Heh. [MENTION=5100]Mercule[/MENTION] - I'd probably chalk it up to differing experiences.
I'm pretty vocal about limiting the DM at the table.
And, I'm a strong proponent of RAW to do that. If we're following RAW, at least, as close as reasonably possible, then everyone at the table is one the same page. No one is getting blind sided by stuff that someone came up with.
If I sit down at the table and the DM pulls out his three inch binder of house rules, I'm very, very likely to recuse myself from the game, simply due to past experiences. Which, really, is probably a shame because I'm possibly missing out on some really great games. OTOH, fool me several times, and I'll finally figure out what I want.![]()
So, what happens if I make the call to give them a +2 bonus for higher ground and it proves effective enough that the SOP becomes everyone starts looking for higher ground? Well, that doesn't seem right, to me.
That's not to say that it's badwrongfun to do a dungeon crawl and just kill stuff.
When I hear a player say they want just RAW and the GM shouldn't make rulings, I get scared that the player is going to be antagonistic and that, if I do misremember a rule or have to fill in a gap not covered, they're going to jump all over it and try to rules lawyer things.
No. What I'm saying is that there is the potential for rulings that are just mechanically better than they should be. The +1/+2 for higher ground is a somewhat contrived example. I do think it's appropriate for tactically-minded players to look for things like higher ground to give them advantages. But... if turns into a situation where all the PCs and NPCs make a mad dash for the tables, leaving cover and/or taking on opportunity attacks, then there's something not right.This is where you lose me. Because this sounds like you're saying that if one player successfully demonstrates tactical play and the other players then learn from that and start using the same tactics, you then punish the players by reducing the effectiveness of being tactical. It should be SOP to seek maximum tactical advantage. To me, that's when a party goes from being a chaotic collection of conflicting interests and agendas and becomes a cohesive combat unit. And it would just be bewildering to me to have the DM say that the party is playing wrong by seeking tactical advantage.
Never said you did. In trying to explain the sort of game I enjoy, I realized that I could be taken as dissing those folks who leaned to the tactical and "old school" dungeon delves (my wife happens to be one of those). The pure "kill things and take stuff" would be the extreme example of that, so I just clarified that I wasn't throwing shade that way.This is entirely out of the blue. To be clear, I haven't said anything that would suggest I think RPGs are just "dungeon crawls and killing stuff." I'm not sure why you felt the need to go off on this tangent.
Oh, if the GM were a complete flake, I'd hate it, too. Maybe the key point that has us talking past us is that I nail the ruling the vast majority of the time. If the rule is in the book, I'd prefer to follow it unless I have good reason not to (which shouldn't be whimsical). I also have a darn good memory for rules and am, typically, the guy everyone hands the rules to to digest and explain for everyone because I'm the one most likely to get them all right the first time and remember them.Nobody said anything about just wanting RAW or the GM not making rulings. There is a huge difference between "The GM made a ruling." and "The GM keeps making new rulings about already decided things because he can't be bothered to learn the rules or remember his ruling from one week to the next." I personally don't care if the game is run RAW or with plenty of house-rulings. I just have bad experiences with inconsistent GMs who play by the seat of their pants and think "on the fly" rulings are a valid substitute for, you know, learning the rules.
/snip
Back when ENWorld had a dedicated house rules forum, most of my interaction with EnWorld was through that forum. And one thing that was immediately obvious was that the vast majority of people smithing out house rules, lacked the skill and understanding to actually do that successfully. They either had really vague ideas about what they wanted to achieve with the rule change, or else if they had an idea about what they wanted to achieve the rules change that they were proposing rarely achieved that. Some where the equivalent of Monte Haul GMs that were handing out treasure in the form of broken rules, and others where the equivalent of death dungeon DMs that wanted to change the rules to "keep players in their place". Most of my posts from that era consisted of me trying to explain to some young DM why they probably shouldn't change the rules until they had a bit more experience and a very concrete reason why they wanted to change something and what they hoped to achieve by that change.
I'll agree with this, too. I'd say I'm better than average, but that doesn't mean I always get it right the first time. Even the pros play test stuff.Now, here is one area where we are in 100% agreement. I've largely come to the same conclusions that you have here. Yes, it's fun to bang out new mechanics, but, watching what people post has made me realize that many people are very bad at it. Like you say, they either set the numbers too high or too low and wind up with mechanics that just aren't all that good.
I didn't have a 3" binder, but I did use one of those legal accordion folders and I'm pretty sure my stack of house/setting rules was thicker than the 1E DMG. As I moved beyond AD&D, those eventually became outdated to the point I only have the pure fluff material around, anymore.Heh, it's funny [MENTION=4937]Celebrim[/MENTION], while I was writing my answer to [MENTION=5100]Mercule[/MENTION], I did have you in mind when I mentioned 3 inch binders.And, I know, from your posts, that you spend incredible amounts of time on your game. Fantastic stuff. But, I also know myself well enough that I would be a very bad fit at your table. I just would. The constant rule changes would bug the heck out of me and I would wind up spending far more time whinging about this or that rule change than actually playing.
I've gotten very used to playing in groups where RAW is generally the baseline we're all working from. From 3e onwards, the groups I played in and DM'd have generally tried to adhere to RAW. It works better for us. I'm not interested in playing amateur game designer nor am I interested, particularly in indulging anyone else's amateur game designer proclivities. I just want to play the game that we've agreed to sit down and play.
I'll agree with this, too. I'd say I'm better than average, but that doesn't mean I always get it right the first time. Even the pros play test stuff.
I didn't have a 3" binder, but I did use one of those legal accordion folders and I'm pretty sure my stack of house/setting rules was thicker than the 1E DMG.
I tried running 3E/3.5E as straight-up RAW. The system strongly encourages it and the couple times I did tweak things -- even with Unearthed Arcana content -- it was clear just how tightly that particular system was wound. Whether this is a feature or bug probably depends on perspective, but I would definitely count it as a bug and it was one of the things I grew to despise about the system. It's also a cultural contribution that has lasted beyond the run of that system and which I definitely consider as a negative. I don't have any beef with tables that want to play RAW and I've had the same sort of WTF moments with crazy GMs as many folks. I do think it's appropriate, however, for a GM to make rules for a variety of reasons.
I think I get what you're saying, but I don't entirely agree. I think one advantage a lot of older games had is that they were created by folks who liked statistics and nerdly pursuits in the vein of military history. I'm not sure they did much more play testing than modern games, but the probabilities did a good job of modeling what they were intended to model (at least, close enough for playability) and were mathematically transparent, for the most part -- the dependencies only went one layer deep. Some newer games either go the "indy" route of heavily favoring the narrative over gamism or simulationism or try to "fix" the gaps in the shallow/transparent math of older systems. 3.0/3.5 has multiple layers of math that are rather interdependent, for good or ill. Fate uses a much bigger hand wave in, effectively, saying "Characters who are exceptional in something should succeed in exceptional tasks, most of the time," and built their bell curve from there -- though they're more focused on the narrative than anything else. There are also some (Savage Worlds, Genesys) that look quite good, but don't scratch an itch I have -- I think.One thing that I think older systems have as an advantage on post-FORGE systems is most Indy inspired systems are imagined whole cloth, usually without any play testing at all, based on a designer's conception of what an elegant, unified system will look like. And those systems are so tightly designed, play testing can't reveal much about them. There isn't much that you can actually tweak or change. The system just is, like it or leave it. Most of the time I leave it. I find that systems that grow organically out of play tend to vastly outperform (for me at least) those that were conceived fully formed from the mind of the designer. I admire those conceptions, and I read for example everything by Luke Crane, and try to apply what I learn to my table, but I'd never actually run Mouse Guard or Burning Wheel. I buy the rules to read them, and that's about it.
I played an afternoon of Phoenix Command, at a con, once. It was enjoyable, but pretty much cured me of my nascent fetishism with reality. I managed to get shot in the face with a shotgun slug. Actually, I know that my mouth was open, because it exited the back of my head without harming the front. My character survived the damage, itself. The immediate shock didn't kill him, either. Nor did the shock after half a second. Or one second. Nope. He bled out for a full two seconds before his body finally shut down from shock. I didn't hate the experience, by any means. But, I knew I'd never be able to compete with that level of realism in my own system or tweaking another. I also knew that I wanted the game to move a bit faster and for heroics to be possible. So.... I learned, right there, that there was a difference between realism and verisimilitude (though I didn't know the word, at the time) and that what I really wanted was verisimilitude.I was headed that way late in my AD&D era as I became increasingly frustrated with various aspects of the game. At the time, I lacked the language to really grapple with the problem intellectually, and I tended to - as many did in that era - fetishize 'realism' as the missing ingredient that was going to fix the holes in the game.
I've played one session of GURPS and it was probably the single worst gaming experience I've had. The GM was well respected, so I don't think it was him. I just hated the system. Can't tell you why, anymore.I learned a lot from systems like GURPS and it influenced how I look at rules, but I don't ever want to run GURPS again.
3E brought me back to D&D because it looked to fix some of the things that drove me away from AD&D -- class lock-in, mismatched mechanics (why was grapple D%, but combat D20?), little-to-no ability to customize your PC beyond class. It did deliver on those, but caused its own set of problems.The thing that blew me away as I read the 3e rules was that it was the game I had wanted to write 10 years before, cleaned up and in many ways more elegant than I'd imagined it. For example, what the designers were doing with combat maneuvers and attacks of opportunity paralleled what I had been doing with parry/riposte mechanics. That said...
RAW the system had some obvious problems right off the bat, and a bunch of even bigger problems that became apparent as the characters leveled up. The more books they published, the worse the problems got. PrC's went first. By 3.5 I'd had enough. So much was changed in 3.5 that clearly showed that they hadn't really play tested at all. The changes weren't organic. They looked very much like the sort of changes I'd expect to see bad designers make on the house rule forums. Unlike the original core rules, it was very clear that the 3.5 designers weren't really drawing on their experience as 1e DMs to figure out what problems needed to be solved. The changes to polymorph for example were obviously not tested and were right on their face immediately recognizable as bad ideas by anyone that had played the earlier editions. Casters were already a problem in 3.0: 3.5 blew the doors right off.
While I've had experiences more akin to Celebrim, it's generally been limited to one of three scenarios: 1) a player having a bad day and being uncharacteristically argumentative and rules-laywerish, 2) a short-term or guest player, or 3) a horror story from one of my players who also played in another group. My core group is pretty solid and sane.[MENTION=4937]Celebrim[/MENTION] - whereas I ran 3e/3.5 for quite a few years and rarely had any of the issues that seem to trouble you so much. We just didn't. The game ran best when we just stopped trying to fiddle with it. Again, it's all about different experiences.
This is actually the biggest reason why my group is still playing D&D. I don't really have any huge problems with 5E, but tend towards being somewhat promiscuous with games -- variety is the spice of life. My players, on the other hand, are more about just being comfortable with what they're doing. Considering I've got two players that have someone else (me) build the stats for their character and another player who can't seem to remember what his abilities do or look them up until his turn, I'm not sure where the strong attachment to a particular rules set comes from. It's especially odd, to me, that the strongest opposition to changing systems comes from the two players who don't manage their own characters and (less odd) the only borderline char ops player in the group. But, I have a five person group, and that's not nothing. Also, one of the "make my character for me" players is one of the more tactical minded and leader-ish players, so it's not like she's phoning it in, she just doesn't want to fiddle with minutia.It has very little to do with stability and more to do with the fact that I have zero interest in learning another game, particularly someone's home-brew one. Again, I just don't.