3e, DMs, and Inferred Player Power

Thotas said:
But things, as we see here, have changed.

Sometimes ENW does sound like The Triumph of the Rules Lawyers :eek: :uhoh: :)

I guess WoTC know what they're doing market-wise in importing a CCG & minis-wargame mentality into a roleplaying game. Not my cup of tea though - I like minis wargames but they're a completely different kettle of fish from RPGs, with different rewards & satisfactions.
 

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Gnomes intimidating dragons - I'd always allow the attempt, but would set a reasonable DC. if the gnome has just killed two of three dragons & tries Intimidate on the third, the DC could be fairly low, the book DC 10+ dragon hd + dragon WIS mod would probably be about right, maybe even lower. If the dragon has just killed the gnome's two companions and is about to shred the gnome I'd set it much higher, probably 50 or so for a typical dragon, much higher for a great red wyrm. So I can see a legendary/epic Intimindator doing it, but not a typical gnome.

Edit: Actually this reminds me strongly of the Matthew McConnaghy Kentucky National Guard Barbarian commander in Reign of Fire. He looked to have a pretty darn high Intimidate score. The dragons weren't scared though. :)
 

See, again, this is where I don't agree. I did mention that the dragon was a young one in the first post, that was the only reason that the PC had any chance at all. However, there's nothing in the rules that say, "Well, if the critter is really cool, then you shouldn't get to intimidate it." The only reason for nixing this is because of a DM's notions that a dragon should never be intimidated. But, then again, why should this be limited to dragons? How about other creatures with the same chances as a young red dragon? Should they also be immune to intimidation? Why not? By the RAW, they are exactly as susceptable to intimidation as the dragon. Why the special treatment for the dragon? If my cleric has the same chances of not being intimidated, does that mean that my character will never be intimidated, no matter what?

That's what I'm talking about when I say I strive to be a referee and not a storyteller. A story teller makes the sort of judgement that his story cannot be good if a dragon gets intimidated, therefore the dragon cannot be intimidated. A referee doesn't care about the story. For a referee, the story comes out afterwards, NEVER before.

To me, the story of the gnome that pulled off intimidating a dragon is FAR cooler than the gnome who got splattered for the temerity of trying to intimidate a dragon. Granted, 90% of the time, it's the latter story that's going to get told, but, hey, heroic stories are all about the exceptional times aren't they?

As much as I possibly can, I try to divest myself from caring about the outcome of a situation. If it ends in a TPK, so be it. If the party cakewalks that encounter I just spent three hours crafting, well, too bad for me. I'll get them the next time around. It was mentioned earlier that the DM should be rooting for the players. Not me. Not in game. I roll almost all rolls in the open with all modifiers visible. About the only thing I hide is a search for traps roll which, really, has to be hidden for mechanical reasons. My players know that I WILL NOT save them. EVER. If the bad guy crits three times in a row, there will be zero fudging. Nor will the bad guys suddenly gain a point of AC or an extra couple of hit points. It works both ways.

And it works for me.

Here's an example from a recent session as to why I do this now. The party gets escorted to the orcish chieftain who is nearly catatonic. The only thing that will rouse the orc chief is a suggestion of the party joining forces with the orcs. The half orc barbarian grabs the chieftain's fallen battle axe and proceeds to declare himself warchief. Orc chief stands up and gears up for battle. Half orc barbie wins initiative, lands a crit, obliterates the 5th level orcish barbarian in a single hit with 50ish points of damage. Becomes warleader.

Now, all of that was exactly by the RAW without the slightest bit of fudging for me. Three weeks later, the players are still talking about it. It was a beautiful scene. Now, the party cakewalked what should have been a very, very difficult fight. But, why should I care? The party thought it was fantastic, and, in all honesty, so did I.

To me, the story of the gnome barbarian pulling off the intimidation of the dragon is a much cooler story than the DM screwing over the players because he doesn't want his pet critter to lose the fight too easily.
 

Hussar said:
Here's another example. In a recent discussion with some other DM's we were talking about a situation in one of the games being run. The party faced off with a young red dragon. The dragon was kicking the party's butt when one of the players, a gnomish barbarian (ok that one's a little weird to me too) announced that he wanted to intimidate the dragon. In 3.5 rules, if successful, the dragon would have some penalties to attack in the next round. A number of DM's flat out said they would NEVER allow a PC to intimidate a dragon, regardless of the rules. When I asked why not, I was told that dragons can never be intimidated, because, well, they're dragons.

To me, this is a gross violation of DM's powers. There is no reason to automatically rule failure. The barbarian's chances were pretty slim anyway (IIRC, he needed a 19 or a 20), but that's beside the point. It wouldn't matter to them if the chances were 100%, they would still rule that the PC had zero chance of success. Most of the justifications were what I would call, story based. I reject that. I do not feel it is the DM's role to automatically rule one way or the other. When the players take an action that has a chance of success, then let the dice decide. That it's "stupid" is not a reason for DM's fiat.
This example, I think, goes to the core of what this discussion is about. The mindset that if it is in the rules that it should be allowed.

Personally, I would very rarely allow a Dragon to be intimidated, especially in the situation above. If the Dragon were losing the fight, then maybe there is a chance to intimidate him, but with the dragon winning, there just is no way that it will happen, regardless of who is attempting it. The fact that the character attempting to intimidate the dragon is a Gnome, would just give it a negative modifier (or raise the DC, which amounts to the same thing).

Since Dragons tend to be the most powerful and dangerous monsters in most settings, and being intelligent as well, I would personally rule that attempting to intimidate them would be an ABsurd maneuver at the very least (Absurd would equate having a DC of at least 40, possibly higher for older dragons). These are creatures that know that they are baddest of the bad, thus they would not be open to intimidation very often.

In the way that I view things, GMs have several duties and responsibilities. I listed some of these in the GMing section of the HARP rulebook. Here is a partial list:
  • Know the rules - or at least know where to find them. In HARP, this isn't difficult as not only does it provide the basic rules and resolution methods, but also tells how to use them when something unexpected comes along.
  • The Rules are not set in stone - In other words, if there is a rule that the GM disagrees with, feel free to change it, and yes, it says to let the players know when the GM has changed a rule so that they are not playing under false assumptions.
  • Don't change the rules in the middle of a session - unless a rule is really disruptive to the game, wait until afterwards, and then let players know you are changing it. It also says to be wary of any rule changes that might require players to rework their characters.
  • Be consistent - Having the same action work multiple ways in the same session is a bad thing, it will cause players to lose faith in the GM. More enjoyment is found (normally) in having the knowledge that things will work in a consistent manner.
  • Be flexible - Nothing will ever go according to plan when players are involved. Deal with it and move on.
  • There is always a chance - This one is not actually listed in the book because it is built into the HARP system itself, but I figure it deserves mention here. No matter what the players want to try, there should always be a chance of success. This chance could be extremely slim (like requiring that two 20's be rolled in a row), but it should always be there given reasonable circumstances.

To put it another way, it is the GM's job to make sure that the campaign setting runs in a smooth, consistent manner. If the rules being used for the game do not allow this, then he needs to change those rules, but he also needs to inform players of any changes as well. Disallowing something (a class or Feat or PrC) that does not fit in with his vision of the campaign setting is not only the right of a GM, but it is also his duty.

This is not to say that a player cannot ask for something to be allowed. Of course they can, but they should not EXPECT it just because it is in the rules. A good GM will work WITH his players to see if there might be some way to allow it, but this does not mean that he will or should allow it just because it comes in an official book.

With the sheer number of classes, feats, and PrCs, it is impossible to gauge how every single one will interact with one another in every possible combination. Some combinations will be severely broken (IIRC, the Hulking Hurler?), even from "official" sources. The GM has the responsibility to make sure that nothing like that gets into his game as it will quite likely ruin the game for those without the uber-combo.

On the topic of GM Fiat, it has to be remembered that the GM knows a lot more about what is going on in the setting than the players do. Part of the game is the players exploring and finding out.

For example, in one game, the players were ambushed by Kobolds who were using Dwarven weapons, and a couple even had Dwarven armor. The players asked what they were doing with those. My response was "You don't know, now do you? How are you gonna find out?"
I gave the same response later when they discovered that they were being followed by a kobold in a town where they themselves had trouble entering (entrance to the town was tightly controlled).

I used these events as plot hooks, to give the players some goals to accomplish. There were things that went against the normal rules, but I had the reasons why all worked out in advance, and it became part of the goals of the group to find out what was going on.

In other words, what you might have called "GM Fiat" was actually something planned and setup to give the party a mystery to look into.
 

Quote:
Originally Posted by jasper
<SNIP>It is not "unfair" that a group of NPCs has a feat option that the PCs didn't have (but maybe have now).


What the spork? Assuming you're talking about humanoids, like the PCs, in what way is it NOT unfair that they can do things that the PCs just flat-out cannot access? Goose and gander law people, what possible justification is there for this sort of nonsense? I see no goose and gander law in the books please give page cite? Ok I use the same law most of time.

Okay Testament. Ex I create a new race of Amazons in the “land of the lost” valley which have the tickle armpit attack feat. Will save dc 15 + cha of Amazon. The first couple of encounters the party loses it due this new tactic. Now if they want to say in the area for game year learning the feat they could take at the next time they get a feat.

Of course I old school which means the monsters (which include npcs) may have special abilities that the PCs do not and will not have just to make an interesting encounter.
 

Testament said:
jasper said:
<SNIP>It is not "unfair" that a group of NPCs has a feat option that the PCs didn't have (but maybe have now).


What the spork? Assuming you're talking about humanoids, like the PCs, in what way is it NOT unfair that they can do things that the PCs just flat-out cannot access? Goose and gander law people, what possible justification is there for this sort of nonsense?


Um, let's see:

1) That wasn't jasper you were quoting. It was me.

2) I imagine that your game world doesn't have secret cults with secret knowledge, but mine does. Mine also has knowledge that once existed, but is now lost. Finally, powerful patrons can grant abilities because they choose to do so; not all PCs meet the requirements for all of these patrons.

3) In many cases, once they become aware of options, PCs can use them. To me, information is a major reward, because it can increase PC options.

4) What happens when you come across a cool new feat that you want to use? Decide not to because the players didn't have access to it?

5) Spell research means that NPC wizards can have new spells.

6) I also allow PCs to do things that NPCs can't automatically do. Such as the results of PC spell research, new PC magic items, and (coming up) new PC feats and technology. I have a setup where you can gain a free social feat by being a member of a group. PCs can form such a group and easily exclude NPCs.

Etc., etc.


RC
 

The Shaman said:
I think it's about giving an opponent a unique ability that separates it from the run-of-the-mill. I agree that any of these techniques are questionable if overused, but I don't think players should expect 100% quid pro quo - besides, it could be that some of the adventurers' abilities are unique in the game-world as well.



Exactly. It's also about the common-sense idea that meaningful choices create not only new options but new limitations as well. I.e., taking benefit A or B becomes a far more important choice if you know that the benefits in question are mutually exclusive.

Most of the tricks of good DMing are the same things as the flaws of bad DMing. The individual DM's goal in applying those tricks, and skill in meeting that goal, is what seperates one from the other.

RC
 

Originally Posted by Hussar
Here's another example. In a recent discussion with some other DM's we were talking about a situation in one of the games being run. The party faced off with a young red dragon. The dragon was kicking the party's butt when one of the players, a gnomish barbarian (ok that one's a little weird to me too) announced that he wanted to intimidate the dragon. In 3.5 rules, if successful, the dragon would have some penalties to attack in the next round. A number of DM's flat out said they would NEVER allow a PC to intimidate a dragon, regardless of the rules. When I asked why not, I was told that dragons can never be intimidated, because, well, they're dragons.

To me, this is a gross violation of DM's powers. There is no reason to automatically rule failure. The barbarian's chances were pretty slim anyway (IIRC, he needed a 19 or a 20), but that's beside the point. It wouldn't matter to them if the chances were 100%, they would still rule that the PC had zero chance of success. Most of the justifications were what I would call, story based. I reject that. I do not feel it is the DM's role to automatically rule one way or the other. When the players take an action that has a chance of success, then let the dice decide. That it's "stupid" is not a reason for DM's fiat.


Assuming a level 7 gnome barbarian (as the young red dragon is CR7):

gnome barbarian 7: 10 ranks Intimidate, probably no Charisma bonus = +10, but is Small vs. dragon Large (-8) comes to = +2 (3-22)

young red dragon: 13HD, +1 Wisdom modifier = +14 (15-34) or +18 (19-38)*

* I could even see giving the dragon a +2 or +4 bonus (using the completely legitimate "DM's friend") because he was winning the battle they were currently engaged in. Just winning = +2, really "kicking the party's butt" = +4.

If the DM had just gone by the RAW, the dragon would have essestially been immune to the gnome barbarian's Intimidate anyway. And even if the barbarian did roll well enough (19 or 20) *and* the dragon roll bad enough (1 or 2), all it does is give the dragon a -2 on attacks, checks, and saves for *1 round*. Not a big thing.

So, by the rules, dragons *are* difficult to intimidate, without the DM waving his hand and saying "can't be done".

I also dislike when a DM stops/overrules a legitimate tactic or action or result just because. I don't do it as a DM.

Those DMs who are saying you wouldn't allow a dragon to be intimidated: would you allow them to be killed? "Yeah, but he was never shaken [-2 on rolls] for a single round."

Quasqueton
 



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