Fighters vs. Spellcasters (a case for fighters.)

If posts were only read by those engaging in the discussion, then you'd be correct. How many people are reading it who aren't participating? The problem wasn't that you used 4e for the example, it was that the results ended up 100%. I'd bet that during the course of play, the players didn't feel that the scene was easy. I've certainly played many a 3e, 2e, 1e, games where the players had a perfect game. Happens. Doesn't make the example any less useful. Would it make any difference if the results were the same but the chance of each individual success was only 25% and they still got 100%? The numbers were irrelevant. It might have been interesting to see where you would have gone had there be a few failures in the mix, but your second example showed that pretty well.

For myself, I don’t see the playout as a useless example, nor an “edition war” grounding. I do see explanations being requested. I also see value in a system that (as someone above noted) provides a more detailed resolution mechanic where previously a single skill roll was determinative.

I think you’re correct that it may look less challenging due to the PC’s getting lucky with the rolls. I got the sense that the rolls were generally quite easy, and that there seemed no shortage of opportunities to obtain a re-roll. The second example didn’t have that same feel – there, we saw the players forced to carefully consider their options, and placed under real pressure (eg the player choosing to take a harder roll in the hopes of turning things around).

To the extent there is an “edition war” feel, I think that comes more from the assertion that “hey, you can’t get a Leaner’s Permit to Role Play without knowing Drakes are servants of Dragons and what is appropriate at each tier”. I don’t think that’s an edition issue at all, especially since differing interpretations of both are posited by posters on both sides of the “playstyle” discussion.

I expect you’ll get to this issue in due course (my own time is pretty constrained recently as well), but the issue I perceive is the fact that certain characters still appear to dominate in some regards. The CHAladin made the Chamberlain challenge simple, where he wasn’t there for the Ranger negotiations. Granting re-rolls changes the landscape a lot (I don’t recall any in the Ranger scene). So it doesn’t seem like “Indie” (and/or 4e) have made power disparities go away, just changed where the disparity lies.

And a third way: in 1e by 14th level the PCs in theory have already established their strongholds etc. and in a sense have *become* royalty.

Personally, I've been assuming all along with the chamberlain-king example that we're talking about somewhat lower level PCs, experienced enough to know what's what but to whom an audience with the king would still be a pretty Big Deal. (maybe 3rd-5th in 1e, 7th-10th in 4e)

And I too would fail D&D 101, it seems, as I didn't know about Drakes being servitors to Dragons either. (then again, the only time I ever see or use the word "drake" is in M:tG where it's a creature type; otherwise I'm just as likely to think duck as dragon when I hear it)

I think this can vary regardless of level, but is again a weakness in the lack of context for examples. I continue to find a dichotomy that we must always be able to negotiate/intimidate/con our way past the Chamberlain – that is, there is no such thing as an unbeatable social challenge - but the same does not extend to a combat challenge. Especially when this is interspersed with admonitions that we should be letting the gameplay drive the determination of whether we are engaging some challenges (all challenges?) through social or combat means.
 

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Sounds similar to a Chamberlain being predisposed, for reasons known or unknown, not to want the PC’s to see the King…Without going line by line, what I see is that the players actually had to roll half decently to succeed. Why was this so much more challenging than the 1’s and 2’s and constant rerolls in the Chamberlain example?

Yes, his predisposition was adversarial toward the players (but malleable/un-fixed because his ultimate disposition would have - was -decided via action resolution) so it is similar.

Why was this more difficult? I'll go stage/check by check. This was a considerable length of time ago but I'll try to capture it. The short of it is that the (i) fictional positioning dictated such that deployed resources were not optimal (not in the sweet spots of player builds), (ii) there was some extraodinary bad rolls, and (iii) things "snowballed" and a few player decisions (while not wrong ones...in the "monday-morning quarterbacking" is unfair sense) based off of reaction to that snowballing (and trying to regroup and rally from a mechanical standpoint) just turned out to be the wrong ones.

1 - This was a Ranged Basic Attack versus Average AC for the level (medium DC). Soldiers are effectively high AC (+ 2 above average) and Brutes are low (- 2). I believe the Bladesinger needed a 10 to hit the average AC. However, this was a copy/paste from an older thread and what I didn't canvass there (and didn't realize when I copy/pasted here) was that there was a deployed resources. This was an elven bow that was gifted to the Eladrin (I don't want to get deeply into the mechanics behind its existence but it wasn't a situation where it was "charged" in the PC's item budget. It was just a thematic tool to play to archetype. His Magic Missile had the same range, auto-hit, higher mean damage, and cost him nothing in the action economy to deploy. The bow just allowed him to play up a "natural hunter shtick" with a long range). The bow had True Strike (Encounter power reroll; the Elven race encounter power) on it. The elf marginally missed the first roll, deployed True Strike to reroll, rolled a 1 on the reroll. He was quite proficient (but not mastery level) with archery (his MBA was well above average - high Dex/prof/magic bonus - but not extraordinary) and (due to deployment of True Strike) this was an extremely difficult check to fail. Nonetheless, a failure was accrued in the Skill Challenge; and offense taken by the Huntsman and one of this men.

2 - Insight wasn't trained but an extremely large Wisdom bonus (Druid) helped to mitigate. Easy DC was easily achievable. Probably only needed a 3ish.

3 - Diplomacy wasn't trained but the Rogue had a fairly high Cha bonus and the + 2 from the succcessful Insight. I believe he needed an 8ish on the roll for success.

4 - Both History and Arcana are trained, the character has secondary bonuses to them from race, and a huge Int. Both History and Arcana were a cinch for the medium DC. He went with History as it was readily leveragable now in the fictional positioning, allowing him to use the more fictionally malleable Arcana (Spook - sub Arcana for Intiimdate) for his next turn (which would have been decisive (if it would have gotten to him).

5 - Intimidate wasn't trained for the Druid and her Charisma was low. Still, she only needed a 7 or 8ish for the Easy DC and with all of the other poor rolls, the dice had to change. Or not.

6 - The dynamics behind the failure of action resolution for the Rogue's use of Athletics failure was outlined in the original post. He probably should have stayed with the Medium DC and let the Bladesinger handle the Hard DC with Spook. Tactically-speaking, that was user error. However, if the Druid wouldn't have failed her support action, he would have been able to take 10 and succeed and the Bladesinger could have then used Spook.


If posts were only read by those engaging in the discussion, then you'd be correct. How many people are reading it who aren't participating? The problem wasn't that you used 4e for the example, it was that the results ended up 100%. I'd bet that during the course of play, the players didn't feel that the scene was easy. I've certainly played many a 3e, 2e, 1e, games where the players had a perfect game. Happens. Doesn't make the example any less useful. Would it make any difference if the results were the same but the chance of each individual success was only 25% and they still got 100%? The numbers were irrelevant. It might have been interesting to see where you would have gone had there be a few failures in the mix, but your second example showed that pretty well.


No, I read you and I do agree; there is value for passive observers.
I'm just of the position that I'm interested in dialogue about the marriage of techniques, creative (table) agenda/expectations, and how system either supports/plays well with or is at odds with/pushes against those means/interests.

I really have no interest in an edition war and I really, really have no interest in spilling a lot of words in one. I'm seeing the dialogue move from an examination of techniques, creative agenda and system interface to a potential focus on 4e (and mistaken assumptions that I will either have to leave be or spend, again, considerable words to correct...of which may ultimately move the needle not an inch). I hope that isn't a theme. And I was just making note that if I would have used another system, that loaded baggage likely wouldn't have found its way into the conversation.
 

That's what I was thinking intially, too - but @N'raac introduced the idea of the PCs also being competent to hunt down non-juvenile dragons


I raised the question specifically in response to your statement that any player group should be able to succeed in getting past the Chamberlain to see the King, but that this same “any group can succeed” methodology should not extend to defeating enemies in combat. I find that inconsistent.

Some games can reduce or remove the inconsistency – typically games which are not designed on a “zero to hero” model, so games which lack character levels through which the characters become steadily and markedly more powerful as the game progresses. Maybe the other Indie examples are not focused on substantial power gains as the characters gain experience.

And even in success, they had to make choices which change the fiction - for instance, outing the king and the chamberlain as weak, and potentially also deceptive. That sort of thing matters, at least in my experience. It sets important context and material for the framing and the resolution of future situations.

Or it contradicts the setting backstory (backstory we don’t, because we are dealing out of context, have). When the party arrived, I perceived them seeking the blessing of the good and noble king for their quest. When that scene ended, do they still even want that blessing? Their quest seems to have vanished as an element of play with all the new issues raised, diverting them from a quest I hope would have been relevant to that time.

The players previously had no idea dragons/drakes are ever seen in the city, but now we find they routinely visit the King to collect tribute (including, apparently, his subjects). It’s unreasonable that the players don’t know in advance whether they have any chance, or whether it is likely, to get an audience with the King, but it’s perfectly reasonable that the kingdom they perceive as noble, righteous and secure is actually routinely trading, in a heavily populated area, with dragons they must appease at any cost.


Could it be an awesome game? Sure. Is this somehow superior from discovering the obstinate Chamberlain will not let us see the king, and needing to regroup to plan how to deal with that issue? Not automatically. That could also be an awesome game.

Again, what I really saw from that example was “shared storytelling”. The scene either created or modified substantial backstory and set up challenges very different than those the players began the scene focused on (ie their Quest). The Ranger scene was a step along the way through a broader storyline (and a setback rather than a success, but that’s all part of the story).

How might matters have unfolded if the ranger had missed? @Manbearcat doesn't tell us, but one possibility could have been that the drake leaps past the ranger and chows down on the chamberlain! It seems likely that the players would still have succeeded at the challenge overall, routing the drakes and meeting the king, but getting to meet the king, and getting him to agree to provide aid, over the body of the dead chamberlain would be very different, in the fiction, from what actually happened.

Very different from “the Chamberlain points to the King to deal with it – he’s out of here”? Either way, the Chamberlain seems much less a player than he was at the start of the scene. My vision saw the Chamberlain as an important NPC, and one who starts out as an adversary. The Chamberlain we received was a bit part. His elimination wouldn’t seem to mean much.

And here we observe another playstyle difference. I want a game in which the mechanics ensure that the best way for me, as player, to impact the scene via my PC - which is what I take you to mean by "tactically best choice" - is a way that will give voice and expression to my character's personality.

Let us assume that the “tactically best choice” in further negotiations with the King is to offer him a way to just sweep the whole “commiserating with dragons” thing under the rug, or even to allow it to continue – that’s the best way to get what we want to continue with our quest. Is it good role playing for the Paladin to take that route, or would good role playing see him take a more difficult approach, or perhaps even forego the King’s blessing rather than compromise his beliefs?

I personally would never play in the way you described upthread about the wizard who casts the Wall of Iron despite the player knowing there is no mechanical threat; or the fighter who looks into the eyes of the umber hulk; and I would never expect my players to do so. I am always looking for ways to use my resources, as a player, to maximise my ability to impact the scene, and want mechanics that ensure that doing this will express the distinctive personality of my PC.

And this is where I see “tactics override personality”. I want a game where PC’s can have strengths and weaknesses, where they may well make suboptimal choices tactically because that is where their personalities would lead them, and where the game play is capable of accommodating this.

You can see another instance if you look at the PC sheet I posted. The character has strong Intimidate and Diplomacy but comparatively weak Insight. He is overbearing but lacks empathy and understanding of the motives, particularly the more subtle motives, of others. For that to come out in play, all I have to do is play him off the sheet!, deploying the resources it gives me. And that is a deliberate design choice on my part in building this character - I think issues of nobility vs humility are at the core of playing a paladin (they're not all that's at that core, but they're definitely there).

So when a situation arises where the better tactic is to seek an understanding and accommodation, does your Paladin still (in a tactically poor approach) use his typical overbearing approach, or does a hand on his shoulder and a cautionary word from another party member cause him to override his personality and shut up for the scene so those with better Insight can bring the best tactical approach to success?

The goal of the scene was not "Defeat the drakes". It was "Meet the king and get him to give aid." Or, as @Manbearcat put it, "The entirety of the Skill Challenge will be to get to and convince the king to act or sponsor/deputize them, or grant them resources/assets/hirelings in their effort to hunt and defeat the dragon."

The successful Intimidate check against the drakes is a means to that goal. It doesn't achieve some other goal.

The goal of the specific roll in question, which succeeded, was to avoid retribution on the city (or at least that is how it was presented in context). It succeeded. “You can’t fail by succeeding, full stop” and “a greater threat to the city brought by the Drake” seem inconsistent. The latter seems like great gaming but contradicts what I believe @TwoSix indicated to be a hard and fast rule of Indie style.

You said, as I understand it, that you are happy to run a scene in which the players cannot change the Chamberlain's mind, but can only acquire backstory that the GM dispenses to them. Your idea, as I understand it, is to frame a scene in which the fictional positioning that underpins the PCs' actions (as declared by their players) is basically secret, and they might uncover it in the course of finding out why their actions fail - or, perhaps, learn from their actions failing that they need to uncover it, and then go off and do that.

Yes, I am fine (as both a GM and a player) with a scene of that nature. I am much happier with that than the GM saying “Your fictional positioning means you cannot succeed – I will not run a scene with the Chamberlain”. As I think on it, however, both come to the same result – we must determine how to alter our fictional positioning to enable success in such a challenge. However, I want to learn of the issues as a player through the actions and experiences of my character.

An example from play – the group was told flat out by the GM that the swamp we are about to pass through is ruled by a Dragon we can’t hope to defeat, so guys, please don’t go there. The player response was that his character (and the rest of our characters) have no way of knowing that the dragon is there, or that we can’t possibly defeat it (I forget which – it has been a lot of years), so he needs an in-character reason. Result: the character (a multiclass character) experienced a vision from his deity that night, reflecting ill omens should the party proceed through the swamp. In character reason given so we can move on.

This is like "Schroedinger's NPCs" discussed above after I quoted Paul Czege about keeping NPC personalities somewhat unfixed prior to play, so as to be able to realise them in play in the course of pushing and pulling at the players.

It seems incongruous to me that, after our wily rogue gathered info on the town and the kingdom, let us assume successfully, that no indication of these Drakes came to light, that the King is viewed as good and righteous, and that his vigilence means we all sleep securely in our beds. That secret backstory would seem jarring to me in a non-Indie game. It seems no less jarring because a player, rather than the GM, threw this new development in. It seems far more jarring than “No, the Chamberlain will not arrange a meeting with the King”.

I have had posters on earlier threads dealing with these sorts of issues tell me that they wouldn't like playing in this sort of way because the world is "not real" - it's all just "paper scenery". I can't recall if you've expressed a view on that, but I wouldn't be surprised if you had that view.

That’s a decent summary.

But I think reasonably liberal use of no myth techniques is pretty mainstream in "indie" play, precisely because it lets you establish a rich backstory without the risk of deprotagonisation resulting from adjudication via GM reference to secret backstory.

I don’t find it any more conducive to a good game whether created by the GM or a player.

I used the verb "thespianise", to describe the opportunities open to players playing their PCs in a situation - like your version of the obdurate chamberlain - in which they cannot actually change the fiction via the play of their PCs. If you think there are opportunities in this scene that don't involve mere "thespianising" - that don't involve funny voices and shoe sizes - then please tell me (and others) what those opportunities are. It's not my style - so I might well have missed them!

How your characters react to failure is as relevant to their personalities as how they pursue, or react to, success. I mentioned way upthread that the manner in which the Chamberlain is treated in this scene could well influence results when the impediment preventing his co-operation is removed.
 

Maybe I'm just ignorant of acting techniques, never having been one nor trained as one - but are you suggesting that Christopher Reeve, playing Clark Kent, didn't adopt and/or perform the mannerism of adjusting his glasses on his nose with an eye to how that might look to an audience on screen? I guess that's possible, but it would never have occured to me as a likely possibility. (I personally think that this also shows that there are plenty of ways in which an actor can make decisions based on considerations other than what the character themselves would feel or experience, without giving a wink and a nudge to the audience.)

Or if we think of the performance of Harrison Ford as the "rogue with a heart of gold" in Star Wars - is he really playing that character without regard to the fact that he has to come across as brash but likeable rather than brash and unlikeable?

For a more recent example, I'm thinking of the Mark Ruffalo vs Robert Downey Jr show, otherwise known as The Avengers. Those performances are so self-conscious that it beggars belief to think that they are based on nothing more than the actors' conceptions of how the character might be feeling and thinking at that moment in the fiction.

Now both of those are good actors. And a performance like Ruffalo's in My Life Without Me I would consider as being more plausibly grounded in a sense of the character's own position in the fiction and nothing more (though even then I don't know that that's all of it). But Ruffalo was also less well known then. Compare that to his performance in The Kids Are All Right - ostensibly a comparable sort of role as far as character and fiction are concerned - and I think you can see a lot more self-consciousness in the performance. But he's still playing the role!
Playing the role and playing to an audience are separate considerations. Acting is a broader envelope than roleplaying. If you want to say that there are other types of acting than method acting, that is true. Method acting is pretty close to what roleplaying is.

What I think is "narrow" is an attempt to define D&D, RPGing, and the techniques that playing them can involve, in ways that entail that half the posters on this site are not RPGers.
By a strong, literal definition, I think they aren't. Again, I specified for clarity that I was talking about literal definitions to make a point. There's also a common usage of "roleplaying games" to include a broad variety of cooperative improvisational storytelling games for which we don't have a better name.

Case in point, your example rpg du jour, Marvel Heroic Roleplaying, is clearly about something other than strictly playing the roles of characters. It posits players as having a much broader role than simply adopting their character's perspective. I don't dislike it; I've been meaning to give it a shot for a while and was sad when it went out of print so soon. In fact, it's precisely the game's departure from the D&D mentality on roleplaying that interests me. But it is something of a misnomer.

It would be nice if we could come up with clearer and more descriptive vocabulary to describe all these approaches.

There are different ways of playing D&D, and for some the caster/fighter issue matters in ways that are different from others. The role of the GM in preventing those balance issues from breaking out is important in some approaches but not available in others. Why anyone would think this is a criticism I don't understand, given that all three of you have yourselves said that "good GMing" is what makes the balance issues not happen in your games.
I think the point here is that the game we're talking about was clearly written with a certain social contract and division of power in mind. If you want to play it differently, that's fine, but it will radically change balance issues.

For example, if you switch from the DM as final arbiter of the rules to making players arbiters of their own skills, you run the risk of turning a perfectly reasonable Diplomacy skill into "Diplomancy". If you do this, you're responsible for managing that risk; it's clearly something the designers weren't focused on, because a player with that kind of authority is outside of the paradigm they established.

The same thing applies for spellcasters. If you ignore their limitations, choose not to specifically challenge them, and most importantly give players the authority to dictate how their own magic works, they may seem more powerful in your game than they were in the designers' minds or in the playtests. No one's saying you can't play this way, but if you do, it's on you to manage these issues, because you're running a fundamentally different game than the one described in the core rulebooks.

And call it pejorative if you will, but the DMG itself explicitly describes "good DMs" in a way that certain posters here think is anathema. That's between them and Skip Williams/Monte Cook/Johnathan Tweet; it's got nothing to do with me. I just read the books and learned to play. I may mess around with rules for character creation and action resolution, but I DM and my players play exactly the way the DMG and PHB say we should. Perhaps it's D&D itself that you find too narrow.
 

Bad rules. I mean, it's pretty cut and dried. Reading the description of the spell, it specifically states twice that your equipment is reformed for you, once on the Astral Plane and once again on any plane you choose to visit. The rules allow for this. Granted, it's ridiculous and no DM will allow it, but, by the rules, it's not generous at all.

Yet the ruling suggested well upthread to resolve the issue without allowing unlimited reuse of charged items is the one the game designers issued in a later publication. Apparently, it was a “reasonable ruling”, and might actually be the original intention. I also think “it's ridiculous and no DM will allow it|” is not remotely consistent with “it's not generous at all”

Where was that? I missed that one. Using Charm Person to bypass an unfriendly NPC is hardly generous or violating spell text.

Back to this, and the Chamberlain. The guy with no armor and minimal weaponry speaks strange words in a foreign tongue in a strong, clear voice while making strange hand motions. Suddenly, the entire attitude of the Chamberlain changes. No one observing this should be in any way suspicious? If we can get the Chamberlain unobserved, and if we are prepared to deal with any fallout when the spell ends or it is otherwise learned we overrode his own decisionmaking process, then the Charm spell could well get us past the Chamberlain (Wicht has some good further comments as well).

That's pretty pedantic. I string together a few spells which allows me to cast 9th levels spells. Heck, gating in some demon types allows me to do this and the description of the demon SPECIFICALLY says that they want to grant mortal wishes. Glabrezu have no problems granting wishes for summoners. That's their whole schtick.

What is the rule to determine whether some other mortal caster got a wish in the last 30 days?

I mean, good grief, how in genre do we have to get to see a high level wizard bargaining with his soul for a wish or two?

How many times can he sell the same soul? “That tarnished thing? It will come to us in the eyeblink that is a mortal’s life, bargain or no.”

But, a possible death sentence for a wounded wizard. After all, wizards lose hit points from time to time right? So, it is hazardous to do. Just not instantly destroying magic items with a second level spell.


The PC’s will simply say “be ready to bind the wizard’s wounds”. The problem, I believe we can agree, as a lack of actual mechanics – the rules should define the interplay, not provide a vague description to be argued between “the world is sucked into a horrible black void” and “your throat tickles”.

You have interpreted the spell. That's fine and dandy. No problems. And it's a perfectly valid interpretation. Do you believe it's the only correct one?

N'raac keeps insisting that his interpretations are the only correct interpretations, which is why I'm asking you.

I believe I have stated where I see an interpretation versus a reasonably clear read of the spell. I have also said that there is a lot of room between “the most generous ruling in all cases” and “the most restrictive ruling in all cases”, which is where we should end up. My general bias is the ruling which is most consistent with established mechanics and least tortuous of the actual rules as written.
[MENTION=221]Wicht[/MENTION] is suggesting a rule change. That should, to me, be provided before the spell comes into play. If brought in after, players should be able to change their own choices within reason (right down to “had I known that, I would have picked a different spell”). This change favours the caster, so I doubt it would cause a lot of consternation.

And, that brings me back around to my point. Why is the change being made? Why this specific interpretation? Is it not to limit the efficacy of the spell and rein in caster power? Otherwise, why bother?

In [MENTION=221]Wicht[/MENTION]’s case, I think it is changed to be more evocative of true bargaining. It is not limiting, but broadening, as I see it. It is limiting in that he is not bowing to the theory that a lifetime of servitude should be trivially easy to negotiate, which I also consider not consistent with the actual words of the spell.

So, basically, you are choosing an interpretation (no selfish creature will ever perform an act for free) which is most punishing to the players (they can never get something for nothing) as a means of limiting caster power.

I’d say he’s reading the rules. They say you must bargain., not that you generally get a freebie from the creature. Do the PC’s commonly give something for nothing? I think they commonly act to advance their own agendas.
 

Um, as my suggestion was more generous than the actual spell text, then I am not sure in what universe that would more greatly hamper casters.

Well, I was more commenting on the part that a selfish creature will never do anything for nothing.

Actually limiting the caster is only a secondary benefit. The primary consideration is playing our the demonic entity in a manner that is consistent with their values and goals.

And something for nothing is always going to unbalance any game.

Consistent with their values and goals, in your view, you mean. After all, you've now imposed your own interpretation on their values and goals.

But, it's not really something for nothing. Not in that sense. The player cast the spell and expects to get the results from the spell. When I cast fireball, is it unreasonable to expect to do d6/level damage? Planar Binding spells do exactly what they say - give wizards the ability to gain a powerful ally who will do something for them.

Unless, of course, the DM has now decided that the spell doesn't actually do that and chooses to interpret things in a very specific way.

Isn't it funny that every PC in the world has time issues, so, casters never have time to rest and gain spells (that's directly from N'Raac btw, that was his counter to why caster parties are weaker), yet every NPC in the world has unlimited time and nothing going on that is being disturbed by being held prisoner by some uppity wizard. You did, after all, comment that the immortal being wouldn't be bothered by being held up, so, the offer of release isn't sufficient of an incentive to gain some action from the bound creature.

Funny thing is, I honestly think you don't see it. Look at every single example in this or any other thread like it. Every single time this comes up, it's exactly the same. There is no imbalance because "good DM's" make good rulings and limit caster power.
 

N'raac said:
I think this can vary regardless of level, but is again a weakness in the lack of context for examples. I continue to find a dichotomy that we must always be able to negotiate/intimidate/con our way past the Chamberlain – that is, there is no such thing as an unbeatable social challenge - but the same does not extend to a combat challenge. Especially when this is interspersed with admonitions that we should be letting the gameplay drive the determination of whether we are engaging some challenges (all challenges?) through social or combat means.

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page151#ixzz2ie7FgPTW

No one is saying that you realize. Not one person in this thread has said we must always be able to get past the chamberlain. That's entirely your own fabrication. Actually, you're the one who has claimed that there must be situations where it is impossible to get past the Chamberlain, regardless of the actions of the PC's. No matter what they do, they cannot pass.

Everyone here has no problems with failing.

Back to this, and the Chamberlain. The guy with no armor and minimal weaponry speaks strange words in a foreign tongue in a strong, clear voice while making strange hand motions. Suddenly, the entire attitude of the Chamberlain changes. No one observing this should be in any way suspicious? If we can get the Chamberlain unobserved, and if we are prepared to deal with any fallout when the spell ends or it is otherwise learned we overrode his own decisionmaking process, then the Charm spell could well get us past the Chamberlain (Wicht has some good further comments as well).

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page151#ixzz2ie8TgiJ2

You skipped the part where that was a Still, Silent Charm Person. So, where is the suspicion? And, of course, the Chamberlain, after the spell ends, immediately recognizes exactly what has happened to him, knows that it's magic and reacts in the most negative way possible. I mean, through fairly easy play, you could make it sound like it was the Chamberlain's idea all along and he might not even know he was influenced. That is what Bluff skills are for after all.

But, again, because your players know exactly how you will react if they attempt something like this, they never actually try. Which does work well for limiting caster power.

What is the rule to determine whether some other mortal caster got a wish in the last 30 days?

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page151#ixzz2ie9hvpRC

BINGO! Right there we have a winner. How can this not be spun as anything other than choosing the absolute most penalizing interpretation you possibly could? The player jumps through every hoop to bind a Glabrezu and it turns out that this one, out of the infinite number of Glabrezu in the Abyss, just happened to have granted a wish within the last 30 days.

Would you actually do that in a game?

I believe I have stated where I see an interpretation versus a reasonably clear read of the spell. I have also said that there is a lot of room between “the most generous ruling in all cases” and “the most restrictive ruling in all cases”, which is where we should end up. My general bias is the ruling which is most consistent with established mechanics and least tortuous of the actual rules as written.

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page151#ixzz2ieAMp3Wi

Yet, for some funny reason, your "most consistent" rulings are always against the players. Never once, in this entire thread, have you posted a single example where things went for the players. Every decision, every interpretation, every single example is 100% against the players. You'd think that consistent rulings would favor the players at least once in a while. I mean, "This Glabrezu can't help you, he granted a wish 27 days ago" is about as tortuous an interpretation as you can get.
 

Playing the role and playing to an audience are separate considerations. Acting is a broader envelope than roleplaying. If you want to say that there are other types of acting than method acting, that is true. Method acting is pretty close to what roleplaying is.

<snip>

Case in point, your example rpg du jour, Marvel Heroic Roleplaying, is clearly about something other than strictly playing the roles of characters. It posits players as having a much broader role than simply adopting their character's perspective.
From what you say, you haven't played MHRP. If you do, I would expect you to find that it involves adopting the perspective of your character, and playing that role. For instance, Bobby Drake (Icemean) has a Distinction "Heroic Prankster". The upshot of this was that the player of Iceman, when I ran MHRP, was always looking for opportunities to prank is opposition - both when arguing in front of a Congressional committee, and when fighting a menageris of B-listers at the Smithsonian. That's playing the role of a prankster, namely, looking for opportunities within the fiction to play pranks. Similarly, the player of War Machine - who has a "Semper Fi" Distinction - repeatedly looked for opportunities, in debating with Congress, to draw upon his military experience and make military analogies.

More generally, your comments on acting seem to imply that no actor ever played a role before The Method was invented. Are you meaning to imply that? And what would it mean to perform Waiting for Godot via method acting? I'll concede that Godot is something of a corner-case from the point of view of theatre, but I'm actually less sure that it's a corner case from the point of view of RPGing. Because the characters in an RPG don't come with a script ready-to-hand that the player can draw upon to establish the inner life of the character. It has to be realised at the same time as performance. I'm not sure how that can be done via a "method" approach.

I think the point here is that the game we're talking about was clearly written with a certain social contract and division of power in mind. If you want to play it differently, that's fine, but it will radically change balance issues.
I just don't see that as clear. 3E was written not just to carry over 2nd ed AD&D players, but to pick up and reenergise lapsed classic D&D players. The "back to the dungeon" slogan was part of this. And the sort of social contract and division of power you see as so inherent to 3E was in no way a default approach to classic D&D (B/X, 1st ed AD&D, original D&D etc). Presumably some groups played that way, but plenty didn't - as I posted already upthread, I had no trouble at all building a university group consisting of players leaving games based on the sort of social contract and division of power you describe because it didn't fit their expectations and desires for playing an RPG.

For example, if you switch from the DM as final arbiter of the rules to making players arbiters of their own skills, you run the risk of turning a perfectly reasonable Diplomacy skill into "Diplomancy". If you do this, you're responsible for managing that risk; it's clearly something the designers weren't focused on, because a player with that kind of authority is outside of the paradigm they established.

The same thing applies for spellcasters. If you ignore their limitations, choose not to specifically challenge them, and most importantly give players the authority to dictate how their own magic works, they may seem more powerful in your game than they were in the designers' minds or in the playtests. No one's saying you can't play this way, but if you do, it's on you to manage these issues, because you're running a fundamentally different game than the one described in the core rulebooks.
I think there are key distintions to be drawn here that I don't think you are interested in drawing - for instance, between the GM as final arbiter of who is in what fictional position (which I think has always been a component of D&D, and remains a component of 4e by default, although the DMG to a small extent and the DMG2 to a large extent canvass techniques for moving away from that in some respects) and the GM as final arbiter of outcomes. To me, the distinction between those things is so big that the whole theoretical analysis of my playstyle is based upon it (GM as having authority over scene-framing but not over plot)!

And call it pejorative if you will, but the DMG itself explicitly describes "good DMs" in a way that certain posters here think is anathema. That's between them and Skip Williams/Monte Cook/Johnathan Tweet; it's got nothing to do with me. I just read the books and learned to play. I may mess around with rules for character creation and action resolution, but I DM and my players play exactly the way the DMG and PHB say we should. Perhaps it's D&D itself that you find too narrow.
I am waiting for [MENTION=6696971]Manbearcat[/MENTION]'s close read of the 3.5 DMG. I posted some responses to passages that you posted from the book upthread, calling out the bits that I thought were about authority over fictional positioning, and the bits that seemed to be about authority over outcomes.

As to whether D&D is too narrow, as I mentioned upthread I discovered/developing my preferred approach as a GM in the mid-80s with Oriental Adventures. A key part of that supplement was the PC generation embedded the character in the gameworld, and hence gave the player an "in" and a degree of leverage in relation to backstory and direction of the game that is different from the typical "murder hobo".

It may be that 3E is too narrow for me - I haven't played enough to really find out - but given that I have happily played a lot of other forms of D&D over the years, and have been happily GMing a D&D game for nearly 5 years, I don't think I have any problem with D&D as such.
 

BINGO! Right there we have a winner. How can this not be spun as anything other than choosing the absolute most penalizing interpretation you possibly could? The player jumps through every hoop to bind a Glabrezu and it turns out that this one, out of the infinite number of Glabrezu in the Abyss, just happened to have granted a wish within the last 30 days.

<snip>

"This Glabrezu can't help you, he granted a wish 27 days ago" is about as tortuous an interpretation as you can get.
I was wondering if you would notice that one - it did have your name written all over it!
 

I think this can vary regardless of level, but is again a weakness in the lack of context for examples. I continue to find a dichotomy that we must always be able to negotiate/intimidate/con our way past the Chamberlain – that is, there is no such thing as an unbeatable social challenge - but the same does not extend to a combat challenge. Especially when this is interspersed with admonitions that we should be letting the gameplay drive the determination of whether we are engaging some challenges (all challenges?) through social or combat means.

I think the basic argument is that in "indie style" they wouldn't frame the characters in the challenge to begin with if there's no way for the players to leverage their resources to do anything. And so, if they do frame the scene with the chamberlain, it needs to have the possibility of success, even if it isn't successful directly (ie they fail based on rolls, but are still failing-forward). The idea being that if you can't roll dice and leverage resources, then don't frame the scene. Move on to something where the players can play (ie roll the dice), all based on the players goals of course.

I believe they did say it was true for combat challenges, they would simply re-skin the creature to be level appropriate to the party, in much the same way they would re-skin the chamberlain scene to be level appropriate to the party.

The balancing mechanic is genre expectations. It's assumed (and from the examples it's the style the players are on board with) that 1st level players won't set goals to see the king or fight an ancient red dragon until it's appropriate for their level. I've never encountered first level characters who wanted to hunt down and kill a beholder. However, I've experienced it when they've gotten to 8th or 9th level. I think this is true for all editions of D&D, at least when you've been playing it a while. You know what is expected for your particular level. Those guidelines can be broken and bent when it makes for a more interesting story or if say one of the players is playing a character who's background includes being a noble or son of the king or some such and the party wants to see the king.
 

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