How? Only by engaging action resolution systems that do not depend upon PC stats - what we might call "free roleplaying", or, more pejoratively, "mother may I".I fully understand that we all want to be special flowers at the table with our characters, but should that not be more about character development and roleplaying than stat blocks? You can make your 1st level rouge just as interesting and fun as a 20th level sorceress with the power to level mountains.
There are things to be said for and against free roleplaying and GM adjudication, but a game in which that is the main source of agency for a player is, in my view, well-positioned to head in one of two directions: (i) overwhelming GM force with the players mostly along for the ride; or, (ii) balance of power issues as the players - particularly those without good stats on their sheets - fight with one another, and with the GM, about the direction of the game.
The issue has nothing to do with "tactical wargaming". It is about the balance of power over the game among the players, and between the players and the GM.Class balance is imperative in a tactical war game (which I felt 4E developed into) played on a battle mat or in an MMO, but does not need to be so ingrained in a roleplaying game. There are narrative aspects that cannot be achieved with true class balance.
For example, reaction rolls in AD&D aren't "tactical wargaming", but depending how a particular GM uses them, and how that GM adjudicates attempts by players to "free roleplay" around them, putting a high score in CHA may be worthwhile, or a complete waste of time.
Again, I think focusing on combat is a red herring. An RPG can have mechanical action resolution systems, and thereby give rise to issue of mechanical balance, outside of the combat arena. Consider the numerous debates about invisibility vs hide/move silently, for example.Stop the game from rushing from one combat to the next, make combats fast and furious, and class balance matters a whole lot less.
I agree with the second part of the first sentence - the issue here is not about combat, but about action resolution mechanics. It only looks to be about combat because, as a purely contingent historical matter, D&D has had more robust combat resolution mechanics than other sorts of action resolution mechanics.class balance is looked at by the majority of players from a purely combat and mechanical perspective. It seems a lot of people have lost the narrative roots of roleplaying. A good DM an allow a 1st level thief to be a bad ass if that is what the story requires. And make it a lot of fun for the player as well.
Your third sentence also, for me, perfectly frames the issue - if the GM is allowed to wield a lot of power, and the players accept this, then free roleplaying can compensate for mechanical weakness. But many groups do not want to play with the GM having that sort of power - and, as I said above, a game based around overwhelming GM power is frought with the potential for conflicts over that power.
This is true, but I think is just a prelude to the real issue, which is "can free roleplaying compensate for, or override, differences in player agency created by the distribution of purely mechanical power".Class balance is important because no one wants to suck night after night while another player steals the show, just because you chose to play a rogue and he chose to play a wizard.
I agree that this is the issue, except that "party/story" component have a narrow meaning here, because they relate back to the DM using his/her power to meld the party together and drive the story. Whereas some groups like to play in such a way that the players meld the party together and drive the story. Which requires player agency that is, to some extent at least, independent of the GM - not necessarily independent of GM adjudication, but consisting in more than just the power to ask the GM for a favour.is this a responsibility of the rules or of the DM? I think thats where the major difference of opinions arises from. Some want the balance forced through the rules, others think it should be more of a DM / party / story component.
I think in D&D there is a dungeon master, and that dungeon master is tasked with making the game fun for everyone.
That is one possibility, but not the only one, and for many players not their preferred one.In D&D the DM DOES set the parameters, and he IS supposed to set the parameters to make the game fun right? That's the purpose of the DM.
As a GM, for example, I like my power to be clearly demarcated and constrained. I don't want to be responsible for making the game fun in the way you describe. I want to play a game that will take care of that itself, so I can concentrate on what I like doing as a GM, which is setting up situations for the players to engage via their PCs, and adjudicating the resolution of those engagments.
Again, this is one way to play the game. It's not the only way.The DM is in charge of making sure things don't get broken.
This isn't quite how I would describe my own approach to GMing, but it sets out one good reason as to why "more GM power, invoked and applied via free roleplaying" is not a universally viable solution to problems of mechanical imbalance.I think you'll find that not everybody uses a "story". I for one simply construct a scenario and let the PCs react to it. I have no ending in mind. I have no story. Story is what happens after the events, not before them. So for people like me, we can't let the 1st level thief become badass this way. It feels repugnant to me too - if I'm allowed to be badass because the DM wants me to be at that moment, it's not truly badass. It's being patronized. I want to be badass because I legitimately am a badass.
My favorite thing to do as a DM is sling an encounter at a group of PCs while thinking, "I can't WAIT to see how they get out of this one." It's way harder to do that if I also have to figure out ways to neuter the Wizard and coddle the fighter.
These are both closer to my approach to GMing, and further illustrate why the "GM power" approach to action resolution isn't universally applicable.The DM is under restrictions as well. I refuse to metagame up a solution to the 15 minute work day. Each time I have the NPCs come up with a brilliant idea that they would never have simply because I want to get back at the players...I sacrifice a little bit of my integrity.
This is another claim that is not universally true. In some playstyles - those in which the GM has strong authority over framing scenes/situations - the GM does not need to accept that the players will find ways around carefully crafted encounters. (Of course, in engaging those encounters things may turn out very differently from what the GM, or anyone else, expected. Situational authority is quite different from plot authority and railroading. But now we're not talking about bypassing an encounter but resolving it.)But the dM needs to accept that players will find ways around carefully crafted encounters.
I personally like using a fairly strong degree of situational authority as a GM, and don't want the game to assume unreflectively, and as a default, that the players will in fact enjoy such authority to an equal or greater extent.
I think that you are running together situational authority and plot authority. It's not as if a sandbox is the only alternative to a railroad. Instead you let the players direct the story, based on the situations that the GM frames. Some games have fancy mechanics that oblige the GM to frame situations in such a way as to incorporate player theamtic/story concerns etc, but even absent such mechanics a GM can be pretty confident that if they frame crappy scenes, one way or another their players will let them know.That first line right there that they won't find ways around the encounter unless you let them is imo a form of railroading.
Mostly I agreed with your post, but I don't think this is fair. [MENTION=6675987]Dellamon[/MENTION] is not saying that a good GM can fix the rules. S/he is saying (i) that the action resolution system has (potentially) two components: the mechanics, and the exercise of mechanically unmediated narrative power ("free roleplaying"); and (ii) that when this mechanically unmediated narrative power is in the hands of the GM, it can compensate for or override the imbalances one sees when looking purely at the mechanical elements of action resolution.This is what we call the Oberoni Fallacy. It essentially means that "You cannot make the argument that the rules don't have to be correct/balanced/work as written because the DM can fix it by doing X because that argument is invalid."
You can't state "The rules work fine, you just have to change things so they work fine." It's an illogical argument.
I'm not a big fan of that sort of system, for the reasons I've given - it is in my view a recipe for dysfunction, either in the form of dictatorial GMing or balance-of-power conflicts (and I've seen both in AD&D games, especially 2nd ed ones). But to advocate it is not to commit a fallacy.
It always bugs me when players search splat books for that perfect +2 race. They end up playing a race they could care less about just for the stat mod. Thats when they find out the world has a sect looking to destroy this race
I see these posts as evidence - from both player and GM perspective - of how a "GM power" approach has an inherent (but not inevitable) tendency to push in the direction of balance-of-power problems.Feeling useless till the DM-imposed plot device is turned off is not a fun game experience.
But Dellamon is advocating a different approach - one in which the players are free to focus on archetype etc because the GM will ensure that their PC is effective. I'm not myself arguing for that playstyle, but given it's historical importance in RPGing (including D&D, and especially I would say from the mid-80s through to at least the early 90s) I think it's important to be clear about it.The entire point of class balance is so that a player doesn't have to worry about whether or not the character they want to play will be effective or not. In a well-balanced game, players are free to focus on creating a character that fits the archetype and story they have in mind without worrying too much about mechanics. In a poorly balanced game, a player might be forced to learn how to min-max a character in order to play the character they want to play, and even then might have to make some significant compromises.
Maybe. But if a group are happy to cede the GM the necessary power, and are not particularly mathematically inclined, than maybe not. I think it's hard to generalise about this.It's easier to create approximate balance through the rules than it is to rely on a particular DM/party/story to have the proper component.
I don't agree with this. The issue of the way in which the mechanics should distribute power among the players is not just an issue for "an obnoxious group of players". It is relevant to any game in which player agency is at the forefront, because players exercise that agency by wielding their power. [MENTION=12401]Belphanior[/MENTION] gives a nice example, and I have no reason to think that s/he is obnoxious as either a player or a GM.A lot of the modern "balance" emphasis is more about the designers trying to win a battle with an obnoxious group of players whose goal is to abuse the rules. This is a battle the designers are doomed to lose, and frankly, the rest of us can end up being casualties.