Fighters vs. Spellcasters (a case for fighters.)

I think what's being forgotten here is that Story Now is focused on the primacy of the moment. It's interested in the immediate action being resolved. Speaking honestly, as someone who has strong Story Now tendencies I don't care if my current actions have long term consequences. I hope so - it's fodder for interesting conflicts and escalating tension. I want to see immediate dramatic results from my actions and I want interesting relevant choices Now. I also never want my character's life to become easy to deal with.

I am not following. Where did "success means success with no future downside" come from? How do you see that as relating to "player intent is achieved and this achievement is advantageouos"?

It comes from the phrase “success means success – full stop”, which was originally presented in response to a suggestion I had made that a character’s success today could come back with a negative repercussion at a later date.

From subsequent posts, it appears to be fully settled that this was an overstatement, and that success today can lead to complications tomorrow. For me it is quite reasonable for a bluff to have only a short-term effect. The rules advise “that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe.” The Drake later figuring out he’d been bluffed and taking action accordingly is the approach I would prefer. But then, I am also one of those advocating that Charm Person does not mean “he does what I want now and never realizes he was enchanted or, if he does, takes no offence”.


The key GM skills in this sort of game are determing consequences and complications that will honour what has been resolved while also pushing against the players (via their PCs) so that the game is driven forward.

So what has “been resolved”? The Drake was bluffed so he can never seek vengeance? There was a baby with the dragon tribute, so it must truly be an innocent baby, neither illusion nor shapeshifted creature? The Chancellor has been persuaded, so he can never have second thoughts? Our info gathering indicates the King is a just and righteous man, and thus it is so – there can be no deception here?

Consider again @Manbearcat 's rogue/drake example. The goal of the skill challenge is to persuade the king to lend aid. Given that the Bluff check succeeds, it must at a minimum contribute to this goal if success is to be honoured. And indeed we see that it does - it counts as a success in the overall skill challenge. The immediate goal of the Bluff within the context of the challenge, furthermore, was to contribute to success by persuading the chamberlain that the rogue had a certain capability. Honouring the success means respecting this outcome within the fiction. And because this is part of what contributes to success in the skill challenge - the king is persuaded to help the PCs in part because the chamberlain is persuaded of their heroic capabilities - then the fact that the skill challenge succeeded should "lock this in" as part of the established fiction.

Yet another goal of the Bluff was to persuade the drake of something. Honouring success requires having the drake respond to this within the context of the scene, which happened - the drake fled. (That is not the only way to honour the successful Bluff - perhaps the drake could have cringed and opened negotiations - but with only a few checks left to resolve the low-complexity challenge getting the drake out of the scene seems a good way to shift focus back onto the king and the chamberlain.)

Read it again – the Drake was fleeing, and had threatened retribution. The Bluff was specifically aimed at preventing such retribution. The Chamberlain only understood a portion of the exchange, as it was carried out in part in a language known only to the rogue and the chamberlain.

As @Hussar has pointed out, nerfing a rogue's sneak attack simply renders the player unable to have a meaningful mechanical impact on the scene. I don't see the point of this.

I think the problem is the assumption that nothing but a sneak attack – direct, spiky damage – could possibly have an impact on the combat scene. This seems similar to deciding that only the Insight skill – not diplomacy, leadership, bluff or intimidation, and certainly not skills further afield like knowledge of history or athletics – can possibly be used to address the challenge posed by the obstinate chamberlain.

(It's interesting in this context to look at the design of Burning Wheel, in which it is expected that players will routinely find themselves in situations where they cannot realistically achieve mechanical success.

A situation which, until now, has been presented as absolute anathema to an Indie Game, I note.

It has three features to ensure that this is not de-protagonising: first, "fail forward", meaning that the players' action declaration still shapes the fiction even if his/her intent is not realised;

Much like the consistently dismissed suggestion that, even if they have no hope of persuading the Chamberlain in this scene, their treatment of him, and the situation overall, can have an impact in later scenes.

second, its advancement rules, which mean that failed checks nevertheless make an important contribution to PC advancement; and third, it's fate point rules, which allow a player to accrue fate points from action declarations that are, in mechanical terms, hopeless.

I try to swim through the sandstorm – give me a Fate point!

3E, by way of contrast, has no features like this to break the nexus between mechancial ineffectiveness and player deprotagonisation.)

I would say, rather, that it lacks mechanics in this regard. The features are role playing outside the established mechanics – looking beyond the skills, feats and spells the character possesses, described previously as “thinking outside the box”. An alternate term would be “looking beyond the character sheet”. We had a sorcerer recently with a focus on enchantments (low level, Sleep, Charm Person, etc.). In a combat against a flying creature immune to mind affecting spells and with acid resistance (he had Acid Splash) he could either sit out and whine, or think outside the box. He chose the latter, using Mage Hand and a skull in the room, asking if he could use that to distract the opponent, effectively using Aid Another at range. I believe we landed at least three hits due to that Aid – to us around the table, that was a meaningful contribution.

A fairly ingrained conceit of D&D play is party play. It is also a conceit of many other RPGs, and of other fictional media too (eg team superhero comics). Handling intra-party conflict within such constraints is an interesting matter.

Consider the X-Men. They are shocked by Wolverine's propensity to kill. But they still work alongside him. The tensions are not ignored, but they are sublimated in various ways short of team breakdown. (A classic example I have in mind is from an issue I would place somewhere in the 130s, when Wolverine has infiltrated the Hellfire Club solo. Kitty Pryde subsequently suggests that they interrogate one of the guards that Wolverine defeated; but Colossus says something to the effect of the guards no longer being in a condition to be interrogated. Kitty is at first confused, and then horrified.)

Around 152 or so, he is told in no uncertain terms that “X-Men don’t kill – sheathe your claws or use them on me” by Storm, in the midst of a pitched battle. In other words, the character did not look the other way, and take the issue up only when it would have no impact on the situation.

So why? Well, because the Hellfire Club arc was planned to be Wolverine’s swan song. He didn’t fit in and he was planned to die, however instead Claremont and Byrne decided to give him one more shot, resulting in the “Wolvie fights alone” issue. It worked – the fans responded. But now we had to deal with the dichotomy of his attitude towards killing and that of his teammates. “If a man comes at me with his fists, I’ll meet him with my fists. But if he pulls a gun, or threatens people I’m protecting, then I got no sympathy for him.”

In my game generally the same approach is taken. (Not always, particularly in earlier days when players were more happy to introduce new characters. But generally.) All the PCs in my game are well-entrenched in the backstory and the unfolding events. The game has evolved around them. How would the play experience be better if one (or more) was removed due to irreconcilable differences? So, instead, various techniques of sublimation and accommodation are adopted.

And that’s a fine playstyle and approach. That, and ensuring the differences are not so marked as to become irreconcilable, are both common approaches. I don’t question that. But it means we do not truly explore the divergent belief systems of the characters in depth. It means the characters, through their players, find a compromise. Their characters’ beliefs are tempered, or even changed. Often, the result is that these change from real tensions and conflict to occasional lip service, commonly through minor dialogue that has no mechanical impact (I thought mechanical impact was of crucial importance to your gaming, btw), NPC dialogue, out-of-character jibing and cajoling, etc. The conflicts are not alive – they are swept under the carpet, the characters work together, their differences marginalized, and the game goes on.

What I see from your game is a clear proponent of Law and a clear proponent of Chaos. Yet both are happy to work with one another, and the proponents of Good accept that at least one of their colleagues routinely consorts with, even serves, evil powers. We brush these strong differences aside in the interests of party unity, although it sounds like matters will come to a head eventually.

The brief conflict between the paladin of the Raven Queen and the wizard (which the paladin won, as is implied if not actually stated in my play report) was not the conflict between honour and expedience that I was referring to. I was referring to the choice that had to be made by the fighter/cleric.

No, it was a conflict of ethos which was briefly remarked on, then swept under the carpet for party unity. Not quite “I want to do something evil – please have your Paladin leave the room for a moment so he won’t notice.”, but not far removed.

It helps to this extent, that you have finally had the candour to say what you have been implying for several posts, namely that you find my game shallow.

As you have noted, I don’t read a host of in-depth play reports. That leaves me ill qualified to pass judgment on a campaign. What I see from what you have posted is that characters with strong ideological differences still work together, and the examples I have read show those differences dismissed pretty easily, and the party stays a happy family.

Is that “a shallow game”? Perhaps it is. I suspect Ron Edwards would classify it as such. If it is, then I suggest most games are “shallow”, as most shy away from deep inter-party conflict by either restricting the belief systems of the PC’s for compatibility so the issues do not arise, or marginalize the conflicts, sweeping them under the carpet, in the interests of party (and player group) harmony. While I have seen character conflicts reach a head on a few occasions, the normal answer is compromise to preserve party harmony.

Maybe that is shallow, but it is game-preserving. I don't think most games are great literature examining the Nature of Man or other such philosophical issues. They are penny dreadfuls, pulp novels and action movies - entertainment that doesn't dig too deep.
 

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Originally Posted by pemerton
This is something of an issue in my 4e game - one of the PCs is a Demonskin Adept and Primordial Adept, but there are no strong tools available to me as a GM to exert pressure on him as a result of that choice other than the ubiquitous techniques of scene framing, choice of opponent in combat resolution, etc. It is normally only when the player resorts (typically out of desperation, sometimes out of ambition) to page 42 that I am able to introduce consequences of these choices, and set appropriate stakes.

Conversely, you could give him a "two-sided" boon as an Alternate Advancement reward and let him handle it player-side after each extended rest. One side of the boon provides a primordial power/buff/ability, the other side demonic.

That minimizes overhead and gives you the option to handle it player-side if you wish.
 

Really? Glabrezu specifically mention that they want to grant evil wishes to corrupt mortals. What's wrong with an evil PC doing this? What is particularly "Monte Haul" about this?

Once again, the rules actually say “The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.” I don’t see where they want to do so. They want to corrupt mortals. They want compensation in some form for granting wishes. Monte Haul would involve granting these wishes without enforcing the Demon’s requirements for same.

But, at least you admit that it's possible to do. Not possible in your campaign (and others in this thread I think, given the amount of roadblocks that get tossed in the way) but possible under the rules. Which is what I was talking about. Note, I never, not once, said how I would rule this or adjudicate this in my own game.

I would hope you would adjudicate it in the manner you are asserting here that it would be appropriate to adjudicate it. I think many games would adjudicate it by prohibiting evil player characters, such that any character stooping to the level needed to extract a wish from a Glabrezu would quickly be an NPC.

Which means that when we're discussing game mechanics, it would be very helpful to actually stick to the mechanics and not idiosyncratic interpretations of them.

To me, that includes what the rules actually say about glabrezu granting wishes, which is not “they really want to give wishes out to mortals – summon one up and go to it”.

But, there's the difference. The DM has to allow the PC to either commission the potion or go to the magic shoppe. It's out of the players hands. If the PC is in a location where neither are available, then he cannot do it.

Didn’t you tell us the player has constructed a location suitable for summoning the demon? He also had to have the time to Take 20 on the circle, the powdered circle component, and the time to bargain (those daily opposed CHA checks). And, yes, the demon had to have granted no wish in the past 30 days. And let us not forget the possibility that “The creature might later seek revenge.” Perhaps it will tempt your opponents into a Wish to oppose your objectives, whether to further an evil mortal’s path, or corrupt a good one.

The potion is equivalent to the demon+wish.

In many games, especially3e’s implicit magic market, locating a magic item or a spell for purchase is of no greater difficulty than acquiring the material components needed for spellcasting. How often is acquiring diamond dust actually played out? About as often as acquiring a potion is played out in the typical 3e game, actually. Of course, if we restrict one and not the other, then we change the balance of power.

And your remaining comments bring us back to “casting Planar Binding to get a Wish is trivially easy”. Which is it? You waffle between “this takes considerable effort, risk and cost to the character/player and should not be lightly overridden by the GM” to “it’s simplicity itself, certainly much easier than acquiring a potion”. Again, which is it? It can’t be both!
 

None of that applies to Planar Binding. Paying for the wish is no different than any spell component cost (although probably a lot steeper :D). I need 5000 gp worth of diamond to cast Raise Dead. Does that mean that being able to cast Raise Dead is dependent on diamond miners? Technically, I suppose, yes, but, honestly, how often is that ever actually played out at the table? You cast the spell, you mark off your spell component cost and move on.

Urm... I tend to ask if they have the right components on hand...

The potion is equivalent to the demon+wish. I have no idea why the demon and the wish are being broken apart. One is tied to the other completely. If I summon the demon (which my character can do entirely on his own), and choose a sufficiently vile wish, then I get my wish. Other than determining what is "sufficiently vile" the DM isn't really involved at all. N'raac claims its no different than seeking out a wizard to cast wish. But, again, that's entirely DM dependent. Is there a 17th level wizard floating around? Where is he? Can I get there? How do I find out? Who do I ask?

Several points here...

The demon and the wish are being broken apart because the demon is an NPC and therefor has his own agenda. The granting of the wish is not assured. And the price to be paid (even for a vile wish) should be sufficient to actually cost the PC some sort of in game quandary. He's dealing with a demon... not Tinkerbell. The whole idea that the wizard is just going to mark a certain amount of gold off of his sheet and thats the extent of it is not going to be enough in any game I run. Sure the demon wants others to suffer, but why should he have any desire to let the wizard off lightly. If the wish is particularly powerful (destroy half a town) then I would have the demon ask for something significant, like the sacrifice of the princess or the wizard's left hand. If its rather minor, like a fireball, then the sacrifice of the wizard's familiar or kid sister, is probably enough. If its really big (I wish the king of Symerlin to die tomorrow) then perhaps the sacrifice of the wizards eyes, or two of his party companions. Naturally the demon might negotiate, but a wish from a demon should never be cheap. It should be a significant story event. And if the wizard does not want to pay the cost then he likely shouldn't be mucking about with demons.

As for the statement that "Other than determining what is 'sufficiently vile' the DM isn't really involved at all," this is a little naive. The DM must determine whether or not the demon has a wish available (minor, but not unimportant); if you use my standard method of summoning, the wizard is going to tend to get the same demon over and over (unless they get a name) and apart from the unlikely possibility of others using up the wish, if the demon has already cast a wish for the character then the whole deal will have to wait a month. The DM must determine if the wish is vile enough (again, not an insignificant role). The DM has to bargain on behalf of the Demon and exact some measure of suffering from the wizard (there has to be a cost). The DM has to then interpret how the wish is actually granted. It was stated above that the fulfillment, or nature of a wish's fulfillment should logically follow from the source and the alignment of that source. Demons are going to attempt to grant wishes in a way that causes everyone (wizard too) as much pain as possible and if the wizard has not worded his wish carefully the DM is in charge of making sure that it works out as badly for him as possible (within reason). For instance, the wishing for the fireball to explode will no doubt leave the person most capable of divining who wished for the fireball alive. The death of the king will be done by snakes bearing the visage of the wizard that wished for the king's death. The burning down half the town means the wizards favorite tavern, scroll shop and tower are all incinerated. Again, if the wizard wants a safe wish, he should find something other than a demon with which to truck.

As for seeking out a wizard, in my game, if the players wanted to find one, I would either point them to an NPC they already know (via either character backstory or in game exploration)(for instance in our current campaign, the wizard is the student of a former character that reached about 19th level), or I would have them make a Diplomacy or Knowledge (local) check to gather information to see if they can find one. Contrary to your repeated erroneous assumptions, I normally allow my players to seek out such things if they want. Though, admittedly, getting an audience, getting a magic item delivered, and the like all take more time. But these things are doable in most campaigns and settings.
 
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A situation which, until now, has been presented as absolute anathema to an Indie Game, I note.
It's amazing how much easier this would go if you actually did some research on your own rather than consistently overanalyzing the spoonfuls of information you're given in each post. It might be more productive than assuming some underlying hypocrisy.
 

As for seeking out a wizard, in my game, if the players wanted to find one, I would either point them to...

No one is suggesting that a DM can't allow that kind of thing, but the point is and has always been that the wizard's ability to do stuff is not, or is at least far less, dependent on the DM "allowing" it to happen or for other things like a previous character to exist. There are fewer if any DM hoops to jump through. If the fighter is a system where you merely describe your position relative to your opponent then the wizard is the board with squares that show in no uncertain terms where you and your opponent are.

Whether a DM actually allows anyone to seek an audience and get a magic item delivered and so forth is not the point, since one would hope that the DM does allow that sort of thing for the PCs. The point is that the wizard has abilities spelled out in the rules (though they could be clearer) that say they can do something. The fighter does not have a similar degree of control over the situation.

Yes, it can be called splitting hairs, but as science has demonstrated splitting hairs (or at least analyzing them and such) can lead to valuable information and should not be dismissed simply because one can't see the value in it. Perhaps a new analogy is in order?
 

Whether a DM actually allows anyone to seek an audience and get a magic item delivered and so forth is not the point, since one would hope that the DM does allow that sort of thing for the PCs. The point is that the wizard has abilities spelled out in the rules (though they could be clearer) that say they can do something. The fighter does not have a similar degree of control over the situation.
That's the difference, yea. The wizard has a bunch of abilities granted to them by the rules. The fighter has to gain similar powers by appealing to the DM to create a situation. And I'm sorry, but I don't know too many DMs who grant players the same carte blanche to find whatever magic item they want as they do to casters to cast their spells.
 

No one is suggesting that a DM can't allow that kind of thing, but the point is and has always been that the wizard's ability to do stuff is not, or is at least far less, dependent on the DM "allowing" it to happen or for other things like a previous character to exist. There are fewer if any DM hoops to jump through. If the fighter is a system where you merely describe your position relative to your opponent then the wizard is the board with squares that show in no uncertain terms where you and your opponent are.

Whether a DM actually allows anyone to seek an audience and get a magic item delivered and so forth is not the point, since one would hope that the DM does allow that sort of thing for the PCs. The point is that the wizard has abilities spelled out in the rules (though they could be clearer) that say they can do something. The fighter does not have a similar degree of control over the situation.

Yes, it can be called splitting hairs, but as science has demonstrated splitting hairs (or at least analyzing them and such) can lead to valuable information and should not be dismissed simply because one can't see the value in it. Perhaps a new analogy is in order?

Okay, granted there are more rules for wizard spells than for a fighter being able to hire a wizard (though those rules are in there), but that does not ipso facto prove the wizard is more powerful than the fighter. It only proves that Dungeons and Dragons' spells traditionally require a more rigid structure than social interactions. But less rules cuts both ways... there is nothing, for example, in the rules, actually preventing the fighter from hiring a wizard, while there are things spelled out in the rules which might prevent the wizard from getting his spell to work exactly as he wants.

As for hoops, the fighter that wants to hire a wizard has perhaps one or two hoops... a sufficient Knowledge (local), and/or Diplomacy check, and then the ability to pay for the wizard's services (with the caveat of DM approval). The wizard summoning the Demon must cast two or three spells, make one or more Charisma rolls, risk life and soul, and then pay a substantial price for the demon's services (with the caveat of DM approval). If the fighter does not succeed (or his wizard messes up) he must hire a new wizard. If the wizard character does not succeed there is a possibility he will have to roll up a new character. I'm not sure that the wizard in this scenario has the better situation.

One tangent that occurs to me is that the fighter hiring a wizard is at its core a social interaction and thus demands greater DM involvement in adjudicating than the fighter swinging a sword. However, and this is, I think, key, the wizard summoning a demon and bargaining with it is also, in my book, a social interaction and therefore requiring of far more DM adjudication than say a magic missile would. Normally, in using summoning spells in combat, we don't tend to think of the social interaction nature of such spells, but it seems to me necessary that a DM, in approaching the more powerful summoning spells, like Planar Binding, consider them first and foremost as a social interaction, albeit one arranged via magical channels.
 

That's the difference, yea. The wizard has a bunch of abilities granted to them by the rules. The fighter has to gain similar powers by appealing to the DM to create a situation. And I'm sorry, but I don't know too many DMs who grant players the same carte blanche to find whatever magic item they want as they do to casters to cast their spells.

When running a high magic world, like Golarion, I roll a percentage die to see if the item is available in town. If the player has connections, I will arrange for them to be able to hunt down the item for a small price and then wait to have it delivered. The more powerful or unique the item, the less likely it is to be available easily and/or the longer the wait time for it to be made (some items have to be special made). But if you have the money and there are wizards making these things, I figure someone, somewhere is likely to be willing to make one for you. (Now on a lower magic world, like say Kingdoms of Kalamar, I might be more restrictive; but wizards will have their own difficulties there.)

Likewise, if a spell calls for a rather unique component, I may, depending on the nature of the component, impose a time penalty to wait for the component to be found and delivered.
 

It comes from the phrase “success means success – full stop”, which was originally presented in response to a suggestion I had made that a character’s success today could come back with a negative repercussion at a later date.

From subsequent posts, it appears to be fully settled that this was an overstatement, and that success today can lead to complications tomorrow. For me it is quite reasonable for a bluff to have only a short-term effect. The rules advise “that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe.” The Drake later figuring out he’d been bluffed and taking action accordingly is the approach I would prefer. But then, I am also one of those advocating that Charm Person does not mean “he does what I want now and never realizes he was enchanted or, if he does, takes no offence”.

Let's go back and have a look. You said:

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.

To which TwoSix replied:

You don't do fail by succeeding in Indie. Full stop.

It looks like that original exchange - that you can fail by succeeding at your rolls - got lost in the mix. You did not suggest that "a character’s success today could come back with a negative repercussion at a later date"; you suggested that their success today would come back with a negative repercussion today (because you succeeded you don't get to see the king).
 

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