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D20 'philosophy' cramping my style

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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.
 

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swrushing said:
Ok first off let me ask Drifter Bob "please tell us what module/campaign/source book this is or at least who will be publishing ti so those of us who are either inspired or replused by your tone, opinions or arguments here can make an informed purchase decision."

Not gonna happen.

... rant about how unfair it is that the d20 rules don't in advance cover every concievable situation and require the Gm to at times alter from the book stats is up to you. But, except for systems which you devise you wont find a game system that does predict every situation and avoid you having to as GM make your own alterations/additions.

You completely misunderstood my point. I don't expect the rules to be able to handle every concievable situation. I don't think such a thing is possible, to the contrary, what I think is a problem is the way some folks demand that every concievable situation be adjusted to fit the rules, instead of allowing DM's or game designers or writers to have some leeway, make an honest effort to stay within the spirit and do what needs to be done. I think it is clear from this thread that this kind of thing is not tolerated by a lot of people.

All the above is predicated on the assumption that you are serious and this is not just a moderately novel approach to getting a "smack at DnD players" thread to run a while.

I took the time to write this, and to try to make this point clear, in the hope that it would get through to some of the influential peole in the d20 community and they would recognize the problem and help do whatever can be done, if anything, to help reverse the trend. I did this because I love role playing games, including D&D, which I played since I was a kid and have endured a lot of flak for sticking with over the years. I don't want to see D20 take a nose-dive the way D&D did twice before.

I'm certainly not trying to write this just to irritate people or for the fun of subjecting myself to insults and calumny.

DB
 

swrushing said:
Ok first off let me ask Drifter Bob "please tell us what module/campaign/source book this is or at least who will be publishing ti so those of us who are either inspired or replused by your tone, opinions or arguments here can make an informed purchase decision."

This seems like a thinly veiled threat to boycott my work or that of any publisher who hires me because I dare to point out what I see as a problem. Cute.

DB
 

Elder-Basilisk said:
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.

The combination of the two terms is intentional. I think the two phenomenons are tied together and compliment each other.

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

You are making the assumption that by not always sticking to the letter of the rules, you are also going to be breaking the spirit of the rules. Why would I want to make undetectable traps? I don't think that is anywhere near the same thing as 4 bluff points just so the Imp can lead the party to the place they are trying to find to begin with. I'm not talking about stacking the odds agains the party, why would I want to do that?

I recently bought a bunch of the old modules from youth off of Ebay. I've been looking them over, and I notice in many of these modules deemed classics on this very board, they fudged the rules all the time, only they did so (mostly) in a way which was very much in line with the spirit of the game.

If I put in a few things which don't fit in the tecnical letter of the rules perfectly and succeed in making the adventure more fun, that is one thing. If I violate the spirit of the game and / or make it unfair or cheesy, I deserve all the criticism anyone direct at me.


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?)
it's risky because you don't know how your interpretatoin should be recieved. People don't agree on the rules. When it's close to a gray area, you can get in serious trouble unless you have a signed affidavit from WOTC saying it's ok...


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.

Look, you seem like an honest guy, we simply disagree. All I ask of you then, is to keep your eyes open and see if you notice something like this trend over the next several months. Then lets talk about it again, say around the end of the year.

DB
 

Well, in all honesty, I disagree with almost all of your rant (big surprise). I find that the D20 rules do an excellent job of creating a framework upon which you can provide almost any adventure imaginable (though I do still find it a bit odd that no rules exist for grappling hooks in 3E). If you own any of the splat books, you'll see the section "New uses for existing skills." In case you have't read it, it states that the skills system is fairly open-ended, allowing you to pick an appropriate skill for any situation that may arise. This may not be open content, but it is a precendent that was set. Now, as an adventure writer, you will constantly run into situations that should be settled by a skill check, but the rules don't tell you which one. Its OK, use deductive logic and make a call, then write that into the rules. No reviewer will call you out on this if they are familliar with the rule.

You also write:
Drifter Bob said:
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 might also point out the hostility toward writers which seems to be prevalent.
On this matter I fully agree with you. I've seen this venom directed at new writers and veterans alike. You have to have a pretty thick skin in order to do write in this industry. Why do players feel the need to get on messageboards and point out the apparent (and I'm using the aword apparent because of the number of tmies that they're actually wrong) mistakes a writer has made? Does pointing out a mistake or two in the math actually make a difference when it comes to a product's playability? Numerous mistakes in the same product I can understand, but a small number is to be expected given the sheer number of calculations a designer has to make in order to get the thing written at all. My opinion is that this is simply a ploy for certain posters to make themselves look smarter than the designer in front of other fans. Someone gets an ego boost out of it and as a result the writer loses the respect of some of the more easily influenced fans. My bet is that the majority of the people who read it shrug and enjoy the book anyway.

Of course it dosen't matter what industry you're in, you will always find some group that is not content with the current establishment. Most of these people are shovelling the crap as fast as they can to make themselves look cool, though a few actually come up with new ideas that might one day revolutionize it. You have to take the good with the bad if you want to play the game. Despite this unsavory element, I would rather be writing material for D20 than any other game system on the market.
 

Dark Jezter said:
Hey, when you claim that the system is "dumbed down" because the internal mechanics are more consistant, and imply that "munchkinism" and "rules lawyering" are inferior play styles, do you really think some people aren't going to take exception. :p

For what it's worth, though I may be cranky and a bit of a curmudgeon, I am not a D&D hater. I do think munchkinism and rules lawyering are inferior play styles though ;)

DB
 

Drifter Bob said:
This seems like a thinly veiled threat to boycott my work or that of any publisher who hires me because I dare to point out what I see as a problem. Cute.

DB
Let me be the first to make it explicit. Better keep that info to yourself if you want even a chance of a sale with me.
 
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Drifter Bob said:
You are making the assumption that by not always sticking to the letter of the rules, you are also going to be breaking the spirit of the rules. Why would I want to make undetectable traps? I don't think that is anywhere near the same thing as 4 bluff points just so the Imp can lead the party to the place they are trying to find to begin with. I'm not talking about stacking the odds agains the party, why would I want to do that?

Probably for the same reason that a lot of module writers I've seen do it: because you think it would be cool and would fit the story you want to tell and don't consider other ways to tell the story or to be cool.

For instance, I recently prepped a module for a con where the author has an invisible imp automatically place a noose around a character's legs (actually, he says the imp uses sleight of hand--which he doesn't have--and gets a DC which he couldn't make and gives an arbitrarily high spot check to notice, but hey, once you've discarded some of the rules, why keep the rest?) and then kobolds use mechanical advantage to pull the PC down a funnel while other kobolds dump buckets containing swarms of vermin on the PCs. I can only imagine that the author who wrote it though it would be a cool trap that showed how devious and cunning his kobolds were and how tough the PCs were to be able to take it and keep on going. (I've switched to generous Elder-Basilisk for the moment). Now, I don't know, how long he thought about it or whether he considered other means of setting up what is essentially a trap, but for him, ignoring the letter of the rules to get his story across involves ignoring the spirit of the rules as well.

Similarly, for a guy who DMed for my home group about a year ago, all of the monsters had a 28+ strength so that, no matter how much effort my character spent on his AC (and I was trying to make a defensive character), he'd get hit on a 2--or a 3 if I was using combat expertise for full. He didn't do anything against the letter of the rules to accomplish that but it's worth noting that his idea of a cool and nifty story line involved a rather uninteresting series of uebermonsters on flat featureless planes. He's a nice guy and still plays in the group but I wouldn't rely upon his sense of cool and nifty.

Maybe you're different and all of your cool and nifty nuanced and complex story ideas really are cool, nifty, nuanced and complex. However, I think that making them fit within the letter of the rules serves as a very useful check against the kind of kewl, n1fty, nuanc3d, and c0mp13x ideas that a lot of authors and DMs--including some widely published authors--come up with.

I recently bought a bunch of the old modules from youth off of Ebay. I've been looking them over, and I notice in many of these modules deemed classics on this very board, they fudged the rules all the time, only they did so (mostly) in a way which was very much in line with the spirit of the game.

If I put in a few things which don't fit in the tecnical letter of the rules perfectly and succeed in making the adventure more fun, that is one thing. If I violate the spirit of the game and / or make it unfair or cheesy, I deserve all the criticism anyone direct at me.

Well, that's a real issue. But it's only part of it. There's also the risk of missing the opportunities provided by the rules as written. For instance, if you insist that the imp has to successfully deceive the PCs, you blind yourself to ways in which even a detected imp could advance the story. (Earlier suggestions in the thread that a detected imp might flee back to his summoner's lair (possibly because he knows it better than other places) seem like a fine way of handling the possibility of discovery). And having those ways is much better than not having them because it helps for a DM who decides to try to adapt your mod to a party with a paladin or whose cleric casts Detect Evil or who rolls a 1 on the Imp's bluff when the party bard rolls a 20 on his sense motive. (Or who has a character who's simply designed to figure out what makes people tick--a bard with Negotiator and Skill Focus: Sense Motive and a 12 wisdom for a 2nd level sense motive of +11 for instance).

Having different manners of getting to the next location makes for a more useful module than for one that falls apart if the party successfully sees through the imp's trickery.

it's risky because you don't know how your interpretatoin should be recieved. People don't agree on the rules. When it's close to a gray area, you can get in serious trouble unless you have a signed affidavit from WOTC saying it's ok...

Well, I think you're exaggerating here. I ran across a mod recently where an author used Improved Unarmed Strike to give a Mummy Fighter iterative attacks with its slam attack. Technically, he didn't do it right--it should have given the mummy an unarmed attack for 1d4+str bonus rather than letting him slam for 1.5x str bonus. That's not a gray area though it's an understandable mistake. Whether or not the unarmed strike would carry Mummy Rot is more of a gray area. However, he didn't need a signed affadavit to do it and had I been reviewing the module rather than providing feedback, I wouldn't have made a big deal out of it (though it would have been a mark against the module). The encounter wasn't too overpowering either so the mistake didn't have the obviously negative effect of mistakenly making a situation much more deadly than the rules would normally make it and the EL would predict.

In real gray areas of the rules (for instance, "do luck and moral bonusses to hit increase grapple checks"), I (and I suspect a lot of reviewers) tend to be forgiving. However, it's always worth investigating to find out whether or not it really is a gray area. A lot of people simply write off anything they don't understand as a gray area and that's not wise.
 

My last experience with a DM who did improvise the rules was a disaster. It is always possible to make great adventures in using the rules per se. Players must use the rules per se, why not the DM?

As for the imp, I would also point out that when you tell he MUST convince* the PCs of his lies or the story fails... I see it as RAILROADING.

As a DM I have no problem if the players discover that the little girl is an imp. Better for the players, they are happy to have discovered the truth before the imp could make a fool of them. This happened once in a campaign of mine. For some reason the cleric did cast a Dispel Magic on their employer, made an extremely lucky roll and passed Spell Resistance, so discovered that the kind old woman was in fact an Alu-Demon before she could complete her nasty goal with them. This was really a great mement for the players, and the story nonetheless went on thereafter without problems (even if modified).

(* Potion of Glibness and no need to bend any rule).
 


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