D&D 5E Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)

Ahnehnois

First Post
I agree. However, my post was more pointing to the idea that many players do in fact care about balance, it's just an internal one, that many players (not saying all mind you) do, in fact, "[keep] score in terms of how effective their characters are or how much time they get in the spotlight."
Some, maybe, but I've rarely seen it. To me, balance is a DM thing. DMs are the people who are charged with managing more than one part of the game, and thus have a perspective that includes more than one element at a time. Players, in my experience, usually do not spend much time thinking about things other than their own character, for better or for worse. Even when players don't think their character is effective enough (which in itself is not a particularly common phenomenon in my experience), they don't usually draw those kinds of comparisons.

I bring this up because it's important to remember that one of the main things that makes ENW not representative of the typical gamer is that we are DMs, and another is that we talk about stuff like this.
 

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Ratskinner

Adventurer
I don't think this is true. Forge games are played. Forge designers are widely cited as influences. (I mentioned Vincent Baker upthread. I could equally mention Luke Crane, who is cited by Jonathan Tweet for "fail forward" principles in both the 20th anniversary edition of Over the Edge, and in 13th Age.) FATE seems to be reaching a crescendo of popularity, which means a crescendo of popularity for indie-style play. None of that strikes me as failure. These are all typical marks of success for a cultural movement.

While Fate is certainly "booming" right now, and its usually considered an indie game. I don't think it really counts as a "Forge" game. Its core is basically a tweaked Fudge engine (predates the Forge IIRC), with the aspect system attached. Aspects first appeared way back when in an e-zine article called "The Case for Aspects". They were originally invented to solve a problem within the original Fudge, that people kept wanting attributes to stack with skills...well basically Fudge had too many categories of "skillsy" things. Nonetheless, aspects drastically opened up Fudge to new possibilities, and within a few years FATE evolved. The two communities (Fate/Fudge vs. Forge) obviously are fairly aware of each other, but there is definitely air between them. I'd be hard-pressed to find a whole awful lot of Fate that I'd cite as Forge-derived (there is some, but it appears to be inherited third or fourth hand).

I frequent both the Fate Core community on Google+ and its mailing list. Forgespeak isn't forbidden, its just unheard of. Its just not relevant to the way Fate works. I'm sure that many of its authors and contributors are at least somewhat familiar with it, but...still it just doesn't come up. No one argues or cares that this version of Fate (or Fudge for that matter) may be more G, N, or S than the other. I've argued and analyzed Fate in Forge terms around this board more than I've ever even witnessed forgespeak in either of those groups. Given that working up your own setting and heavily modifying the rules is a big part of Fate, that's kinda surprising. Fate talk tends to focus on story (not Narrativism, just story) because that is the level within which most of Fate's mechanics work.

I don't think that the Fate and Fudge communities would generally consider themselves part of a Forge-inspired movement so much as recognize that the Forge is another community within that movement....'could be wrong tho.
 

dd.stevenson

Super KY
Very much disinclined toward getting involved in these conversations right now. I could spend 45 minutes breaking out various rules texts, comparing and analogizing, but to little fruitful end.I have game theory fatigue. Too many words spilled with little to no verifiable productivity. Maybe in a year or so once batteries have recharged. I've got a 4e game, a new 13th Age game, a Dungeon World game and a Dogs in the Vineyard game to occupy my RPG allotted time with.

Perhaps I'll read the thread (which I'm pretty sure I could predict the various parts played and positions taken with extraordinary accuracy without having poured over it) at some point in the next few weeks and advocate for my viewpoint. Maybe I'll just say that several aspects of the D&D predecessors vs 4e divide reminds me very much of the Football (Soccer) vs American Football divide and leave it at that.
A person who approaches messageboard discussion with the attitude that it's not the best format for advocacy and persuasion is making a wise decision, IMO.

Looking back over the times I've been persuaded to try new games and new playstyles, credit goes first to awesome advertising (including setting/adventure material), second to enthusiastic blogs, and third to youtube videos of people having fun playing the game. A good, recent example of the final category is youtube user itmejp's rollplay r&d channel, which has done more to persuade me that indie playstyles are awesome than all the forgespeak ever posted.
 

pemerton

Legend
I mean, I don't wanna dig out my 4e core books and go quote-fishing, but I recall a lot...a LOT of emphasis on designing interesting and challenging encounters, less but still significant advice about to most effectively use monsters of various types to wage challenging combat encounters.

<snip>

I don't recall very much talk at all about how to use the presented fluff to hook players into encounters and scenes, nor anything about setting up the types on thesis/anti-thesis. "Interesting" as far as I can recall the 4e core books, was a word that applied only to tactics.
I think there is more in the "quest" discussions than you are allowing for here, but I still generally agree with you. My reading and play of 4e is heavily influenced by World & Monsters, which was the first 4e book I read, in my view one of the best GM-side books that has ever been produced for D&D, and which deals much more with the "story" (and how mechanics feed into story) rather than the tactical side of constructing encounters.

we will disagree on the impact which the default color/fluff has on play. While it is an arena that Narrativist players will find room for rather simplistic theses, its presence removes the impetus for the GM player to engage in any deeper thematic play.
I certainly agree that 4e is narrativistically light. I think it's an impediment in the Forge discussion of narrativism that it defaults to a presentation of narrativism as heavy and thematically avant-garde. (Though Edwards correctly recognises that The Dying Earth supports narrativist play, though it is clearly much more light-hearted and superficial than, say, My Life With Master.)

Good heavens! Why would that be an impediment to Narrativist play? What about it prevents the DM/players from presenting dramatic theses and challenging them? Nothing that I can see. Narrativism lives in the color, not the X's and O's of the tactical game.
I was reading colour as "mere colour". If the colour feeds into the resolution - either by interfacing with the mechanics, and/or by shaping the narration of the consequences of success/failure - then I agree with you.

Is there no risk of failure? Is 4e really D&D on "easy mode"? If not, if the level of challenge is not vanishingly small, then it can be approached in a gamist fashion
I don't disagree with that at all. But this is true - perhaps truer - for 3E. My disagreement is that 4e is specially suited for gamist play. I therefore think I'm agreeing with those who mock 4e for being D&D with "boffer swords" (is the the right terminology?) or feather dusters.

If there is a level of skill required to play Fate, my experiences would indicate that its very small indeed.
I think that would be similar to HeroQuest revised, and also Marvel Heroic RP.

Try to imagine being pretty casual and "just showing up" for a 4E game
The 3e/4e split may be based on rules-as-simulator versus rules-as-balanced-action-resolution. But by the same token, the 2e/3e split was based rules-as-DM-guidelines versus rules-as-simulator. What is at play here is not playstyle agendas (i.e., gamist v. narrativist v. simulationist), but rather the role of rules as a mediator.
Iosue, an interesting idea.

I don't think it can be disputed that 4e is "rules heavy" and, to that extent therefore, not for the faint-hearted or casual!

But nothing I've read or heard about 3E/PF makes me think it's different in that respect.

D&Dnext, as per recent playtests, I don't have a firm opinion on.

Weren't non-weapon proficiencies part of 2E from the beginning? I thought they were introduced in 1E in Unearthed Arcana (or was it Greyhawk Adventures?) and then incorporated into the core of 2E.
In 1st ed AD&D they are in Oriental Adventures (but not linked to stats) then in the two Survival Guides (in the same stat-check form as in 2nd ed). But there were not Diplomacy or Bluff or Intimidate skills to be used in the 3E or 4e sense. (See [MENTION=85555]Bedrockgames[/MENTION] above for a discussion of the Etiquette proficiency which gels with my experience.)

I agree that its not innate, but again, I think it is easier to attain deeper immersion--what we could call "player-character fusion" in which the player inhabits, so to speak, their character in theater of mind--outside than within combat in 4E, which is why I say that it is basically the same as in other editions, or at least closer to them, outside of combat.
Relating this back to the balance theme - in my personal experience one significant obstacle to deep immersion that is active rather than passive is when a player who is unfamiliar with the mechanics and expected resolution dynamics of a system declares an action based on an estimation of the colour of his/her PC, and then discovers that it doesn't work.

I remember this in the one extended 2nd ed AD&D campaign I played. We were using Skills & Powers with rolling for stats, and I had a good set of stats and built a rather twinked-out cleric who had fighter hit dice and STR. Another player, who was new to D&D, built a swashbuckling fighter (and here's a shout-out to [MENTION=7635]Remathilis[/MENTION]). (Both PCs were 1st level.)

In our first encounter, which was a combat encounter, the other player struggled to take out one enemy combatant while I, with my cleric, took out 3 or 4. The player subsequently took advice for me on how to mechanically optimise character builds, and in due course brought in a mecanically more effective character. But there is no doubt that his immersion was badly affected by the disconnect between his character conception and the actual outcome, in play, of his mechanical build.
 

pemerton

Legend
While Fate is certainly "booming" right now, and its usually considered an indie game. I don't think it really counts as a "Forge" game.

<snip>

I don't think that the Fate and Fudge communities would generally consider themselves part of a Forge-inspired movement so much as recognize that the Forge is another community within that movement
All that makes sense to me. I wasn't meaning to imply that Fate is a Forge game. I meant to imply that, from the point of view of The Forge, the biggest ever success of an indie-style game wouldn't be seen by them as a sign that their endeavour failed.

Edwards argued D&D players were literally brain damaged by playing D&D
The brain damage comments were aimed at Storyteller games - White Wolf-style and also Legend of the Five Rings. Here is the key phrase: "early-to-mid 1990s role-playing procedures concerning so-called "storytelling" were like - Vampire leading the pack, as well as a number of other offspring of a particular application of Champions."

The only way that D&D is caught by those comments is to the extent that 2nd ed AD&D had picked up storyteller play. There was certainly no suggestion that playing White Plume Mountain or its ilk would cause brain damage!
 

Imaro

Legend
The brain damage comments were aimed at Storyteller games - White Wolf-style and also Legend of the Five Rings. Here is the key phrase: "early-to-mid 1990s role-playing procedures concerning so-called "storytelling" were like - Vampire leading the pack, as well as a number of other offspring of a particular application of Champions."

The only way that D&D is caught by those comments is to the extent that 2nd ed AD&D had picked up storyteller play. There was certainly no suggestion that playing White Plume Mountain or its ilk would cause brain damage!


That's not the original context of the "brain damaged" comment (though I find it laughable that he cites the role playing game, Vampire, that probably brought in more new blood to the hobby than any other game except D&D as causing brain damage in those who played it :confused:)... Here's the original post, it was an answer to a question of "protagonism" asked by Vincent Baker... and he's speaking of roleplaying games from the 1970's (Vampire and L5R didn't exist then) up to the 1990's.

Ron Edwards said:

My response, which is actually a diagnosis of the existing activity:
Yes, "we" are still obsessed, in the manner that you have described. It's a creative and technical illness, much in the sense that early cinema was hampered by the assumption that what they filmed should look like a stage-set, viewed front-on, from the same distance, at all times.
The design decisions I've made with my current project are so not-RPG, but at the same time so dismissive of what's ordinarily called "consensual storytelling," that I cannot even begin to discuss it on-line. I can see the influences of Universalis, The Mountain Witch, and My Life with Master, but I cannot articulate the way that I have abandoned the player-character, yet preserved the moral responsibility of decision-making during play. That's all I'll say here, and I won't answer questions about it.
More specific to your question, Vincent, I'll say this: that protagonism was so badly injured during the history of role-playing (1970-ish through the present, with the height of the effect being the early 1990s), that participants in that hobby are perhaps the very last people on earth who could be expected to produce *all* the components of a functional story. No, the most functional among them can only be counted on to seize protagonism in their stump-fingered hands and scream protectively. You can tag Sorcerer with this diagnosis, instantly.
[The most damaged participants are too horrible even to look upon, much less to describe. This has nothing to do with geekery. When I say "brain damage," I mean it literally. Their minds have been *harmed.*]
Perhaps Primetime Adventures, My Life with Master, Dogs in the Vineyard, Polaris, etc etc, are really the best available prosthetics possible, permitting the damaged populace to do X? If so, what will people with limbs prefer to use, to do X?
I don't know. I can see its parts forming, as with a mid-term embryo, but what it will be and how it will work, and who will use it for what purposes, I don't know. My current project may be right on track with it, or I may be veering off in a hopeless direction.
 

I keep reading these Forge remarks and I feel like I'm back in college translating German to English. I know what the words he wrote are, I just don't understand what he's saying. Even his examples clarify nothing for me.

Other people on these boards can talk about Forge and make sense. These originators are about as clear as the Coalsack Nebula.
 

SteveC

Doing the best imitation of myself
If they did, they'd be wrong.

Thankfully, most players I've had don't do that. Instead, they realize that their character's fate has more to do with their choices and the DM's, so they take responsibility for their choices and learn to communicate and collaborate with the DM.
If you're wondering what the crux of this issue that we keep going around in circles about, here it is.

As a player, I can roleplay pretty well, and take responsibility for getting what I'm looking for out of a game outside of numbers, or powers, or anything on the character sheet. Playing a lot of games other than D&D taught me this, as did just growing up.

At the same time, I very much do keep track of the mechanical aspects to what my character can contribute to the game and how the rules support what I want to do with them. That's the "game" part of RPG. That's not wrong.

If the game doesn't support what I want to do, and I must rely on the kindness of the GM, that's fine, as long as all of the other characters are in the same boat. The Amber Diceless roleplay game is very much like this.

However, if there's a character who gets spelled out specific rules for how they can be awesome all the time, and my character only gets to do that when I convince the GM that I'm playing correctly, that, in my opinion is a bad ruleset. It's also a bad ruleset when I get to be awesome only as often as the Angel Summoner lets me (that's a BMX Bandit and Angel Summoner reference for ya').

I don't expect people to agree with this assessment, but if you don't and simply don't understand how anyone could be a good player and feel this way, you will never be able to get to a conclusion with discussions like this. You'll keep arguing around in circles because both sides are right, they just see things from mutually exclusive positions.
 

pemerton

Legend
he's speaking of roleplaying games from the 1970's (Vampire and L5R didn't exist then) up to the 1990's.

Ron Edwards said:

<snip>

protagonism was so badly injured during the history of role-playing (1970-ish through the present, with the height of the effect being the early 1990s), that participants in that hobby are perhaps the very last people on earth who could be expected to produce *all* the components of a functional story.
The height of the effect being the early 1990s is obviously a reference to Vampire and similar RPGs.

I don't think Edwards is worried about the influence of White Plume Mountain on protagonism: not much deformed story there!
 

Hussar

Legend
Some, maybe, but I've rarely seen it. To me, balance is a DM thing. DMs are the people who are charged with managing more than one part of the game, and thus have a perspective that includes more than one element at a time. Players, in my experience, usually do not spend much time thinking about things other than their own character, for better or for worse. Even when players don't think their character is effective enough (which in itself is not a particularly common phenomenon in my experience), they don't usually draw those kinds of comparisons.

I bring this up because it's important to remember that one of the main things that makes ENW not representative of the typical gamer is that we are DMs, and another is that we talk about stuff like this.

But, this is also typically true for your group. I've never played in a group (or at least only rarely played) that only had one DM. So, for me, that's the outlier. Virtually every group I've played in since I was ten years old has included multiple DM's, with everyone taking turns running games.

So, in the groups that I've participated in, the groups have been very aware of the mechanics and not simply concerned with their own character.
 

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