Elder-Basilisk
First Post
Drifter Bob said:Ok, this whole debate is getting really nasty, and I've barely been a part of it. I wan't to bring it back to the point I wanted to make.
This bit with the bluff skill is a very minor thing. Lets keep it in perspective. I cited it as an example of a much larger problem.
Well, then, let's see this larger problem. Because, if the problem doesn't exist with the bluff skill (and I wouldn't consider the rantings of a few miscreants who know the rules well enough to glance at the imp's statblock and notice that it has extra points in bluff but don't know the rules well enough to know that you can switch feats and skill points relevant enough to create a problem), then maybe it doesn't exist to begin with.
The D20 rules mechanics as currently written do NOT adequately cover all situations and all circumstances that you might come across in a game.
I don't believe anyone has maintained that they do. However, that doesn't change the fact that a published work is less useful to DMs and worse than it would otherwise be if it does not use the d20 mechanics to cover situations and circumstances that the DO adequately cover.
That is why rule zero is still the ultimate rule.
Sure, but rule zero is just as overused as all of the other rules. A campaign that relies on rule zero for resolving most (or even a sizable minority of its situations) may well be worse off than a campaign with no rules at all.
People can ALWAYS rationalize some way to make it work within the rules framework, but that often ends up with a distortion, like fitting a square peg into a round hole. These distortions can have a large effect multiplied out to a macro scale.
Sure. But I hardly think that your imp example supports that. Where is the distortion? And, if there is a distortion, what are the macro scale effects? I can see openly flaunting the rules in situations where large effects multiplied out to a macro scale actually are going to show up but using that to justify minor rules violations that don't promote distortions is like banning sporks because criminals sometimes use guns and both are "weapons." The one just doesn't justify the other.
3X D&D has done a good thing by making the rules more comprehensive and more rationally interconnected, but there has been a negative result of this. It has tempted a certain loud and aggressie segment of the D20 fan base to push very hard to force EVERYTHING which can take place in a game into the rule framework.
Uh huh. It seems to me that there's just as loud and aggressive a "free form" antinomian perspective. In any event, arguing that one should use the rules to do things they handle just fine (like giving an imp bluff ranks) is hardly forcing "EVERYTHING" (with ominous capitalization) into the rule framework.
By bending everything to fit within this framework, you tend to distort everything, which is causing an accelerating phenomenon
Really, this phenomenon is "accelerating"? Fascinating. Have you done anything to verify this? Have you compared module reviews from 3 years ago to today? Have you considered alternate causation for the differences (like perhaps reviewers didn't properly know the rules when D&D was new)?
that is making the game more munchkinish and simplistic,
Note the contradiction. Last I checked, munchkinish was using the complexity of the rules (usually in ways that distort or outright ignore the actual meaning of the rules in question) to gain more power. Simplistic is (among other things), well, simple. Muchkinism is about the opposite of simplicity.
to appease this demographic, while sapping much of the creativity out of it.
So, there's been a noticable decrease in the creativity of the d20 community? Where's that happened? Care to cite examples of the kind of creative things that used to happen but don't happen anymore?
It also increases this cultural trend within the game to view the DM as a competetor.
Is that so? Speaking as a frequent DM, it surprises me to know that actually caring about making my NPCs using the rules as opposed to throwing them together however strikes my fancy means that I view the players as competitors.
That is not what the DM is, I'm sorry.
Oh please, great and mighty wise one, tell me what the DM is. I'm waiting for your god-like wisdom.
The DM is the great and powerful Oz, doing things behind the curtain. The players are the most important aspects of the plot, but if they know everything the DM is doing, there is no story. It's just a war game.
So we're back to "the DM can't cheat." While that works fine in a game (well, in some games, I'm sure everyone on this forum has his own share of stories about games that were ruined because the DM couldn't let go of his pet NPC or villain and cheated in order to get a result that he wanted), it doesn't work nearly so well for a writer. If you're going to advertise your writing as working with a certain system, it should require the minimum "cheating" possible.
Lets think about the reactions I got here. Some people suggested adding a rogue level. That would actually increase the power of the Imp quite a bit more than I wanted. It doesn't need a sneak attack, for example.
Well, no kidding. I could point out that an Expert level would add the skill points without the sneak attack but that's not really you're problem. For all that you are cavalier about what goes on behind the curtain when it comes to breaking the rules by adding a few skill points, you're very very worried about players seeing what's behind the curtain with regard to classes. A Imp Expert with 15 hit points isn't likely to be distinguished from an ordinary Imp with 13 hit points by players.
Others suggested adding intelligence. This would cause complaints, even if I put in a note explaining why I did it.
Awfully prescient, aren't we. Tell me this, would you get complaints if you statted a warrior NPC as Str 16, dex 12, con 13, int 11, wis 10, cha 9? How about Str 15, dex 14, con 16, int 7, wis 12, cha 10? More complaints or less? What if the fighter were an orc (orcs have stats in the Monster Manual)? Then why would a named imp with nonstandard stats generate more complaints than a named orc with non-standard stats? Speaking as one of those who sometimes compains about stats, I complain about NPCs with stats of 18, 18, 16, 16, 12, 16, etc not NPCs with a 13 int instead of an 11.
I guarantee that someone in this thread would be offended by that. Others pointed out swapping points from one skill to build a bluff skill. That sounds like a good idea, it's the one I'll probably actually use, but some people won't even like that.
Really? Who's going to complain if you stat it properly (remembering that bluff is a cross-class skill for imps if it's not listed in their statblock)? You seem to have made up your mind independently of any evidence that I'm aware of.
The point is, this requires quite a bit of second guessing. Maybe I should have known the rule about swapping skill points on monsters, but I didn't know it, and even that is't going to please a segment of the D20 audience who demand strict canonical adherence to the "letter of the rules" and do not approve of those parts of the rules which reccomend flexibility, like rule zero.
Um, in case you hadn't noticed, advancing monsters, swapping skill points, etc IS the letter of the rules. There's not yet a single post on this thread saying that any deviation from the Monster Manual stats is bad. The vast majority of the rule-conscious posts are suggesting how to accomplish what you want within the framework of the rules. It seems to me that you've created the "simplistic munchkin letter-of-the-rules gamer monster" in your head and decided that you can't satisfy it without impartially examining the evidence to see if that creature actually exists.
Now this is a very minor part of this document I'm working on here. This is over 100,000 word document, a campaign meant to take players from 1st through 6th level. It includes are 2 major underground dungeon crawls, 3 major wilderness encounters, and over 20 mini adventures like this one with the Imp. I'm not even sure right now how many monsters and NPC's are in there off hand yet, but there are a lot of them. 37 major NPC's in the town alone. Over 50 monsters in one of the dungeons.
Impressive. I'd love to have a contract for something that big.
I have to worry about writing a good adventure, balancing it out correctly, capitalizing and statting it the particular way the publisher likes it, obeying all the OGL rules, handling major rules issues like new spells and magic items, etc. etc. etc.. all on a deadline, for very little money (I've been paid anywhere from 2 cents to 15 cents a word for writing in the rpg industry, usually closer to 2-5 cents). I really can't spend all day worrying about every minor, petty little thing like 4 skill ranks for this Imp.
Nobody's asking you to spend all day on it. We're just saying that cutting corners is a bad thing.
BTW, where'd you get 15 cents a word and are they hiring?
Try to think about this honestly. This is just one very minor example, but there might be thousands of small issues where there isn't an easy way to express or portray something within the letter of the rules.
Sure. Now, you try thinking about this honestly. If there are thousands of small examples throughout the module and you make up your own rules for every little one, might not a reviewer be forgiven for supposing you don't know the rules. After all, a thousand uses of rule-zero for small details in one series of mods is quite a lot. As a player in such a campaign, I'd start to get worried if I ran into 100 traps that search didn't work on (because it wasn't easy to portray the trap within the "letter of the rules") and wonder why I bothered to take that rogue level and spend points in disable device if I couldn't find any devices to disable. As a player in such a campaign, I'd start to wonder what the point of Detect Evil was if every time my cleric cast it on a bad guy, it didn't work and they didn't radiate magic from Undetectable Alignment and I never got a will save against the Misdirection. I might even get bitter and rename my spell "Detect Red Herring." With a thousand rule zeroes, it's very easy to take away player abilities and to railroad them into your plot in a way that tends to disrupt the function of a gaming group.
So when I hit one of these, I have to make a jugement call. I can try to figure out the best way to do it within the strict interpretations of the rules, but that is risky.
Why is that risky? (And for that matter, how do you know the rules don't portray something well, if you don't bother trying to figure out how to portray it within the strict interpretation of the rules?)
I can float the dilemma out to a discussion forum like this and get 5 or 6 different answers and a sense of how angry this particular rules issue makes people, (effective, but time consuming) or I can simply modify the encounter a little so that it doesn't rely on whatever very minor rules bending seemed required. This is the safest option. Take out the complexity and smooth it over to satisfy the nerfers.
The assumption that removing complexity is always the way to satisfy the "nerfers" (by whom I presume you mean your rules-conscious critics) is dangerously inaccurate. Sometimes, using the rules makes you adopt a more complex and intricate plan. (I know that considering the actual rules for situations I want to create has resulted in more interesting situations as often as it has failed to do so). So, it only results in simplistic modules if you conclude that the best answer is to make everything simplistic. Otherwise, the rules can serve as a stimulus for creativity.
THIS means that my module is going to be basically dumbed down a little. It will be acceptable to that section of the audience who LOVE rules lawyering over all else, but it's frankly not going to be as nuanced or interesting as something I would write for another role playing game.
Such as what? I'd love to hear of this wonderful system that lets you write whatever you want and makes it all work. (Maybe it's a system where everything works equally poorly so arbitrary mechanics are a relief from non-existent or non-functional mechanics (ahh, the days of 2e)).
In any event, the bit I really wonder about is the "complex and nuanced" bit. It seems to me that d20 opens up as many complex story lines as it closes off and that nuance is almost entirely a function of the writer. (If you mean NPCs who are evil but have reasons for the evil they do, that has very little to do with the system and can be done as easily in d20 as in Rolemaster or anything else I'm aware of).
You wonder why d20 versions of such cool genres as Conan, Melnibone, D20 Cthulhu etc. seemed a little disapointing....
Interesting; the ones I've read haven't seemed particularly disappointing to me. Maybe I'm just not familiar with the previous versions of Call of Cthulu but I suspect that what you're observing is more nostalgia than anything else.
This is what I mean by the tendancy of the rules as written and currently interpreted by a loud but significant minority within the D20 audience to influence the culture of the game.
I'm pretty sure I understand what you mean. On the other hand, I'm also pretty sure I don't agree that there is any such culture as you imagine.
I might also point out the hostility toward writers which seems to be prevalent. I remember when people were so eager to see new material for RPG's, now with the glutted D20 market, many people seem to have contempt for the writers who try to make the game more fun.
Some people might think of it as having the luxury of separating the good grains from the bad grains because we can afford not to eat the rotten stuff.
All of this tends to push me out of the market, and toward other RPG's where I don't have to deal with the hassle. Many of you will no doubt think that means the system is working exactly as it should be!![]()
I wouldn't say that. If your writing is as good as you think it is, that would be a loss for the hobby. What I would prefer myself is to see the "complex and nuanced" story transferred to the d20 system. That's the kind of thing I would buy a module for. Nifty complex and nuanced stories can be found in paperback novels for similar prices to modules. (And, no insult intended, but novels are generally a better read since their format lends itself to a more immersive story). Translating that complexity to d20 is what takes the work and that's what I want to see in the module.