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A Rant: DMing is not hard.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9814713" data-attributes="member: 6790260"><p>Does it?</p><p></p><p>Because <em>that exact thing is the problem</em>. You've locked monsters into being one, and <em>only one</em>, kind of progression. But the purpose monsters fulfill within the abstraction that is the game doesn't progress that way. I agree that having numbers has its uses, but those uses are vastly outweighed by how much they hem you in as almost all of your GMing hats: the rules-adjudicator, the world-drafter, and the (I know you're going to hate this one) storyteller. When creatures work by <em>precisely</em> the same rules as characters, you as rules-adjudicator cannot ensure that (as I mention below) the specific, intended experience that characters really do survive/escape most combats, while monsters almost never do (with "capture" counted among "not surviving/not escaping").</p><p></p><p></p><p>Unfortunately, that's where you--and most fans of this approach--are wrong.</p><p></p><p>The "fix" IS the "overboard". There is no separation between the two. Doing to D&D the thing you call a "fix" will <em>always</em> produce that, unless you build the entire system, top to bottom, to be what is needed. And that's...</p><p></p><p></p><p>...where point-buy enters. A truly point-buy game from the ground up, one where actually every character is assembled from disparate pieces, <em>actually does</em> put all entities on the same footing. It abandons some of the premises that went into D&D's design which separate the role of monsters from the role of characters. Unless and until you abandon those premises, you can't <em>get</em> a game that puts things on the same footing. Characters have genuine classes, have full articulation of a bunch of built-in stuff. Monsters/opponents don't. Characters are meant to survive through an indefinite number of encounters. Monsters/opponents aren't. Characters frequently carry significant spent-across-the-day resources. Monsters/opponents can't--because they're going to blow their whole load all at once, <em>massively</em> exceeding the design limits.</p><p></p><p>When you move to true, pure point-buy, all of the above is taken care of in looking at the <em>budget</em> for each creature, since you're, y'know, building them yourself, piece by piece, and you can directly tabulate precisely what each monster is. You know, down to a very fine grain, what each monster is--so you know precisely how much you're challenging the players. That's not possible in a class-based, asymmetrically-balanced, "daily"-resources (or other long-period resources) design paradigm. By moving to pure point-buy, where even having a single "daily" resource is something you had to buy, you break that connection.</p><p></p><p>D&D monster design doesn't work that way. It's all hunches and hard-coding. The latter is what traps you into the progression, the former makes it so putting a threat outside of a narrow set of contexts <em>breaks</em> that progression. The in-built design assumptions do you in.</p><p></p><p></p><p>And those hard numbers <em>being identical to player numbers</em> is what causes the "overboard".</p><p></p><p>Having numbers is fine! But making it so those numbers have to be locked into one, and only one, progression--numbers that must <em>always</em> work <em>precisely</em> the same as the players' progression--is what causes the "overboard" you lament. It can't be separated...unless, as noted, you go to true, fundamental point-buy. Do that--abandon the class-based, asymmetrically-balanced, variable-resource-schedule structure--and you can perfectly achieve the goal you've set out for.</p><p></p><p>The game just won't look very much like D&D anymore.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9814713, member: 6790260"] Does it? Because [I]that exact thing is the problem[/I]. You've locked monsters into being one, and [I]only one[/I], kind of progression. But the purpose monsters fulfill within the abstraction that is the game doesn't progress that way. I agree that having numbers has its uses, but those uses are vastly outweighed by how much they hem you in as almost all of your GMing hats: the rules-adjudicator, the world-drafter, and the (I know you're going to hate this one) storyteller. When creatures work by [I]precisely[/I] the same rules as characters, you as rules-adjudicator cannot ensure that (as I mention below) the specific, intended experience that characters really do survive/escape most combats, while monsters almost never do (with "capture" counted among "not surviving/not escaping"). Unfortunately, that's where you--and most fans of this approach--are wrong. The "fix" IS the "overboard". There is no separation between the two. Doing to D&D the thing you call a "fix" will [I]always[/I] produce that, unless you build the entire system, top to bottom, to be what is needed. And that's... ...where point-buy enters. A truly point-buy game from the ground up, one where actually every character is assembled from disparate pieces, [I]actually does[/I] put all entities on the same footing. It abandons some of the premises that went into D&D's design which separate the role of monsters from the role of characters. Unless and until you abandon those premises, you can't [I]get[/I] a game that puts things on the same footing. Characters have genuine classes, have full articulation of a bunch of built-in stuff. Monsters/opponents don't. Characters are meant to survive through an indefinite number of encounters. Monsters/opponents aren't. Characters frequently carry significant spent-across-the-day resources. Monsters/opponents can't--because they're going to blow their whole load all at once, [I]massively[/I] exceeding the design limits. When you move to true, pure point-buy, all of the above is taken care of in looking at the [I]budget[/I] for each creature, since you're, y'know, building them yourself, piece by piece, and you can directly tabulate precisely what each monster is. You know, down to a very fine grain, what each monster is--so you know precisely how much you're challenging the players. That's not possible in a class-based, asymmetrically-balanced, "daily"-resources (or other long-period resources) design paradigm. By moving to pure point-buy, where even having a single "daily" resource is something you had to buy, you break that connection. D&D monster design doesn't work that way. It's all hunches and hard-coding. The latter is what traps you into the progression, the former makes it so putting a threat outside of a narrow set of contexts [I]breaks[/I] that progression. The in-built design assumptions do you in. And those hard numbers [I]being identical to player numbers[/I] is what causes the "overboard". Having numbers is fine! But making it so those numbers have to be locked into one, and only one, progression--numbers that must [I]always[/I] work [I]precisely[/I] the same as the players' progression--is what causes the "overboard" you lament. It can't be separated...unless, as noted, you go to true, fundamental point-buy. Do that--abandon the class-based, asymmetrically-balanced, variable-resource-schedule structure--and you can perfectly achieve the goal you've set out for. The game just won't look very much like D&D anymore. [/QUOTE]
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