Fighters vs. Spellcasters (a case for fighters.)

One interesting possibility that comes to me, if I was going to reword and rebuild the simulacrum spell, is to give the caster a number of "points" based on the HD of the creature with which to purchase special abilities for the Simulacrum. This would put control into the hands of the caster while working to provide a reasonable framework within which to "build" the illusion. Perhaps 2 points per HD, with each extraordinary ability costing 1, each supernatural ability costing 2 and each spell level of spell like abilities being worth a point, with no spell like ability being able to be greater in level than 1/2 the HD of the simulacrum.

Something like that might actually be fun to play around with to see how it worked.
 

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Wicht, that's my point though. It's not that the DM cannot do this. I've repeatedly stated that there will be times when it's fine.

My beef is that in your style, the DM does this every time.

Do you honestly think that using Charm Person to bypass a recalcitrant NPC is on the same level of mechanical abuse as the Simulacrum spell? That interpreting "hazardous" to mean, "Destroys all your magic items" is the only valid interpretation of a Rope Trick? That ruling by fiat that an NPC absolutely cannot be diplomacied simply because the DM doesn't feel that it's appropriate?

Because those are the examples in this thread. That's what's been talked about.

It isn't that the rulings are bad. They're perfectly fine. It's that if I am forced by the mechanics to play with two sets of rules - one for casters and one for non-casters - I think it's perhaps a better idea to change the mechanics.
 

1. In "my style," I do not do this every time no matter how much you claim it.

2. I have repeatedly said that Charm Person is fine as is, I have no beef with it. Doesn't mean it will always work or that it will always work without repercussions, but thats part of the game.

3. The amount of player magic items I have ever destroyed approaches a number pretty close to nil

4. The effectiveness of Diplomacy is situational and yes, there will be times it doesn't work. What that proves about a double standard I am not sure. But most of the time it does work, counter to your "every time" claim.

5. I don't play by two sets of rules for the various classes. I treat em all equally rough or equally nice.
 


Hussar is beginning to convince me that some degree of DM Force is by definition necessary for any game.

Honestly, it's probably true. Some DM force will always be needed, at least in any game which requires a DM. We're arguing over degrees, not over the existence of DM Force. At least, I'm not. It's pretty much impossible to game without some degree of DM force intruding. My issue is with how it's being presented though.

Wicht and N'raac are claiming that their rulings are not DM Force in any way. That they are simply reading the text of the rules and applying what's there, while ignoring the fact that their particular rulings may very well not be contained within the text of the rules at all. Now, when the text of the rules is bad - such as Astral Projection or Simulacrum, or Polymorph, then it's necessary for the DM to step in.

I have no real beef with that. These are fairly obviously problematic rules and are in need of a good scrubbing.

Where I draw the line though is the fact that the same line of thinking is then applied to player actions which are not abusive in any way. When the player is following both the letter and the spirit of the rules and is still being blocked by the DM. Such as using Charm Person on the Chamberlain. Or manipulating the game world so that any success which is gained by the caster player only serves to have them succeed backward. They do everything right, but it gets them no where and only serves to frustrate the players.

The Glabrezu example is a very good example, in my mind, of this. The player has done everything right. He's gone through all the steps and summoned the Glabrezu with the intent of bargaining for a wish. But, no matter what, he will not get that wish - the Glabrezu has granted a wish already, the Glabrezu will automatically reject all wishes that are not extremely penalizing to the caster, etc.

TL&DR

The issue isn't that the DM is stepping in and making rulings. That's fine. The issue is that game balance is being maintained this way. The non-casters never have this conversation. We have not brought up a single example of a problematic non-caster action. The problem is entirely on the side of the casters, yet, still, people insist that the problem doesn't actually exist, or that the problem is entirely of the DM's own making. The existence of a fairly lengthy list of problematic spells is, apparently, in no way indicative of disparity of power between casters and non-casters.
 

Nope. No contradiction. The purpose of the second is not to do the first, but rather keep things uniform in application. And I could be, I think, after running through some examples in my head, persuaded to allow limiting spell-casting or spell-like abilities in line with other general in-game principles (as I also outlined in a subsequent post). I would want to playtest it out I think to reach a final conclusion as to how to make it work the smoothest, easiest and most consistently.

So, you admit that you have changed the text of the spell in order to maintain game balance?

To counter though, I think that your over generous interpretation of the spell's actual abilities inflates caster power. I don't want to inflate their power. But I don't work to purposefully limit them. Again, this does not imply an absence of limits, but rather limits within the framework of the game and the principles of the rules of the game.

How is my interpretation generous? I'm going by what's actually written there. It doesn't say that racial abilities are limited in some fashion.

I also have not changed the text of the spell in question. I have simply chosen to assume that in the majority of cases, high level spells are inappropriate for a simulacrum. And which is why, looking through the actual spells being employed, I could be persuaded that 1st, 2nd and even 3rd level spell like abilities are not going to be either game breaking or inappropriate.

Umm, you have actually changed the text of the spell in question. A simulacrum of a 14th level cleric would have 4th level spells. A simulacrum of a dragon would have a breath weapon and caster abilities of a dragon half its hit dice. Limiting simulacrum's to 1-3rd level spells is completely outside the text of the spell. You have re-written the spell.

Just to be absolutely clear here, by the text of the spell, there is nothing preventing a wizard from doing it to himself to gain a wizard completely under his own control. That simulacrum could study from his spell book and cast spells as a caster half the level of the original. And, it would have all the feats of the wizard half the level.

How's that for a potions and scroll making machine? I'm 14th level, so, I create a 7th level simulacrum of myself, complete with magic crafting skills. The simulacrum creates items until it runs out of xp (7th level is 21000 xp), which allows me to craft magic items free of xp cost - although the raw material cost remains the same. All for 700 gp in ruby and 700 xp. Nice work if you can get it.

IOW, the spell is completely broken.
 

Hussar is beginning to convince me that some degree of DM Force is by definition necessary for any game.
Some DM force will always be needed, at least in any game which requires a DM. We're arguing over degrees, not over the existence of DM Force. At least, I'm not. It's pretty much impossible to game without some degree of DM force intruding.
In my case, I am disputing the need for GM force as the arbiter of action resolution. That is a fairly specific thing.

I've made it clear, I hope, that in my game I favour GM authority over scene-framing - because I don't want the players setting their own challenges, which encourages cautious rather than dramatic play - and also take it for granted that the GM will have primary (though not sole) authority over backstory.

What I don't like is (i) secret backstory that affects fictional positioning in ways the players don't and can't know, thereby placing the results of action resolution outside their control, and (ii) GM fiat at the point of action resolution to dictate outcomes.

These are all fairly clear preferences, I think. In play they produce a style that I have labelled "indie". You can vary some of them and still have variants on that style - eg give players some degree of authority over scene framing, and greater authority over backstory [MENTION=6696971]Manbearcat[/MENTION] did that in his chamberlain scenario upthread, and is doing the same in the current chamberlain play-by-post), and you will still have a version of indie play.

But give players too much authority over backstory and scene-framing and you turn your game into shared storytelling rather than what I have labelled "indie RPGing". Action resolution becomes a subordinate consideration, because all the real work of generating the outcomes is done via authoring of backstory and scene-framing.

My experience in the play-by-post scenario that Manbearcat is running at the moment has made me think about this some more, because Manbearcat gives his players more authority over backstory and (elements of) scene-framing than I am typically used to. We're in a transition scene, and so there hasn't been much mechanical action resolution, and hence a lot of the outcomes are the result of round-robin narration. But I don't think it counts as shared storytelling in the relevant sense, as Manbearcat has framed the scenes, with player contributions being to backstory, or to challenge down the track, rather than directly to the immediate challenge. So the round-robin narration is really just the GM "saying yes" repeatedly and then reframing in light of that - ie traditional freeform roleplaying. And the player contribution to backstory is helping build up a context and a "vibe" for the action scene to come in an efficient way, which is particularly helpful for this sort of one-shot.

I have certainly felt like I'm playing my character rather than co-authoring a story - I said the last rites over dying soldiers, inspired others with rousing words, and got myself a herald to announce my presence to the chamberlain! And at least the first and last of these were unexpected by me going in - which is a key goal of distributing authority over the different participants in the game.

What hasn't happened is any assertion of GM force over outcomes. This is the thing that is toxic from the point of indie play. What is the point of me playing my character, and pushing hard into the situations the GM has framed, if the GM has already decided what will happen?

EDIT: [MENTION=6696971]Manbearcat[/MENTION] - something strange with the mention tag in this message.
 
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What is the point of me playing my character, and pushing hard into the situations the GM has framed, if the GM has already decided what will happen?
The point is for you to find out what will happen.

Playing the character is fundamentally about experiencing things from the character's perspective. The player may or may not be able to exert any effective influence on the game, because a character may not (as a person may not).

In fact, depriving a player of the ability to control outcomes is quite thematically appropriate for epic fantasy, which classically revolves around the idea of fate, wherein the characters really don't have control over what happens. Neither Hercules nor Beowulf nor Frodo has much control (if any) over his story, and that theme is central to those narratives. Horror, as well, is a diverse genre but is frequently about the protagonists' agency being subverted or removed. Being helpless is part of the experience. And then of course, there's our actual reality, wherein we often attempt actions that are futile or meaningless, often unknowingly.

In a typical fantasy session, a player may make dozens or hundreds of die rolls, thousands of discrete decisions, but may have only a few chances or even a single chance or even no chance to meaningfully impact the narrative. Those choices are set up by the DM, and it's often of critical importance to keep it a secret where the meaningful decisions are. The DM may prepare only one set of encounters and throw them at the players no matter where they go, and realistically the outcome of any battle that arises will almost always fall the players' way, but their choice to fight or negotiate with one of those seemingly hostile creatures may have long-lasting repercussions.

***

None of this is to say, of course, that a group of people couldn't get together and decide to engage in a "shared storytelling" exercise as you describe. A fundamentally different experience, but both have their value.
 

Actually, I would agree with the underlined point. Caster level gets cut in half.

But, the creatures that can grant wishes cannot cast the spell as written. Their ability to grant spells has nothing to do with their caster level. Glabrezu are 14th level casters. Efreeti are even lower. Neither can ever grant wishes as an SLA. They grant wishes as a racial ability, which are not tied to level.

First, the description of the Glabrezu does not actually indicate the nature of several of its abilities. Some are noted as Extraordinary, Spell-Like or Supernatural. These are “special abilities” according to the SRD. It has several abilities that are not noted as any of these three types, being:


  • The treatment of its attacks as chaotic and evil aligned. I would rule that, as the simulacrum lacks both the nature and the extraplanar connection of the real thing, this ability does not carry through.


  • The ability to grant a wish once per month. There is no discussion of just how the glabrezu goes about accomplishing this. It is simply an ability listed. Does it effectively cast a Wish spell? Does it call upon the forces of the Lower Planes? We don’t know, although I am inclined to view it as the latter. The ability does not exist in a vacuum – it is part of the creature itself. An interpretation of its workings is needed to assess whether retaining that ability is “appropriate”. I feel it is not, and does not carry through.


  • Skill bonuses to Listen and Spot. Is the simulacrum as perceptive as a true Glabrezu? Why or why not?

Let’s consider these racial abilities, as we have no better place to classify them. Please show me where, in the Simulacrum spell, it is stated that the creature has any racial abilities whatsoever. I’m not seeing any reference to racial abilities at all, which means claiming the creature gets any racial abilities (any abilities other than half the real creature’s level or hit dice and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD, really) reads something into the spell that is not there.

Oh, and the Efreet’s wish-granting ability is specifically listed as a Spell-Like Ability, which therefore is retained only if, and to the extent, appropriate under the spell’s retention of “appropriate for a half as powerful version of the creature”. A half HD efreet is weaker than a Janni. It should therefore have less spell-like abilities than the Janni does. That seems to let out wish-granting.

It would be like saying a first level dwarf cannot have Darkvision since Darkvision is a 2nd level spell. Darkvision is a racial ability, not an SLA.

The racial abilities listed for PC characters are extraprdinary abilities (Dwarf Traits (EX)), so whether they are shared by a Dwarf simulacrum depends on whether it is “appropriate” that they have such abilities. Going through the list, I would say that many of these come from a dwarven upbringing, which the Simulacrum lacks. Those based on its physiology (stats, size, land speed, darkvision, stability, save bonuses) would be retained and those based on dwarven upbringing or training (stonecutting, WF, attack bonus, dodge bonus, skill bonuses, languages) are not, although some of these could be simulated using the skill points and feats appropriate for a creature of its hit dice.

Now, I totally agree that I'd rule against this as well. But, that's not the point. The point is that casters have a long, long list of spells which can be abused, not that they will be abused. I mean, people have described using Charm to get around a chamberlain as an abuse of the spell. Is using Spider Climb to pick pockets abusing the spell? It's an example pulled straight from Dragon magazine (2e era). What some people count as abuse varies pretty widely from table to table.

We’re mixing apples and oranges here. The simulacrum spell questions what the spell can do. If you assert that Spider Climb or Charm Person can be cast with whispered verbal components, or cannot be detected by Detect Magic, you are arguing against the mechanics. Similarly, Spider Climb as written in 3e provides no bonus to the skills used to pick pockets (it no longer refers to sticky hands either).

Charm Person can be detected by skills and magic – that is part of the rules. No one is denying it can be cast on the chamberlain – we are denying that this can be done inobtrusively (absent feats to do so) or undetectably (Sense Motive, sudden behavioral shifts attracting suspicion, Detect Magic). We are also saying that this has consequences. You can’t Fireball a city street and expect no repercussions, and similarly being caught out exerting magical control over another person, or stealing their possessions with a Spider Climb spell, can have negative repercussions. Pulling a sword and threatening, torturing or killing the chamberlain would also have negative repercussions.

AFAIC, as soon as the DM declares X to be abusing the rules, he's exercised DM's force. Now this can be perfectly justified. But, it is still exercising DM force.

There is a difference between “abusing the rules” and “ignoring the rules”. To me, the suggestion that the Glabrezu gains all abilities not specifically stated to be gained is an interpretation of the spell description, and a very generous one at that. To me, it is more reasonable that the spell description says what the spell does, and not what it does not do.

y beef is that in your style, the DM does this every time.

No one but you is saying that. I, and I believe Wicht, are sorry you feel you have been abused and victimized by mean, nasty GMs in the past. However, your psychological trauma is impairing your objectivity in this discussion.

Do you honestly think that using Charm Person to bypass a recalcitrant NPC is on the same level of mechanical abuse as the Simulacrum spell?

I think the former is possible under a reasonable interpretation the rules of the spell, and the abuses you suggest for the latter are not consistent with a reasonable interpretation of the rules of the spell. That does not mean the former is guaranteed to have no negative consequences. It does mean that, having cast the spell, the Chamberlain either saves or becomes Friendly, and subject to opposed CHA checks as set out in the spell description, but does not become your willing slave or sock puppet.

The steeotype Enchantress who wraps men around her little finger so they obey her every whim is using a spell more powerful than Charm Person – those men are way more than Friendly.

That interpreting "hazardous" to mean, "Destroys all your magic items" is the only valid interpretation of a Rope Trick?

Not at all. Neither do I believe that an interpretation that renders “havardous” to be “trivial” is appropriate. My preference is the more clearly spelled out Pathfinder rule, which removes “hazardous” from the equation entirely.

That ruling by fiat that an NPC absolutely cannot be diplomacied simply because the DM doesn't feel that it's appropriate?

Provided there is an in-game reason, sure. Why don’t I ask another gamer to come in and play the chamberlain? Now he is a PC, so he is immune to all interaction skills, right? Perhaps we create a custom feat that allows the NPC immunity to a single interaction skill, or perhaps makes him immune to having his attitude adjusted beyond “indifferent” (much like the Pathfinder Rage Power which renders the user immune to Shaken and Frightened conditions). Sure, you can take “Stubborn as a mule” too – then you will be immune to diplomacy. [Maybe PC’s should not be immune to interaction skills, but that’s another issue entirely.]

It isn't that the rulings are bad. They're perfectly fine. It's that if I am forced by the mechanics to play with two sets of rules - one for casters and one for non-casters - I think it's perhaps a better idea to change the mechanics.


By definition, casters use the mechanics for casting spells and on-casters do not. Therefore, applying your criteria, we must change the mechanics to eliminate the set of rules for spells. How o we do that, while retaining casters?

Wicht and N'raac are claiming that their rulings are not DM Force in any way. That they are simply reading the text of the rules and applying what's there, while ignoring the fact that their particular rulings may very well not be contained within the text of the rules at all. Now, when the text of the rules is bad - such as Astral Projection or Simulacrum, or Polymorph, then it's necessary for the DM to step in.

I have no real beef with that. These are fairly obviously problematic rules and are in need of a good scrubbing.

Polymorph I agree. The others are examples of interpretation, not GM fiat, in my view. Only when we actually override the rules of the spell (which I believe Wicht does when he suggests removing all spell-like and casting abilities from a simulacrum) do I believe we have crossed the line to “GM Force”. That term is tossed around a lot with no real consensus of where the line is drawn, by the way.

Where I draw the line though is the fact that the same line of thinking is then applied to player actions which are not abusive in any way. When the player is following both the letter and the spirit of the rules and is still being blocked by the DM. Such as using Charm Person on the Chamberlain. Or manipulating the game world so that any success which is gained by the caster player only serves to have them succeed backward. They do everything right, but it gets them no where and only serves to frustrate the players.

Again, you see a universal constant that the GM runs a game designed to frustrate the players. I see a game where “player fiat”, such as “I cast this spell and it works other than as written so I get what I want” is adjudicated away, and the players must face the challenges before them using the resources actually available to them under the rules, not under the most generous possible interpretation of the rules (such as “a Charmed Person will never have any negative feelings about having his mind influenced in such fashion”) or out and out ignoring the rules (why can’t I just whisper my verbal components?”).

Similarly, a Fighter swinging his sword is following both the letter and the spirit of the rules. He must still roll to hit, and roll for damage. He does not get to state that “I draw my sword and strike the Chamberalin’s head of with a single mighty blow” nor “I summon a Glabrezu with Planar Binding and he grants me a wish”.

The Glabrezu example is a very good example, in my mind, of this. The player has done everything right. He's gone through all the steps and summoned the Glabrezu with the intent of bargaining for a wish. But, no matter what, he will not get that wish - the Glabrezu has granted a wish already, the Glabrezu will automatically reject all wishes that are not extremely penalizing to the caster, etc.

I agree it is a very good example of your mindset. The player has summoned the Glabrezu, not with the intent of bargaining for a wish (you have consistently indicated every situation where the Glabrezu rejects your initial offer is the GM picking on the poor little player – that is not bargaining), but automatic servitude of the Glabrezu.

He will, as the rules indicate, “use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation”. If you want the wish, you must provide the compensation, or select a wish used to create pain and suffering in the world. Not death, which all of your proposed auto-successes caused, but ongoing pain and suffering “from which death would be a merciful release”.

There is no such thing as a free lunch, much less a free wish. You want something for nothing, and you are unwilling to accept any rules interpretation which fails to grant it to you.

How is my interpretation generous? I'm going by what's actually written there. It doesn't say that racial abilities are limited in some fashion.

It doesn’t say a simulacrum gets any racial abilities whatsoever.

Umm, you have actually changed the text of the spell in question. A simulacrum of a 14th level cleric would have 4th level spells. A simulacrum of a dragon would have a breath weapon and caster abilities of a dragon half its hit dice. Limiting simulacrum's to 1-3rd level spells is completely outside the text of the spell. You have re-written the spell.

Here I am in agreement. Mark that on the calendars!

Just to be absolutely clear here, by the text of the spell, there is nothing preventing a wizard from doing it to himself to gain a wizard completely under his own control. That simulacrum could study from his spell book and cast spells as a caster half the level of the original. And, it would have all the feats of the wizard half the level.

How's that for a potions and scroll making machine? I'm 14th level, so, I create a 7th level simulacrum of myself, complete with magic crafting skills. The simulacrum creates items until it runs out of xp (7th level is 21000 xp), which allows me to craft magic items free of xp cost - although the raw material cost remains the same. All for 700 gp in ruby and 700 xp. Nice work if you can get it.

OK, first to the xp issue (which is removed in Pathfinder, and good riddance to it – WBL is a fine replacement), I note that “A simulacrum has no ability to become more powerful.” A Simulacrum dragon will not gain power as it ages. A simulacrum character will not gain xp. In my view, it is perfectly reasonable to interpret this to mean the simulacrum does not possess xp to expend on magic item creation. Its abilities come from magic, not xp.

Secnd, I would restrict a simulacrum of any wizard to a choice of feats from that wizard. Assuming your wizard had Brew Potion by 7th level, your Simulacrum would as well. Scribe Scroll is a no brainer – all wizards have the feat, so no issue with it being possessed by the simulacrum.

Third, READ THE SPELL – the minimum xp cost of any simulacrum is 1,000 xp, so you are claiming a 30% discount above. I stress READ THE SPELL because, with very limited exceptions, that is al Wicht and I are doing – we READ THE SPELL and we then interpret the words to assess the intent for the game.

In my view, we do not nerf the spellcaster, but neither do we assume any interpretation which carries an abusive or game breaking result was the intent of the designer. You seem to feel that any interpretation which is not as generous as possible to the caster is the only appropriate one (which takes me back to arguments like "I cast Magic Missile and target the fighter's eyes so he is blinded" and "I cast Create Water to fill the opponents lungs so he drowns" -typically followed with "it doesn't say I can't, so I must be able to".
 

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