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D&D 3E/3.5 Thoughts of a 3E/4E powergamer on starting to play 5E

Maybe I'm missing your point here, but it seems to me that - at least in 4e and 5e D&D - the trade off between a two-handed weapon (more damage) vs one-handed weapon and shield (more defence) is expected to be a meaningful one, where neither option is strictly superior to the other.

So choosing to have a two-handed sword or axe, vs a one-handed longsword or battleaxe + shield, is not imposing a mechanical burden on your PC.

Whereas if you are a barbarian who chooses a quarterstaff as your two-handed weapon (d8 rather than d12 for the axe) then you have imposed a mechanical burden on your PC.

My suggestion was that, in the latter sort of case (previously I canvassed a monk who renounces weapons, or a fighter who wields only a shortsword), we could add a Vow slot to the personality mechanics ("I vow never to use a weapon", "I vow to wield only my father's shortsword", maybe the barbarian admires druids and says "I vow never to wield tools made of metal"). The player would then get Inspiration for upholding the vow, which would counter-act the mechanical penalty to damage.

As I already said, I haven't done the maths in any serious way - it's just an example of the sort of thing that can be done within a 5e-ish context. I don't think the logic of it is that puzzling.

I never said your logic was puzzling, though I am asking for you to further explain your reasoning in the context of 5e...

To clarify...I'm asking why, the monk foregoing the ability to use other weapons and with the unarmed attack being one of a monk's viable options (that does in fact increase in damage as he goes up in level and cannot be disarmed, is naturally hidden etc.) why he should get some kind of advantage for that because of his "vow" but if I am in turn limiting myself to two-handed weapons, when I have a much wider repertoire I could use (the same thing our hypothetical monk is doing) you don't see this as this as a disadvantage... why is that??

In other words...

1. what is your original logic behind the fact that something like the vow for inspiration is even necessary.
2. Where does the line get drawn once you do something like that? What if I limit myself to 1-handed weapons... or blunt weapons or... well I think you get the point. What is the criteria where one is allowed to have thus type of vow and another isn't in 5e.

I don't know what "book" you're referring to. Do you mean the HeroQuest revised rulebook? Or the FATE core rulebook?

None specifically but I've played both HeroQuest and FATE and unsurprisingly enough they are similar enough in the area of free-form descriptors that I don't think the particulars are all that relevant for the point I am trying to make.

Upthread (post 605), you said "I don't agree that the systems themselves are particularly good at representing a wide variety of character types mechanically because the games like HeroQuest, Fate, etc essentially eliminate there being an actual choice with weight." I replied by saying that "The weight of choice is moved from mechanical minutiae to fiction and framing." Now you are asking whether there is a mechanical difference between Dagger Dervish and Disciplined Sword Saint.

If you go back and read the post you are referencing, I am quite clear in that I am talking about mechanical weight (though you wouldn't know it by the sentence you chose to selectively pick without context)...

To repeat myself: the difference or the weight is located in the fiction and the framing. If it never matters in the fiction of your game that you are a Dagger Dervish rather than a Disciplined Sword Saint, then you are correct (tautologically correct, I think) that nothing will turn on which descriptor a player writes on the sheet.

I never claimed it wasn't located in the fiction... go back and read my posts, they are about mechanical weight.

Now what I did say about weight in the fiction was that the game in and of itself doesn't give any weight to that either, instead the heavy lifting of whether a particular descriptor has weight in the fiction is shouldered by either the GM and/or the play group consensus...

Just off the top of my head, here are some circumstances in which the choice of descriptor might matter in a practical or procedural way: you are fighting in confined quarters; you are in a combat where you and your opponent(s) start outside of arm's reach; you want to use your weapon to reach under a couch/vehicle/low-ish verandah/etc to knock out some item that has fallen underneath it; you are trying to sneak into somewhere while armed; you are applying for a job with the militia; you are trying to do an impressive dance.

Emphasis mine... since you used the term "might"...what determines if it does or doesn't matter? Do FATE or HeroQuest give hard and fast rules for determining the fictional weight of descriptors? Or is it basically up to the group as I said earlier?

Here are some circumstances in which it might matter in a more dramatic way: you are trying to become master of the dojo; you have to fight a duel over a point of honour; you arrive at the Temple of the Moon and beseech the high priest for aid.

Again that word might... how does this work for someone who wants abilities that allow him or her to affect or impact the fiction without having to relyy on the GM/ player groups consent? Honestly this seems like the exact opposite of what the OP is talking about.

As for what is being "ruled on": in these games (I can't comment so much on FATE, which I don't know as well, but I think it is broadly similar in this respect to HeroWars/Quest, Maelstrom Storytelling, etc) the GM has to adjudicate fictional positioning to (i) establish that action declarations are permitted (eg if my PC is across the road from yours as a procession is passing by, I probably can't declare an attack against your PC using Dagger Dervish), and (ii) to impose any modifiers on the raw check that might be required (eg if my dagger-wielding PC has to close on your sword-saint PC across an open field, you will have the advantage due to weapon length).

We're still using words like probably... That again makes me feel as if this stuff is kind of up in the air until the GM or the group makes a ruling. You say Dagger Devrish probably couldn't be used to attack from across the road as a procession goes by.... but why not? I could see part of Dagger Devrish being a wild whirlwind like attack of multiple throwing daggers that whizz and whip through the unaware participants in the procession... but another GM might find that unacceptable. That's what I mean when I say the weight is pushed to the participants. From the above you (the GM) or the group are actually determining when and if my descriptors are effective... is that correct? If so what weight are the actual rules determining when it comes to fiction?

This doesn't seem to me to be wildly different from what a 5e GM has to do in adjudicating non-combat action declarations (which requires determining if success is possible, if so if it is uncertain, if so what the DC is, and also whether or not a given skill is applicable). This is why I was puzzled by your suggestion that adjudicating action declarations in these games has some sort of problematic feature that D&D lacks.

I disagree... When I use daggers in 5e I know they can be thrown, I know how far, I know how much damage they do. There are rules for attacking through cover (the procession) if I want to throw them at a sword saint on the other side of it. For skills there are descriptions (under ability checks) that set the baseline for what they should encompass and for some actions under them (such as swimming, climbing, spotting something, etc.) hard rules... there are none for free-form descriptors. IMO that's the difference I am pointing too when I say in one (5e) I am adjudicating in the other (FATE, HeroQuest) I am creating the "rules" for what descriptors can accomplish, whole cloth.
 

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In practice, what this tends to mean I think - at least for D&D - is that the GM does most of the moving. As we see in the suggestion that it is good RPing to choose a low-damage weapon for your fighter, which choice the GM will then make up for by throwing you a bone. Why not just let the player move the planchette him-/herself?

Because if I am a player who derives most of his pleasure from the ability to make things dead I'll move that planchette wherever I want and even way off the board if it gets me more of what I enjoy... The GM has to consider the fun of the entire table, and one player's particular type of fun may have to be toned down (not eliminated) in order for everyone to get what they enjoy out of the game.
 

Because if I am a player who derives most of his pleasure from the ability to make things dead I'll move that planchette wherever I want and even way off the board if it gets me more of what I enjoy... The GM has to consider the fun of the entire table, and one player's particular type of fun may have to be toned down (not eliminated) in order for everyone to get what they enjoy out of the game.

How so? I really don't see the issue.
 




Please try. In essence, your argument boils down to "My way of playing is the correct way (system mastery/optimization/min-maxing). I deserve to play my way. To the extent others aren't, they should either just deal with it since it's all about individual fun, or should become more like me."

Now, imagine that with another style of play. Imagine the worst example of the overboard, stereotypical "Acting, BRILLIANT!" roleplayer. He does not ever want to go into combat - he wants to chew the scenery with social encounters. He wants stories all the time, starring him and his brilliant roleplaying. And he says to you, "You know what? To the extent you aren't having fun, either deal with my fun, or learn to roleplay more. Period."

You can expand this to all sorts of different gamestyles. Now, ideally, people meet in a happy medium. What usually doesn't work (IME) is if someone is on the extreme of RP'ing, or Min/Maxing, or, for that matter, Beer & Pretzeling, when the rest of the table isn't. It's a social mismatch. Because it's a social game. The idea is to have fun together.

I know from my perspective, there's nothing wrong with the way you play; but based on your comments (which may not be representative), I don't think I would enjoy playing with you or having you in my campaign, because you seem to have a blind spot towards the fun of the group, which, to me, is paramount.

The conflict is rarely with me or with the group. I don't see how the way I play necessarily conflicts with anyone else. If somebody has a problem, it seems to me more to be a personal issue as opposed to a system issue of a style issue. in your case I would consider it more a personal issue than a clash between styles. I have a personal issue with some styles a play, and I avoid those games in the rare event I encounter them. That tends to be the exception, not the rule.
 


How specifically does one conflict with another?

Specific example? Ok... those who want a less challenging (combat-wise) game so that they don't necessarily have to optimize or even make optimal (combat wise) choices. Either you'll get the extreme ass-kicking, tactically challenging combats you want where your optimization makes the difference and which will probably cause the characters from the other playstyle to be annihilated (or at the least end up spending most of the combat time in the game unconscious... or they'll get the less combat challenging game they want, causing you to become bored and or not get the combat challenges you want...
 

The conflict is rarely with me or with the group. I don't see how the way I play necessarily conflicts with anyone else. If somebody has a problem, it seems to me more to be a personal issue as opposed to a system issue of a style issue. in your case I would consider it more a personal issue than a clash between styles. I have a personal issue with some styles a play, and I avoid those games in the rare event I encounter them. That tends to be the exception, not the rule.

This week I played in an AL game with a new (for me) DM. He did a great job and I had a lot of fun, but at once point I had used my movement to get next to a rogue who had already been wounded by a ghast, so that I could use Sentinel the next time the ghast attacked her. The DM rolled "Insight" for the ghast and it turned to attack me instead.

Now...how exactly would the ghast know I have this "Sentinel" ability? Metagaming aside, I hadn't actually used it (or indeed even made an attack) in that fight up to that point. I think the DM was just figuring, "This fight is going to be over too fast if the paladin gets to Divine Smite as a reaction, and then gets another DS on his turn..."

So, in effect, he was neutralizing my powergaming for the sake of the story. And I have to admit I was disappointed I didn't get to WTFPWN the ghast. (He hit me, I failed Con saving throw and was paralyzed.)

Is that a table you'd want to play at? Would you have argued with the DM? Not return the next week? Or would you think, "That's cool...I trust the DM to keep us on the edge of our seats and tell a good story."
 

Into the Woods

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