players are unaware. But another feature of Gygaxian dungeon play is that it happens in a dungeon, and the players are therefore able to take steps to uncover that secret background, and hence to change their PCs' fictional positioning.
Not necessarily; the steps that need be taken are just different. Instead of ripping down walls the PCs need to - dare I say it - use some diplomacy (or chamr spells, whatever) with the servants, or listen for rumours and tales, or simply hide (if possible) and watch which picture the chamberlain hides the money behind.Once we move the same sort of play into the king's palace, however, the dynamic is very different. If a PC tries to detec magic and fails, his/her player can't just choose to have the PC start ripping apart walls, furnishings etc. In other words the players' freedom to acquire the secret backstory that will then allow them to take steps to improve their PCs' fictional positioning relative to their goals is much less.
What about secret backstory at a much higher level, to the point where the players/PCs don't even know there *is* a hidden backstory until ten adventures into the campaign (despite occasional breadcrumb clues along the way)? That's what I'm doing in my current game - the results have always been plain to see (hiding in plain sight) but the root causes are completely unknown. I'd give more detail but I've got players who sometimes read these boards...Secret backstory in dungeon play is a type of default D&D playstyle. White Plume Mountain, Tomb of Horrors, any number of old White Dwarf scenarios, and (as best I know it) a more recent homage like Labyrinth of Madness, are all meant to be played in this style.
But secret backstory in social, urban or intrigue play in my view has never been a default playstyle for D&D. It has always been contentious, precisely because in those different fictional settings it is so hard for the players to access the secret backstory other than by having clues parcled out by the GM, who - in playing the "natural responses" of the good and the great to having their homes burgled, their minds controlled, etc - is also playing the major role in determining from moment to moment how feasible it is for the players, via their PCs, to obtain the backstory they need. (I also think that the dynamics of this sort of play, with the GM being in control both of backstory reveals and of making moment-to-moment decisions about how hard it is to extract that backstory, in some cases contribute to the reasonably well-known phenomenon of the players relating to the setting and its inhabitants essentially in the mode of sociopaths or psychopaths rather than actually embracing and caring about them.)
That's all good stuff, but - unlike the dungeon, which is essentially passive and doesn't itself get angry when it is torn apart, and only generates constraints in terms of wandering monster rolls - some method is going to be needed to adjudicate how these things work and what their prospects of success are. If it is unconstrained GM fiat with no constraints from system then I think it can easily turn into a very GM-driven campaign, as per some of the discussion around the chamberlain example.Not necessarily; the steps that need be taken are just different. Instead of ripping down walls the PCs need to - dare I say it - use some diplomacy (or chamr spells, whatever) with the servants, or listen for rumours and tales, or simply hide (if possible) and watch which picture the chamberlain hides the money behind.
I don't have anything against secret backstory. My concern is with secret backstory that the GM is then using to ajdudicate the players' efforts in ways that significantly affect the likely success or failure of those efforts via changing fictional positioning in unknown ways. The limiting case of this is what one might call "Kafka-esque" RPGing.What about secret backstory at a much higher level, to the point where the players/PCs don't even know there *is* a hidden backstory until ten adventures into the campaign
Well, 3e does have power attack and weapons with improved critical hit properties. My experience has been that doing damage is quite feasible. If you want to sell me on the notion that the high-level 3e fighter becomes unimpressive, I won't argue terribly with that. Unfortunately, this is why prestige classes became de rigeur.This is true, but one common comment comparing AD&D (post-UA and into 2nd ed) to 3E is that fighters in AD&D were damage machines, especially relative to typical opponent hit points. So even within the paradigm you describe, many of those who experience brokenness find 3E different from AD&D - especially that even in combat the fighter doesn't really shine.
True. In practice, I find that most groups will naturally give the best save items and ability boosters to their tank, which somewhat counteracts that. But it is a flaw in the system that there's no medium save, and there's every reason to think that the save math should be revised so that the nonmagical characters get a bit better.Just looking through TB, I noticed the rule that all PCs get two good save progressions of the player's choice. That in itself is a huge boost to fighters, because it gives them a chance to have decent Will saves. The worsening of fighter saves is one frequently remarked upon feature of the AD&D to 3E transition.
Well yes, but by and large we are talking about "the" game rather than "my" game. And in any case, I've played starting with a very literal interpretation of the 3.0 core rules under quite a few DMs, and there are plenty of examples of how spellcasters were never even close to being dominant going that far back. For example, a rogue I played was much more effective than the wizard backing him up, and that was another DM with none of the houserules I'm talking about.That does explain an awful lot though. I'm arguing from the basis of 3.5 D&D. Not Pathfinder or various variants. I'm also arguing from the standpoint of a baseline game, since, as has been stated many times in this thread, we should be sticking to what the books say. After all, the books say that the DM is the ultimate authority, and that's very important to some people, so, it should be equally important that the game is written for certain baseline assumptions.
It's generally helpful to mention that you are playing a heavily house ruled version of D&D when you start making claims. In baseline 3.5 D&D, an EL +5 or +6 encounter will kill PC's virtually every time. Certainly a heck of a lot more than 50% of the time. So claiming that fighters are more resilient is a bit disingenuous when it only applies to your campaign. Yes, if I allow fighters significantly higher wealth and significantly higher base stats, then they are going to be a bit tougher. Additionally, that EL +5 or +6 encounter isn't really +5 or +6 anymore because you've changed the baselines. It's likely closer to a par encounter where the PC's most likely won't die and will burn through maybe 30% of their resources.
Blind teleportation is not high on my list of winning strategies. Besides, I am merely establishing a point, that you can use low level spells to "power" high level spells.
I would hardly call a CR 5 Nightmare a deadly threat to a level 9 wizard. The disparity in power levels is quite severe.
Whether this is a prudent use of resources depends, I suppose, on what is in the vault.
I remember that being said by a few people too. My memory tells me that Wicht was one of them, but perhaps I'm misremembering.
In Gygaxian dungeon play it is common for the GM to "say no", because the GM is reasoning from secret background to fictional positioning of which the players are unaware. But another feature of Gygaxian dungeon play is that it happens in a dungeon, and the players are therefore able to take steps to uncover that secret background, and hence to change their PCs' fictional positioning.
[snip]
Secret backstory in dungeon play is a type of default D&D playstyle. White Plume Mountain, Tomb of Horrors, any number of old White Dwarf scenarios, and (as best I know it) a more recent homage like Labyrinth of Madness, are all meant to be played in this style.
But secret backstory in social, urban or intrigue play in my view has never been a default playstyle for D&D. It has always been contentious, precisely because in those different fictional settings it is so hard for the players to access the secret backstory other than by having clues parcled out by the GM, who - in playing the "natural responses" of the good and the great to having their homes burgled, their minds controlled, etc - is also playing the major role in determining from moment to moment how feasible it is for the players, via their PCs, to obtain the backstory they need. (I also think that the dynamics of this sort of play, with the GM being in control both of backstory reveals and of making moment-to-moment decisions about how hard it is to extract that backstory, in some cases contribute to the reasonably well-known phenomenon of the players relating to the setting and its inhabitants essentially in the mode of sociopaths or psychopaths rather than actually embracing and caring about them.)
For the sort of game I enjoy, a GM who sets an impossibly high DC for the chamberlain on the basis of secret backstory, or who for reasons of fictional positioning derived from that secret backstory simply has the chamberlain walk away or say no, is not doing his/her job.
The 4e designers were clearly aware of this issue, or stuff in the neighbourhood, because when they wrote in their secret backstory that the duke can't be Intimidated, they also wrote in (i) that there is a clear mechanical way for the players to learn this (via Insight) and (ii) that this won't in itself end the players' propects of success, as up to 5 failures are permitted, and an Intimidate check won't contribute more than one of them.
Of course, it may also be something that occurs at the character optimization level. Typically I'm the one trying the fancy spells, your summonings, your enchantments, your polymorphs. I run a lot of high level caster BBEGs. Whereas the players tend to be more straightforward. A lot of martial types, mixed martial/casters. A lot of direct attack and buff spells. Not a lot of gimmicks. Maybe if I just stopped playing the weaker classes...
If it is unconstrained GM fiat with no constraints from system then I think it can easily turn into a very GM-driven campaign, as per some of the discussion around the chamberlain example.