Fighters vs. Spellcasters (a case for fighters.)

Potion. Of. Heroism. (not a permanent gain, but neither is the binding of a demon)

I missed where fighters can create a Potion of Heroism.

Or, obtain some sort of charming/beguilement device and use it to get a higher level Fighter to take the van for you. Just like the demon example, it's a different entity doing the heavy lifting but it's still getting done because of you, and better than you yourself can do it.

Again, I missed the part where a fighter, on his own, could create some sort of charming device, and use it (because most of these types of magic items aren't available to fighters in AD&D, and are typically limited to wands and scrolls (and the like) in 3e).

Kinda different from the wizard who doesn't need anyone else to summon the demon, bind the demon, and control the demon.

Probably not, but as noted there's ways to get access to that feat via a secondary source, just like the wizard uses a demon to get a wish.

What secondary source did the wizard use though? He summoned the demon, he bargained with the demon, and the demon granted the wish that he made. This is significantly different from the non-caster who has no innate way to ever gain access to anything similar.

Re: two similar wizards with different spells
Close enough for me. Same degree of closeness as two fighters entering a battle where one pulls out a battleaxe and the other a longsword because in each case it's their preferred weapon to use (assume equal enchantments, if any, on the weapons).

Or let's take two 1e Fighters*. Both are human, same level, strength, h.p., weapon proficiencies, etc. - but their fighting styles and out-of-combat personality mark them as very different. One is a down-to-earth sort, using wise tactics in combat when he can (except when the love of his life (also in the party) is in danger, he then defends her first) and providing soft-spoken practical advice and suggestions when out of combat. The other is a self-styled "guv'nor of givin 'er", wading in to battle face first at any opportunity with his only tactic being "kill it before it kills me" while being a somewhat loud, ornery and definitely foul-mouthed - but still amusing - sort out of combat. You don't need mechanics to play the difference, nor to notice it. :)

* - the personalities etc. here are two of my actual characters. In actual current play they are widely separated in level and have slightly different stats and weapon prof's; both are Human. For these purposes I'm just imagning them as if they were mechanically the same.

Lan-"one of the above"-efan

Well, this gets down, a lot, to preference of mechanics. Let's be honest here, the differences here are not in the slightest actually supported by AD&D mechanics. There is no way to be a "guv'nor of givin'er" in AD&D. Your attacks are your attacks and you can't really change that. AD&D has so little actual mechanics supporting tactical play that at the table, from the point of view of a third person, your two characters will look pretty much identical.

The out of combat stuff is purely freeform play. Yup, one character acts differently than the other, but, there's nothing to back that up. Granted, there's nothing wrong with freeform play, but, I think there's a pretty strong argument to be made that freeform roleplay is not the only way to play.
 
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The rogue succeeded. If “success is success – full stop”, his intent should be realized. Your model suggests that success need not be “success – full stop”, but can further develop later in the story. For myself, I am not offended if the bluff does not last forever, or if the leader dragon laughs at the rake’s gullibility. But I am not asserting “success is success – full stop”. Are you? I think it was [MENTION=205]TwoSix[/MENTION] who was, but I could be misrecalling. Whoever it was has not weighed in on this issue. Is “success is success – full stop” a hallmark of Indie gaming, or is it not? Each proponent seems to have a different view as to what tenets are hallmarks essential to Indie gaming and which are not.
It was me, now regretting that my occasional frustration with this thread led me to make an unnuanced comment that is now being used as a cudgel.

And yes, of course there are differences within our playstyles, just as there are within yours. I'm not arguing for [MENTION=42582]pemerton[/MENTION]'s game, I'm arguing off of my own experiences. I don't think you and Lanefan play the same game or would agree on all matter of adjudication, no more than pemerton and I would.

As to the king negotiation intent, that's highly variable on playstyle. I wouldn't haven't gone information digging on that matter, personally. It's pretty boring. More fun to just jump in and see what happens. I play with some players who DO like to do that sort of thing, and if they wanted to do some information gathering, I'd probably play something out. Success would mean they might find out some information about the king's relationship with the dragon. Or some other complication that might be fun to add. If establishing pre-scene constraints is important to the player, then sure, that will carry over to the scene and not be mutable.

Although I will point out that in my experience, cautious, incremental play (and doing social investigation before any meeting with a high-up feels like the 10' pole approach to interaction) and narrative play don't complement each other well. "Screw it, we're all in" plays better.
 

How stupid would someone have to be to enter lobbying negotiations with the PM of Australia without finding out his political affiliations?

<snip>

If my PC goes to visit the King and has no opportunity to make any determination of the King’s values, goals or political affiliations beforehand, I think that shows my character to be pretty foolish, and a very poor diplomat. For me, that does not make the game better.
Conan does this all the time. And isn't REH an instance of the genre we're aiming for?

But if the Kingdom is filled with slaves, brutally treated by their masters, I fail to see how the PC’s will expect they are walking into the court of a just and righteous King.
I don't really follow this, for two reasons. First, perhaps the PCs are going to meet George Washington or Abraham Lincoln, both national rulers widely regarded as just and righteous who nevertheless presided over a polity that was filled with slaves brutally treated by their masters. Second, what reason do we have to think that this is the kingdom that was in play in [MENTION=6696971]Manbearcat[/MENTION]'s scenario?

My view is that the “discover it in play” approach means the PC’s can never determine the lay of the land beforehand to plan a strategy that will best meet their needs.

<snip>

If the players Gathered Information in town to establish the King was a just and noble ruler and his Chancellor a loyal servant, could this then be overridden in play (the populace are unaware of the true state of affairs) or does success in Gathering Info mean that the King is now locked as just and noble, and there can be no future surprises?
You keep reiterating the point about planning as if it is a dramatic revelation! Whereas I have already noted, multiple times, that part of the point of "indie" style is to push decision making out of the planning + prep part of play, and into the action resolution part of play.

If that action resolution includes gathering rumours, then that is part of play. Whether the rumours were true or not would depend upon both the mechanics used and the stakes set.

Why would I walk in with no idea whatsoever of how the King is perceived?
Perhaps the PC does know - but the player doesn't know everything the PC knows. Now why would the player not know? Perhaps because transition scenes take time to play out at the table, and the group prefers to play out action scenes.

Can we later learn that the “baby” was a Shapeshifted creature and not a real baby, or is “real baby” now sufficiently established that we cannot override it? Can my character make a skill roll to impose that the entire scene was merely a dream sequence resulting from excessive alcohol, spicy food and nerves about meeting the King tomorrow?
The former - perhaps. You would have to ask Manbearcat how he handles player-introduced content. The latter - I wouldn't have thought so in the typical game, as it is retrospectively reframing the stakes.

It had two purposes, not just one.

<snip>

It seems to me like the rogue has added the intent of preventing retribution.

<snip>

The rogue succeeded. If “success is success – full stop”, his intent should be realized.

<snip>

If the Drake retaliates on the kingdom, based on my intent stated above, there is a violation of my success. I didn’t roll to Bluff the Chamberlain – I rolled to Bluff the Drake.

<snip>

To me, the Drake realizing he has been duped and retaliating is a clear sign of an off-screen living, breathing world. However, his retaliation means that my Bluff failed in its stated intent to prevent retaliation – I don’t see that as “success is success – full stop”.
You do realise that you are in the odd position of trying to tell Manbearcat that - from reading a post that he wrote to convey his recollections of a scenario that he ran - that you have a better grasp of the stakes that had been set than he does. That doesn't make much sense to me.

You are correct that the roll was to Bluff the drake, but the clear intention was to persuade the Chamberlain of something.

I would consider two characters with identical statistics and identical options available, which they can change at their discretion at any time (ie which spells they will prepare, rather than which spells they are even capable of casting) to be mechanically identical.
I don't see why - two PCs carrying both a sword and a dagger, but one of whom attacks only with the dagger and the other who attacks only with the sword, are not identically mechanical at the moment which counts (namely, action resolution).

But anyway, your conception of mechanical identity isn't all that relative to my preference that the personality of a character find mechanical expression.

Your whole discussion of “PC versus player” leaves me scratching my head. The PC’s have in-game goals within the setting. How do they best achieve them? Players have the goal of an exciting and fun game, in my experience. They want to play their characters. The PC may have goals which, if achieved, would frustrate the player.
It seems to me here that you are agreeing that player and PC goals can come apart.

If “asking politely” provides a +1 bonus to interrogation, and “torch to the groin” provides a +3 bonus, then “torch to the groin” is the best tactic.

<snip>

We are discussing tactics, not goals. Whatever their goals, they require getting past these opponents.
As I indicated, I prefer an approach in which the best thing for the paladin to do is not "torch to the groin". There are a range of more or less formal ways to achieve this result.

The assumption that people will always take the best possible tactical approach is a false one in reality. I prefer a game where personality is not required to be enforced with mechanics. You clearly do not – hey, if sacrificing a bunch of babies is the best way to gain the Dragon’s trust and slip in to defeat him, I guess that’s what my Paladin would do, right?

<snip>

I get the sense that, in pemerton’s world, the character must be able to persuade the King by being foul mouthed just as effectively as a diplomatic character would persuade him with courtly manners. We should be framing only scenes where your Fighter can be most effective by being loud, ornery and foul-mouthed, and rewarding that play with bonuses and successes.
All this suggests that you have no understanding at all of what I'm talking about, and is close to contemptuous. Have you actually read any of the multiple actual play posts that I have linked to?

The correct inference would be that I prefer not to play a game in which the mechanically best approach for my honourable paladin to stop the dragon is to sacrifice people. That should be a choice that is driven by considerations of theme and value that then inform the mechanical framing. And I would not like a GM who framed me into that sort of situation without regard to those matters of theme and value.

Conversely, if I am playing a foul-mouthed fighter, then why am I trying to persuade the king via Diplomacy? And why have I been framed into that scene? Until you give me some answers to those sorts of questions, how do you expect me to explain how I might GM such a scenario?

The fact you have indicated you first had to be “satisfied that it won't hurt the game for the wish to be granted” implies that, if you feel it would, then you would simply deny the granting of the wish at the outset.
I didn't say that I had to be satisfied in that way. I was working within [MENTION=58197]Dausuul[/MENTION]'s idea of rolling the dice - my pont was that, if a GM decides to roll the dice to see if a wish is available, s/he has decided that a wish can be obtained within the game.

Personally wishes are something I prefer to handle with a great deal of care. I'm not the biggest fan of the traditional D&D approach to wishes.

This seems to be exactly the type of “mother may I” play Hussar has consistently expressed disgust for.
[MENTION=22779]Hussar[/MENTION] would not have any trouble learning whether or not wishes were available this way in a game that I was running.
 
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Hrm, sufficiently evil wish.

* I wish that a very large fireball be detonated in the nave of the Holy Bahumut Church during ((Insert appropriately large services time here)) *

* I wish that the King's Crown be turned into a pile of deadly vipers the next time the king puts it on, thus killing the King and starting a war *

* I wish that a meteor strike the orphanage down the street and the resulting blaze incinerate half the town. *

Do I really need to go on? I gotta admit though, this is fun.

Are we finished with the hair splitting now? The wizard has summoned the demon and the direct result is, he gets an evil wish. Yup, someone else is doing the actual casting, that's true. But, at no point do non-casters EVER get this option. The fact that I had to pay for the service, or sacrifice something is immaterial. The point is, casters can cause to be cast (is that sufficiently lawyerly for you guys?) higher level spells than they themselves can cast.

Without the non-caster having any outside help, let's see you do the same with a non-caster.
 

I missed where fighters can create a Potion of Heroism.

He takes the leadership feat and acquires a wizard cohort. Now he, by virtue of one feat, can personally cast every spell a wizard can cast. And if the wizard cohort has charm person, the skies the limits. Well not really, but the reasoning is the same as yours.
 

Where, to me, the player's diplomacy skill has exactly nothing to do with whether the Glabrezu has recently granted a wish. Nor, as the player, would I think it is appropriate that the failure of my oppose CHA check today means that the Glabrezu is four weeks out from being able to grant my wish, rather than being able to do so if the results are different tomorrow.
This is not a surprise to anyone who has been following this thread.

No one is surprised that there are playstyle differences. What I still don't follow is why you seem to be reluctant to admit that aproaches that are different from yours are nevertheless capable of producing coherent and satisfying results for those who choose to adopt them.

It was me, now regretting that my occasional frustration with this thread led me to make an unnuanced comment that is now being used as a cudgel.
But a cudgel that doesn't make sense! How can [MENTION=6681948]N'raac[/MENTION], who has no epistemic access to [MENTION=6696971]Manbearcat[/MENTION]'s play experience except via Manbearcat's posts, claim to have a better handle on what stakes were set in the course of resolution that Manbearcat himself?!

As to the king negotiation intent, that's highly variable on playstyle. I wouldn't haven't gone information digging on that matter, personally. It's pretty boring. More fun to just jump in and see what happens.

<snip>

in my experience, cautious, incremental play (and doing social investigation before any meeting with a high-up feels like the 10' pole approach to interaction) and narrative play don't complement each other well. "Screw it, we're all in" plays better.
Absolutely. This is what I have been saying, about shifting the locus of play from planning + prep to action resolution.

And there are a whole lot of techniques to support this, from "fail forward" (so that it is viable for the players to take risks for their PCs without risking derailment of the whole game) to level-appropriate DCs that mean that, whatever exactly is going on it, is calibrated at a level that establishes mechanical feasibility of success for the players. It can be seen as a type of insurance policy, protecting against excessive risk.

Hard(-ish) scene framing is another technique on the GM side - frame the PCs into difficult situations and put the onus on the players to back out or call for mulligans if they want to ("But before we went to visit the duke I would have primed my homonculus to record everything with its magical eyegems") while enticing them into tackling the actual situation in front of them.
 

Pemerton said:
I didn't say that I had to be satisfied in that way. I was working within @Dausuul 's idea of rolling the dice - my pont was that, if a GM decides to roll the dice to see if a wish is available, s/he has decided that a wish can be obtained within the game.

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page165#ixzz2j7md7fys

This nails things right on the head. Which is why I get so frustrated by these conversations. The DM has rolled the dice. He has, at the table, established that you have a chance for success. Now, you may fail, and that's fine. But, you may also succeed, which is equally fine.

What is the opposite of failing forward? I guess you'd have to call it succeeding backward. The player does everything right, follows the rules, and, most importantly, succeeds at the action he was intending. But, he still winds up failing. It's like Ahn's example from LotR where the party is trying to slog across the mountains, only to be forced to Moria.

If the DM has allowed the dice to come out, then, unless there is no chance of success in the first place, there should be a chance of succeeding. If the players do actually succeed, then they get across the mountains and skip Moria. Them's the breaks. If you didn't want that to happen, then why not frame the scene that way? "You try to cross the mountains but the passes are blocked, you backtrack to the gates of Moria." Done. Why waste everyone's time?

Same thing goes for the Glabrezu example. The player did everything right. He followed everything. Only to have the DM declare, completely out of the blue, that he had no chance of succeeding in the first place.

Going back to another gaming story, I played a wizard in a 2e AD&D game that was using the Complete Wizard's Guide. The CWG had (for the time) extensive rules for creating your own spells. You had to have a lab, buy a library, spend time and money, and even then you had about a 1 in 3 chance of success.

So, I spend the time, I buy a house to hold my library, buy the lab and the library. Get everything in a row. Write a new spell (IIRC, I wanted an Unseen Servant spell that lasted 1 hour/level instead of the 10 minutes that IIRC, the 2e duration was) and show it to the DM and ask if this is okay. He okay's the idea, as it fits nicely with my character. I pull out the dice and drop them on the table. I succeed! Yay, I got a new spell.

Only the DM decides to change the rules on the spot. He thinks that creating a new spell should be much more difficult and cuts my chances to about 1 in 20. After all, only the most powerful wizards should be able to create new spells, is his justification.

I react ... badly. :D I blow my top. I had spent several sessions. LEVELS (and this was 2e where leveling was glacially slow) getting all this stuff together. All for nothing. I'd have to try about 10 or 15 times per spell to succeed (each attempt taking weeks and lots of gold). I was so frustrated. It just totally ruined the character and the game for me.
 

Hrm, sufficiently evil wish.

* I wish that a very large fireball be detonated in the nave of the Holy Bahumut Church during ((Insert appropriately large services time here)) *

* I wish that the King's Crown be turned into a pile of deadly vipers the next time the king puts it on, thus killing the King and starting a war *

* I wish that a meteor strike the orphanage down the street and the resulting blaze incinerate half the town. *

Do I really need to go on? I gotta admit though, this is fun.

Are we finished with the hair splitting now?

That's not really hair splitting. I was just interested why someone would go to the trouble of summoning a demon to try and get a wish.

The wizard has summoned the demon and the direct result is, he gets an evil wish.

I would argue its an indirect result, and hardly guaranteed. But you seem to think its practically in the bag just because the wizard wants to do it. In the instances cited above, the feasibility of the 1st is going to depend on DM fiat and the particular campaign setting (is the church protected in anyway). The second is poorly worded and open ended (you didn't specify which king), and the demon is going to have a heyday starting a war other than the one the caster wanted. The third one is the best wish, but your poor wizard is going to be left without a home as the fire is almost guaranteed to burn down something near and dear to him and (as cited above), the actual timetable of the wish has been left open and now the meteor will strike at a time most inconvenient to the wizard.

Yup, someone else is doing the actual casting, that's true. But, at no point do non-casters EVER get this option.

There is nothing that prevents a charismatic non-caster from not acquiring the services of others and/or paying for said services.


The fact that I had to pay for the service, or sacrifice something is immaterial.

Actually its not immaterial. It is the payment for services which makes it balanced. You are not getting the result ex nihilo, via nothing but a spell. That is the main point. So long as there is an additional cost, then the whole thing is mechanically sound. It is only when a DM does not exact some legitimate cost that the procedure breaks down mechanically.

The point is, casters can cause to be cast (is that sufficiently lawyerly for you guys?) higher level spells than they themselves can cast.

Yeah. And there is no problem with that.

Without the non-caster having any outside help, let's see you do the same with a non-caster.

The non-caster goes down the street and hires a wizard to cast the spell for him.
The non-caster takes leadership and acquires a wizard to cast the spell for him.
The non-caster makes friends with a wizard who casts the spell for him.

In the end the result is the same: the character has another character cast the spell. The exact process of acquiring the services may differ, but the result is the same. You seem to think that a demon somehow does not qualify as "outside help," but it does. The demon is an NPC and the goals of the demon are not subject to the direct control of the caster.
 

He takes the leadership feat and acquires a wizard cohort. Now he, by virtue of one feat, can personally cast every spell a wizard can cast. And if the wizard cohort has charm person, the skies the limits. Well not really, but the reasoning is the same as yours.

Wrong system, but, thanks for that.

Note, the wizard cohort can never be higher level than the fighter, so, can never cast higher level spells. :D

But, it's true, leadership would open that access. So, the way to balance non-casters to casters is to make non-casters into casters. Yeah, I can see that. Take the most broken, out of balance feat you can, apply it to the broken classes (after all, why on earth would anyone deliberately take a non-caster cohort?) and you can finally have a non-caster that's almost on par with the casters in the party.

That works.
 

Only the DM decides to change the rules on the spot. He thinks that creating a new spell should be much more difficult and cuts my chances to about 1 in 20. After all, only the most powerful wizards should be able to create new spells, is his justification.

I react ... badly. :D I blow my top. I had spent several sessions. LEVELS (and this was 2e where leveling was glacially slow) getting all this stuff together. All for nothing. I'd have to try about 10 or 15 times per spell to succeed (each attempt taking weeks and lots of gold). I was so frustrated. It just totally ruined the character and the game for me.

You seem to have had a knack for finding bad DMs.
 

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