D&D General The DM Shortage

Micah Sweet

Level Up & OSR Enthusiast
The trick is to ALSO encourage (rather than discourage or simply not address) DMs being open to solutions other than "it's magic..."

It's not about limitation it's about not reducing everything to finding the right magic button.
They are different ways to accomplish the same goal, using different resources that deplete (or not) at different rates. You really can't encourage them both the same. The only thing you can do is appeal to personal taste, which does nothing for the mechanics, which are a big part of the complaint.
 

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Micah Sweet

Level Up & OSR Enthusiast
Rogue was mentioned in post #962 as the skill character so I kept it. Spreading around expertise doesn't help much in the way it's being done because they are "two of your skill proficiencies" rather than being limited to class relevant skills allowing race & multiclass gained skills to be tagged with expertise. If 6e keeps the choose any skill you want if anything offers it a second time. With any lucj we haven't seen the last of the skill changes for 6e yet.
What do you think is better when doubling-up on a skill: opening the door to proficiency in any other skill, or expertise? I'm rather torn on the question personally.
 

tetrasodium

Legend
Supporter
Epic
We're talking about two different things. You are talking about systemic problems in 5e. I'm not. I'm talking about DMs being unwilling to have skills even approach magic in efficacy - such as using a skill to get past a guard vs. using a spell.

Issues with encounter design, daily grind, resource management etc. are a completely different issue than the one I was/am addressing.



See, I don't think so. I don't think any given DM is having some kind of internal struggle with resource management and having to shortchange the rogue in favor of the mage because 5e demands resource depletion. I think most DMs simply give the caster the "it's magic..." pass.
It's not that the rogue in 962 is being shortchanged, it's that the rogue lacks structure for the GM to hook onto while the caster does. The caster burns a spell slot & in doing so the GM can weigh that against the unreasonable expectations put on the gm by deliberate system design. The rogue (like all PCs) is overly powerful & overly durable so bypassing the guards can not result in those guards joining in on a fight later if not careful being a meaningful concern for the rogue or anyone else. The GM tossing them in would just be an annoyance for everyone unless they are the straw that makes an encounter go from no big deal to a hopeless TPK the GM would get called hostile for.

The rogue isn't offering anything up as a stake the GM could later call without appearing adversarial, a caster is at least offering a spell slot.
 
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Oofta

Legend
Ye old "wizards are overpowered" arguments again? :sleep:

A lot of these always seem to assume wizards level 15 or above with just the right spell. Or abuse of charm person which, in 5E just makes the caster a friendly acquaintance not complete mind control. It also specifies that the target knows they were charmed, most people wouldn't be too happy about having their mind manipulated.

There have been a few times when spells are overpowered in games I played in ToA Acerak put our cleric behind a wall of force which of course nobody could counter because it takes a disintegrate spell to take down and at 9th level we didn't have access.. In another case our warlock managed to banish a demon that had been summoned before the encounter turned into a TPK.

But I have never seen in all of my 5E games a wizard completely dominating the game. Sometimes they do cool things. Sometimes the rogue, fighter or monk do cool things. There are a handful of spells I've sort-of nerfed*, but overall I've run and played games up to 20th level. Wizards can be very effective but they tend to be glass cannons that wouldn't be particularly useful without supporting PCs. Even then, they never steal the show. That wizard casts teleportation circle to get somewhere? Cool. But the only reason we had a sigil to our target was because the DM gave it to us. The only reason we had to go halfway across the continent instead of down the street was because the DM knew we had teleportation circle.

If magic is getting a free pass while skills are worthless that's on the DM, not the system. It's up to the DM to ensure that everyone that wants it has a chance to share the spotlight, in my experience the players that want to hog the spotlight has little to do with them being a wizard.

*For example banishment doesn't send an extraplanar creature back home unless it was just summoned or you are near a gate between worlds. But that's as much thematic world-building as anything.
 

Micah Sweet

Level Up & OSR Enthusiast
It's not that the rogue in 962 is being shortchanged, it's that the rogue lacks structure for the GM to hook onto while the caster does. The caster burns a spell slot & in doing so the GM can weigh that against the unreasonable expectations put on the gm by deliberate system design. The rogue (like all PCs) is overly powerful & overly durable so bypassing the guards can not result in those guards joining in on a fight later if not careful being as meaningful concern for the rogue or anyone else. The GM tossing them in would just be an annoyance for everyone unless they are the straw that makes an encounter go from no big deal to a hopeless TPK the GM would get called hostile for.

The rogue isn't offering anything up as a stake the GM could later call without appearing adversarial, a caster is at least offering a spell slot.
That does make sense. From that point of view, skills have to be generally less effective than magic, because skill use costs nothing.
 

Micah Sweet

Level Up & OSR Enthusiast
Ye old "wizards are overpowered" arguments again? :sleep:

A lot of these always seem to assume wizards level 15 or above with just the right spell. Or abuse of charm person which, in 5E just makes the caster a friendly acquaintance not complete mind control. It also specifies that the target knows they were charmed, most people wouldn't be too happy about having their mind manipulated.

There have been a few times when spells are overpowered in games I played in ToA Acerak put our cleric behind a wall of force which of course nobody could counter because it takes a disintegrate spell to take down and at 9th level we didn't have access.. In another case our warlock managed to banish a demon that had been summoned before the encounter turned into a TPK.

But I have never seen in all of my 5E games a wizard completely dominating the game. Sometimes they do cool things. Sometimes the rogue, fighter or monk do cool things. There are a handful of spells I've sort-of nerfed*, but overall I've run and played games up to 20th level. Wizards can be very effective but they tend to be glass cannons that wouldn't be particularly useful without supporting PCs. Even then, they never steal the show. That wizard casts teleportation circle to get somewhere? Cool. But the only reason we had a sigil to our target was because the DM gave it to us. The only reason we had to go halfway across the continent instead of down the street was because the DM knew we had teleportation circle.

If magic is getting a free pass while skills are worthless that's on the DM, not the system. It's up to the DM to ensure that everyone that wants it has a chance to share the spotlight, in my experience the players that want to hog the spotlight has little to do with them being a wizard.

*For example banishment doesn't send an extraplanar creature back home unless it was just summoned or you are near a gate between worlds. But that's as much thematic world-building as anything.
I think the argument here is that the DM shouldn't have to manipulate the story to equal skill use with magic. You may end up with an Aquaman situation, where every scenario kludges in something for Aquaman to do.
 

Mort

Legend
Supporter
It's not that the rogue in 962 is being shortchanged, it's that the rogue lacks structure for the GM to hook onto while the caster does. The caster burns a spell slot & in doing so the GM can weigh that against the unreasonable expectations put on the gm by deliberate system design. The rogue (like all PCs) is overly powerful & overly durable so bypassing the guards can not result in those guards joining in on a fight later if not careful being a meaningful concern for the rogue or anyone else. The GM tossing them in would just be an annoyance for everyone unless they are the straw that makes an encounter go from no big deal to a hopeless TPK the GM would get called hostile for.

The rogue isn't offering anything up as a stake the GM could later call without appearing adversarial, a caster is at least offering a spell slot.

I REALLY doubt most DMs are thinking about the encounter in this high level manner. I don't think they are thinking, this person expended a resource so I can justify the bypass.

Easy example. The warlock gets mask of many faces, disguise self as an unlimited use resource. I have seen, more than once, the DM give the warlock a pass (getting past a guard or whatever) vs. just the disguise self skill being used - because "it's magic."
 

Mort

Legend
Supporter
Ye old "wizards are overpowered" arguments again? :sleep:
Not exactly, at least not from my perspective.

More a how can DMs be better inoculated (and how can the system and/or WoTC help) to avoid the seeming knee-jerk "it's magic..." openess vs. other solutions.
 

Clint_L

Hero
I don't normally see any class particularly dominate the game, especially at low levels which is where the vast majority of games happen and where DMs start out. I haven't observed young DMs particularly favouring magic over other options. In looking at their campaign rosters, there is a very good balance of character classes. In a nutshell, I don't think magic (or wizards) contributes to any "DM shortage" (alleged; it's also something that I haven't observed nor is supported by what demographics we do have for the game).

According to WotC, about 1 in 5 players is also a DM. That seems about right, and I suspect that number is a little baked into the game. You can certainly find ways to make DMing more accessible, but ultimately I think the percentage of DMs to players is very similar to the ratio of really passionate D&D fans to more casual fans. To be a DM, you have to be really into this game, and if you are that into the game, you are likely start wanting to build your own stories in it. Over almost a lifetime of playing D&D, I would say that 1 in 5 seems like about the right number for the truly hardcore.

Edit: As I posted earlier, I think that we are starting to experience a contraction in the game (inevitable, after its incredible expansion in recent years) and the first to go will be the more casual...i.e. not DMs. So I worry a lot more about a shortage of players, not a shortage of DMs.
 

tetrasodium

Legend
Supporter
Epic
What do you think is better when doubling-up on a skill: opening the door to proficiency in any other skill, or expertise? I'm rather torn on the question personally.
I don't think there are enough skills for either. My average table tends to be in the 4-6 player range with each player getting about 4 skills or more. 5e has a total of Right off the bat almost any given PC & probably the group can dump athletics acrobatics or both with no cost bringing that down to 16. Then You've got the C tier skills like sleight of hand animal handling nature & possibly history nature and/or religion . All the group really needs is perception arcana stealth a social skill & maybe stealth/insight but that's a small enough pool where almost any one player can have all of it making it a thing that all but the smallest groups are going to have even without trying to coordinate.

With so much leeway there's no loss if bob is forced to do without due to duplication, but even that doesn't happen.
Take this example:
  • Bob's class gives him an option to pick two from A B C D & E (he picks A &B because C D & E is pointless to him for whatever reason*)
  • Bob's race gives a choice of 2 between D E& Q
    • Bob would never pick any of those and has no interest in them so they were never actually in conflict simply by being offered by two sources
  • Under the current rules Bob picks the S tier skills of α & Σ from race even though none of those were options & he was never out of choices he could choose instead. Bob can still pick from C D &Q despite already haven chosen A & B
The rule as it exists has no reason to exist because there is no conflict. All but the smallest group is almost certain to have every skill they might need from a too small pool of possible choices & the smallest groups should be given a rule of their own rather than overly condensing the entire skill system for all groups. To answer the question though, it depends on what is done with the skill system & DC ladder. If the skill system is reinflated to something like the old 50+skill array then it wouldn't matter as much if the current rule remained but the DC ladder still keeps it problematic even with expertise to split experts from dabblers. With2-6 prof bonus & proficient skills getting 5+prof+d20 expertise is simply too much for a system still wed to bounded accuracy with "very easy" dc5 to "impossible" dc30 to have anyone getting 5+prof+prof+d20 on one or more skills unless the GM is given back something like the old DC-10 to DCforty three DC ladder to accommodate PC's getting d20+13 d20+15 or d20+17. If something like both of those changes are made it might not matter if players are given a choice between wide & shallow or narrow & skilled as long as choosing the expertise consumes the second choice so bob could pick A &C from class & expertise in C+mere proficient in Q or α while Alice might choose A&B+Σ & α.

*F tier skills, linked to dumpstat, clash with build, whatever
α that's an "alpha" symbol
Σ That's a "sigma" symbol
 

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