Fighters vs. Spellcasters (a case for fighters.)

Unless they can actually change the fiction, these things are just more colour. In a scene which is simply for the dispensing of backstory, then these things can't change the fiction, and hence are of no interest to me.
Where to me that "colour" is half the fun! I see my role as player as being in large part to entertain the DM and the other players; I expect to be entertained in return. Mechanics are (usually) not entertaining. Personalities and "colour" (usually) are.

Consider the player who has his/her PC do action X rather than action Y because s/he thinks that would be a fun sort of character to play; or because s/he thinks that the sort of thing a character of his/her PC's particular type might do. That player is metagaming - drawing upon considerations that do not exist within the gameworld as experienced by the PC - but is still, in my view, playing his/her PC.
In both cases here - particularly the second - the player may not be metagaming at all, if she doesn't look beyond what her PC would know before deciding on what to do.

To generate a contradiction you have to add in additional content, such as "playing one's character requires only attending to what is known to have been experienced by the PC in the gameworld". That is a very strict construal of "playing one's character". I don't accept it, and I don't believe I've ever played with anyone who does.
I'm beginning to think I wouldn't last very long at your table. :) I try to - and will quickly admit don't always succeed at - play within my character's knowledge, though often making the assumption that others in the party will have shared their knowledge of relevant things as well.

I also try to think what the character would do in-game as opposed to what the player would rather do in the metagame, and have in the past role-played myself right out of various parties because of this. Most recent example: in a recent adventure we met some very foreign types whose goals and aims were similar to ours. My character could speak to them (very few of us could) and got along with them. Some of us teleported to their homeland (in the other hemisphere) with them once the adventure was done, to establish communication; and when the rest of the party returned home my character stayed behind as an emissary because that's the sort of thing he would do given the opportunity. (there's loads more backstory to this, but that's the basics) The next thing I did was roll up another character because I knew I'd not be seeing that one again for a good long time. :)

In short: if you're going to play a role then play the role, wherever it takes you.

Lan-"back in the field almost 30 years later"-efan
 

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[MENTION=6696971]Manbearcat[/MENTION] (and anyone else following it) - let’s take a deeper look at the scene. The PC’s are here to seek the blessing of the just and righteous King for their quest. The just and righteous King who appeases Dragons by handing babies over to them. Dragons that are, it seems, pretty easily routed, so how much power does this King or kingdom actually have? It seems like the King’s blessing has become a McGuffin.

I was called down earlier for not letting players learn of the backstory (like the attitude of the Chamberlain), but here it seems there is no word amongst the townsfolk about dragons regularly visiting the tower of the King (no one notices them swooping to the balcony and shortly thereafter departing without hostilities?). To say nothing of any lack of knowledge on the part of the public that the King is handing over babies (how often, to keep the Drakes satisfied? Where did they come from?) to appease the Dragons.

The idea was that the Chamberlain is diametrically opposed to the PC’s seeing the King. Could that have been simulated here? Sure – maybe the King doesn’t know exactly what is appeasing the Dragons, and believes they merely part with some treasure, bringing no hardship to the Kingdom or its people. But it seems like the Chamberlain would now be even more opposed to the PC’s seeing the King, rather than running off to him.

But can that happen? That would be a consequence of the players’ success that has a negative impact on their ability to achieve the goal of seeing the King. Similarly, success intimidating the Drake, means that there can’t be a much greater threat out there, perhaps enough to explain why the King is appeasing, rather than opposing, the dragons, and opposition truly worthy of the PC’s, not so readily dispatched as the three minor emissaries. But, again, that greater force seems like a negative result of their success – their perfect victory.

My main issue is that I’m not seeing the rising conflict I was told Indie play produced. Instead, I saw a cakewalk, and one a fact pattern that doesn’t really stand up to a lot of scrutiny. It’s a scene that could happen in other playstyles (on the assumption that the PC’s revealed the GM’s plot, rather than creating the plot themselves, of course). But it doesn’t seem like a plot that made it challenging to see the King – it’s challenging to keep believing we want his blessing on our quest, though. And easy to see how it could distract from our quest in leaving us to deal with both the Dragon threat and the leadership that sacrifices its people to appease that threat.
 

There is no contradiction.

Consider the player who has his/her PC do action X rather than action Y because s/he thinks that would be a fun sort of character to play; or because s/he thinks that the sort of thing a character of his/her PC's particular type might do. That player is metagaming - drawing upon considerations that do not exist within the gameworld as experienced by the PC - but is still, in my view, playing his/her PC.
Ah, in your view. In my view, not so much. I'm defining "roleplaying" in a way that includes the player adopting the "role" of his character and acting from that character's perspective. That's playing the character (as opposed to simply playing the game).

To generate a contradiction you have to add in additional content, such as "playing one's character requires only attending to what is known to have been experienced by the PC in the gameworld". That is a very strict construal of "playing one's character". I don't accept it, and I don't believe I've ever played with anyone who does.
Like the original post I made that you're referring to, I am talking about fairly literal definitions. I find it hard to imagine that you've never met anyone in the roleplaying game hobby who has any interest in adopting the perspective of their character, though I find it easy to see why someone might feel unwelcome in trying to do that. I find a spread of some players who are very into that, some who don't care at all, and plenty who make some effort at it but aren't strict.

I'd be interested in what you regard as more pertinent examples. Until I know what you've got in mind, I don't know whether I would agree that (i) they are typical, and/or (ii) that they are bad.
One of the most basic examples of metagaming in a D&D context is the player being able to determine the DC of a check they're trying to make repeatedly. Happens with AC all the time; the players see that an attack roll of 29 missed and 30 hit, so they know the AC is 30. Then, being able to compare their statistics to the enemy's that start making tactical decisions (who attacks who, how much power attack to use, what extra boosts to use, etc.) based on their calculated odds of success. It's almost difficult not to think this way as a player.

Now, thew character probably has an idea of how good he is at things and how hard things are, but probably not to that level of detail. So that's metagaming.

The same thing can happen with skill checks. And Cha-based ones in particular. For example, if you know your Diplomacy check, you may be able to draw conclusions beyond what the character would be able to regarding the attitude of NPCs.

To my mind, there are two main ways of dealing with these kinds of issues. One is to accept them and let them go. The other is to manipulate or deceive the players in some way so that it isn't so easy to discern things that they shouldn't know. Simply throwing in some circumstance modifiers they don't see, or describing the outcome in a way that obfuscates it (such as having an NPC change their attitude internally without revealing it in any obvious way) are simple and effective ways of doing it. Even better if you can find some rationale for doing so. Then the players are much closer to their characters' perspective, and the DM's vision is fulfilled better.

That's what DMing and roleplaying are about.
 

As per my response to @Campbell above - is this happening before play or during play? Before play and I can handle it, although too much of it might make ask why I'm not changing systems. During play and it's going to suck - because now every action declaration is subject to some form of arbitration based on the GM's conception of whether or not it is bad for the game.

I’m referring to setting the rules, so to me that happens out of game. More often, it happens without anyone noticing it as, much like @Manbearcat , I have a group that’s generally on common ground, so they don’t think you can whisper your spells or select the most generous possible spell interpretation. On occasion, interpretation issues must be resolved in play because they arise in play. Sometimes, we have to reassess an ability because it does prove excessive in play. But generally, there’s a common ground.

The concept (or, at least, the term) was introduced by me (post 1352), as part of an explanation of why I wouldn't want to frame scenes that are simply for the dispensing of backstory. And speaking in funny voices is exactly the sort of thing I meant by it - various forms of mere colour manifested in the play of a PC - so @TwoSix got my meaning perfectly.

So do I – it’s not your playstyle, so it should be disparaged as “speaking in funny voices”.

I don't see how you can be a charming con man if you have Duping but not Seduction or something similar.

Because you can con people without seducing them? Clearly, such a character needs to have some social skills, or he will not manifest in play as a charming con man. But he could be a sneak thief good at talking his way out of trouble rather than a charming con man.

That reminds me of another issue on that @Manbearcat scene. @permerton, you previously commented on how the rules not matching the expectations is jarring – you mentioned wanting a strong character to PLAY as a strong character – to accomplish feats of strength in play. The 4e mechanics as played out in the scene above didn’t present a stubborn, strong-willed Chamberlain to me. Did you see a strong-willed, stubborn Chamberlain who truly challenged the social skills of the PC’s?

What stands out for me in both these replies is the assumption that "the character may not understand why the effect ended", that "the PC's beliefs are role-played in his belief that "luck" on his part is "divine guidance" by the Raven Queen".

Some might describe the “why” of the mechanics as “mere colour”. The effect lasted a specific period of time, then ended. Does it matter whether he was a frog, a toad or a rat? He’s equally helpless – colour. Does it matter why the spell ended? Not really – colour. Role play is largely colour – going beyond tactics and mechanics to add personality.

'm also struck by the assertion that the player's playing of his PC in this way "has no effect on gameplay/game resolution". It has a fundamental effect! It's not mere colour; it further establishes the basic fictional positioning of the paladin, which in turn frames what is feasible in terms of action resolution, and what sorts of conflicts I might frame to engage the player of that PC.

How? If we ignore his religious convictions, would the spell end later? If he were more devout, would it never have taken hold? His role playing did not impact the mechanics. They did something much more important – they added the kind of colour that makes the game more fun.

And is it really faith if it remains only when it tangibly manifests? It must have been the Will of the Raven Queen that he spend several rounds as a frog - what message did that send?

Of coures, you could say that one of the things the dice rolls are modelling are divine providence - but then the rogue is as likely to benefit from providence as the paladin! (This is another version of the Conanesque cynicism I mentioned upthread.)

Mechanically, how is the rogue any less likely to benefit in your game? He colours it as luck, or personal skill, or what have you, but the mechanics are unchanged.

Ah, but once your players catch on that nothing you run is ever filler you'll never be able to have a supposedly-nothing encounter become relevant a long time later due to something overlooked (or thought of as irrelevant filler) at the time, because they'll know everything is important.

Very true. We already have this to an extent in that the GM rarely presents a mundane matter that is truly a mundane matter. When we begin in the inn, enjoying a beverage, we know something will happen beyond whether we order another round,

Er...I don't get this. You say you want every encounter to matter then proceed to give an example of one that really doesn't. I mean yes, 4e seems great for the set-piece battle and dramatic scene, but without more info or context that Beholder battle sounds like nothing more than a jumped-up wandering monster encounter - in other words, the very filler you claim to so dislike.

Agreed – the scenes are all thematically meaningful until the GM decides to run one that is not. We avoid pure colour scenes until we want a pure colour scene. @pemerton noted he doesn’t want these as a steady diet, but I suggest this merely illustrates the desire for variety in the game, something I don’t think anyone has disagreed with (outside insistence that every scene be of similar import, with common chances and means of success, I suppose).

But what you are calling "ad libbing into the story" is what I call roleplaying. The player says what his/her PC does. That is then resolved, and the fiction changes appropriately - in ways which themselves frame future possibilities of action. When the player of a wizard says "I cast Wall of Iron across the passage, trapping the giants on the other side" do you count that as "ad libbing into the story"? I'm not sure that I see any major difference.

I call that strategy and tactics, neither role playing nor ad libbing the story. The latter would be creating the passage the Giants must pass through, or imposing that the Giants are really friendly, and only want to give you a “I Visited The Hill Giant Steading” T Shirt (or that the noble, righteous King actually hands babies over to Dragons on Tuesdays, Thursdays and Saturdays).

Actual role playing? That would be why the wizard is here to defend the townsfolk, despite being terrified of physical damage. That would be why, for example, he panics and uses that Wall of Iron to block off a force that wasn’t really much of a threat to the party.

Where to me that "colour" is half the fun! I see my role as player as being in large part to entertain the DM and the other players; I expect to be entertained in return. Mechanics are (usually) not entertaining. Personalities and "colour" (usually) are.

Again to @Manbearcat ’s scene – reading how the scene played out was entertaining. Reading the modifiers, DC’s and rolls was boring. The latter is mechanics. The former was all colour.

I'm beginning to think I wouldn't last very long at your table.
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I try to - and will quickly admit don't always succeed at - play within my character's knowledge, though often making the assumption that others in the party will have shared their knowledge of relevant things as well.

I also try to think what the character would do in-game as opposed to what the player would rather do in the metagame, and have in the past role-played myself right out of various parties because of this.

An example: As a more experienced player, I got tired of everyone asking me what we should do instead of making their own decisions. Enter Colquehoun, the Scot Berserker. He was as seasoned a combatant as any in party, but he was raised on old wives’ tales. “Let’s catch the Pixie, pull his wings off and make him lead us to his pot of gold!” On his first encounter, we found Umber Hulks. DM: “How do you approach and attack the Umber Hulk.” ME: “Looking him square in the eye so he knows I’ve no fear of him – as any TRUE warrior would.” Metagame stupid, but clearly how this character would think. I was surprised he still let me roll a save (and rolling a ‘1’ felt right…).

In short: if you're going to play a role then play the role, wherever it takes you.

Amen, Brother!
 
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N'raac said:
I’m referring to setting the rules, so to me that happens out of game. More often, it happens without anyone noticing it as, much like @Manbearcat , I have a group that’s generally on common ground, so they don’t think you can whisper your spells or select the most generous possible spell interpretation. On occasion, interpretation issues must be resolved in play because they arise in play. Sometimes, we have to reassess an ability because it does prove excessive in play. But generally, there’s a common ground.

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page145#ixzz2iYFvPQiB

You've dropped that line, "most generous possible spell interpretation" a few times. Can you point to a couple of examples in this thread where anyone has done this? I mean, if it's been so prevalent that you feel the need to comment, then I would think that such examples would be easy to find.

I mean, you're the one who has taken the word "hazardous" to mean "automatically life threatening". Which is 100% accurate. Hazardous can mean life threatening. That's true. But, that's the most restrictive interpretation you can make. I said that hazardous could be dealing damage (probably not life threatening, but, possibly) or some other unspecified interpretation. It was the stated limitation to Gate that the (effective) god of a plane would stop casters from gating Noble Genies. You're the one who insisted that it was in the intent of the rules to choose the most restrictive interpretation in order to limit caster power.

Can you show instances where you feel that we've given the most generous interpretations to the spells?
 

N'raac said:
An example: As a more experienced player, I got tired of everyone asking me what we should do instead of making their own decisions. Enter Colquehoun, the Scot Berserker. He was as seasoned a combatant as any in party, but he was raised on old wives’ tales. “Let’s catch the Pixie, pull his wings off and make him lead us to his pot of gold!” On his first encounter, we found Umber Hulks. DM: “How do you approach and attack the Umber Hulk.” ME: “Looking him square in the eye so he knows I’ve no fear of him – as any TRUE warrior would.” Metagame stupid, but clearly how this character would think. I was surprised he still let me roll a save (and rolling a ‘1’ felt right…).

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page145#ixzz2iYHZzdA8

Yet, every peasant in the world recognizes instantly any spell being cast, knows exactly what it is and how it works. Magic is commonplace enough that there are actually laws in the land governing the use of magic. Every orc tribe out there knows what a rope trick is and how to find those who use them. Even a lowly lizard man knows that wizards go around Magic Jarring comrades, and goes to check on a missing friend five minutes after he goes to take a pee.

Or is it that people only know about magic when it would be best for keeping the DM's plot in hand?
 

[MENTION=6696971]Manbearcat[/MENTION] (and anyone else following it) - let’s take a deeper look at the scene. The PC’s are here to seek the blessing of the just and righteous King for their quest. The just and righteous King who appeases Dragons by handing babies over to them. Dragons that are, it seems, pretty easily routed, so how much power does this King or kingdom actually have? It seems like the King’s blessing has become a McGuffin.
It seems the King may be less just and righteous than one would hope! And being routed by Paragon level heroes doesn't mean a dragon is easily routed by anyone. Pretty sure the dragons could have killed the chamberlain if the PCs weren't there to stop them.

I was called down earlier for not letting players learn of the backstory (like the attitude of the Chamberlain), but here it seems there is no word amongst the townsfolk about dragons regularly visiting the tower of the King (no one notices them swooping to the balcony and shortly thereafter departing without hostilities?). To say nothing of any lack of knowledge on the part of the public that the King is handing over babies (how often, to keep the Drakes satisfied? Where did they come from?) to appease the Dragons.
All good questions that could be explored further in play! Why don't people see the dragons? Where IS the king getting these babies? Maybe it's just one baby, and the baby is special. Who knows? Let's play and find out!

The idea was that the Chamberlain is diametrically opposed to the PC’s seeing the King. Could that have been simulated here? Sure – maybe the King doesn’t know exactly what is appeasing the Dragons, and believes they merely part with some treasure, bringing no hardship to the Kingdom or its people. But it seems like the Chamberlain would now be even more opposed to the PC’s seeing the King, rather than running off to him.
How opposed is "diametrically opposed"? Like, he should have shoved the PCs off the balcony opposed? Strapped with explosives opposed? And sure, the chamberlain could have resisted more strenuously...if the PCs had failed! You're not adjudicating the success of the process, you're determining whether or not the PCs succeed in their goal. You narrate the process from that.

But can that happen? That would be a consequence of the players’ success that has a negative impact on their ability to achieve the goal of seeing the King.
You don't do fail by succeeding in Indie. Full stop.
Similarly, success intimidating the Drake, means that there can’t be a much greater threat out there, perhaps enough to explain why the King is appeasing, rather than opposing, the dragons, and opposition truly worthy of the PC’s, not so readily dispatched as the three minor emissaries. But, again, that greater force seems like a negative result of their success – their perfect victory.
I'm not following the logic here. Failing to intimidate the Drakes would in no way imply that a greater threat doesn't exist if it fit the parameters of the game. There's ALWAYS a greater threat. That's why you play the game!

My main issue is that I’m not seeing the rising conflict I was told Indie play produced. Instead, I saw a cakewalk, and one a fact pattern that doesn’t really stand up to a lot of scrutiny. It’s a scene that could happen in other playstyles (on the assumption that the PC’s revealed the GM’s plot, rather than creating the plot themselves, of course). But it doesn’t seem like a plot that made it challenging to see the King – it’s challenging to keep believing we want his blessing on our quest, though. And easy to see how it could distract from our quest in leaving us to deal with both the Dragon threat and the leadership that sacrifices its people to appease that threat.
Yea, I guess a visit to meet with the king that all of a sudden has a visit by three dragons who want to take a baby(!) that the King's Chamberlain is feeding to them and then killing off two of them and injuring the other and driving off the other by the bluffed threat of a magical geas and that the King is actually complicit with this and isn't as just and righteous as the players thought and leads to a bunch of new questions that feed into new play all in one scene isn't enough rising action. Sure, man.
 

Ah, in your view. In my view, not so much. I'm defining "roleplaying" in a way that includes the player adopting the "role" of his character and acting from that character's perspective. That's playing the character (as opposed to simply playing the game).
I'm sure that definition will be agreed to by everyone and invite no controversy whatsoever. :)
 

You've dropped that line, "most generous possible spell interpretation" a few times. Can you point to a couple of examples in this thread where anyone has done this? I mean, if it's been so prevalent that you feel the need to comment, then I would think that such examples would be easy to find.

Astral Projection lets you get 3 wishes for free! (generous, and a bad ruling)

Charm Person gets you whatever you ask for from the charmed person. (generous and actually violates the spell text)

Lesser Planar Binding allows you to cast 9th level spells. (Technically untrue. Lesser Planar Binding combined with Dimensional Anchor lets you bargain for another creature to cast it for you. Generous if DM does not bargain well for the entity, or does not take into account post bargaining ramifications.)
 

Yet, every peasant in the world recognizes instantly any spell being cast, knows exactly what it is and how it works.

This is meant to be hyperbole. Right? Because I doubt anyone here actually made that argument.

Magic is commonplace enough that there are actually laws in the land governing the use of magic.

That sounds like a campaign dependent sort of thing. Would you be against a campaign world were this was true in some places (ie. Forgotten Realms, Greyhawk, Ebberon, Golarion) though maybe not all?

Anyway, if someone wants a campaign world like that, more power to them. If they don't, whatever makes them happy.

I'm not sure why this would be a sticking point, nor why you would assume its a universal assumption, except for, hyperbole, that is, exaggeration to make a point. But I'm not sure you are aware you are using hyperbole.

Every orc tribe out there knows what a rope trick is and how to find those who use them.

Hyperbole again. Who actually said this?


Even a lowly lizard man knows that wizards go around Magic Jarring comrades, and goes to check on a missing friend five minutes after he goes to take a pee.

Hyperbole again. And this is not exactly how I recall the conversation, though I may have missed some of it. But I thought the whole magic jar episode sounded like a rather exciting sort of sequence of events, especially after the possibility of a friend noticing something wrong with his comrade was raised. That seems like exactly the sort of thing to make it all stand out in play, especially if it worked. I am not sure why, reasonable, in-game obstacles, are seen as some sort of detriment to good play, when, in my experience, they are what make the game fun for everyone and memorable.

Or is it that people only know about magic when it would be best for keeping the DM's plot in hand?

Ad hominen attack.

Plot is generally a secondary consideration for myself when I am ruling on any particular action. And the assertion (made repeatedly by you) to the contrary is not born out in actual conversation in this thread (especially at this point of the thead).

You keep insultingly assuming bad faith on the part of those disagreeing with you and have made repeated accusation of malicious capriciousness in regards to how we interpret spells. I makes actually talking with you about the subject more difficult.
 

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