Because the character can't.
Explain.
Because the character can't.
N'raac brought up the point of Conan and Khelben Blackstaff being in the same group and how it would not work. Isn't that what we've been saying all along? After all, a 3e fighter cannot do anything Conan couldn't and Khelben is a by the book DnD wizard.
I think you are underestimating the significance of "making it happen faster without needing help or equipment" - if "it" refers to (say) building a castle, or crossing a continent, or learning the content of another's mind, then being able to do so withou needing help or equipment is a big deal.There is a clear hangup about spellcasters being overpowered (although your recent posts seem to restrict this to a much smaller subset of spellcasters). That seems to go beyond "making it happen faster without needing help or equipment".
In the post to which you replied, I said (and you quoted it), "Notice that both in the rules paragraph and in my paragraph it is the player, not the PC, who is dictating the weather. For a character to dictate the weather would require some sort of weather summoning magic.'The likelihood the pass is snowed under is not affected by the PC's survival skill.
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And, again, I do not believe any amount of character skill can cause the Wizard to not be out of town after all.
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the odds of the mountain pass being snowed in when the character would prefer it not be would then be influenced by level (or this luck/favour mechanic, however implemented) and not by his own skills at tracking or wilderness survival.
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This, to me, is not "weather sense". It is "the weather favours your character".
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To me, that is not a "survival skill", but a "persuade the nature spirits" skill. It is not governed by the character's own knowledge and skill at woodcraft
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Sure, we could play the game in this manner. For me, however, it breaks the suspension of disbelief that a character who is said to "predict" the weather can actually dictate it.
This has nothing to do with my approach. My approach - as I think I made pretty clear - is one in which the skills on the character sheet are first and foremost player resources. A strong Weather Sense ability or a Diplomacy or Streetwise skill is a device for ensuring that, when my PC engages in that domain of actvity, s/he is likely to have things go the way s/he wants. What the ingame cause of that is is a distinctive question.Pemerton's approach, to me, also can be effected by a change to the setting, and a more subtle one, that the world bends to the will of more powerful characters. Their actions and desires influence the world around them (whether they know it or not), so a character believing he is predicting the weather may actually be dictating it.
It also feels "off" to me that my character ALWAYS succeeds in predicting the weather he desires, failing only if the weather will be other than what he desires.
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How do we determine the weather when my roll fails? Does my character know what the weather will actually be (which still allows him to use this weather to best effect), or does he miss his prediction, or just not know what the weather will be like?
pemerton said:if s/he fails then of course the weather is different from what s/he wanted.
Adding to what I said in the post that was quoted, and to sheadunne's comment: the GM would take the same approach as to any failed roll, that is, narrate a complication that increases the pressure on the PC in a way that thwarts the player's desire for the outcome of the situation. If the GM thinks that foreshadowing will help with this, then the PC correctly predicts bad weather. If the GM thinks that surprise will help with this, then the PC wrongly predicts desired weather. (In Burning Wheel, at least, the player will know that s/he failed the roll, so taking this approach would depend upon the player taking steps to keep player and PC knowledge separate.)If he had failed on the roll, the DM would probably use the opposite intention (foul weather instead of sunny skies, etc) as the result of the roll.
In Burning Wheel, if in doubt the better roll wins. That solves the ranger/barbarian problem. It also solves the problem of the magical ranger vs the druid.We also get the question of which abilities trump. The Ranger has used his Survival skill to "predict" the weather he wants. An opposing Druid has cast a Weather Control spell to impose the desired weather for his side of the battle. Who wins?
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if the Ranger is persuading the nature spirits, now we have a challenge to the Druid's domination of the weather.
Similarly, if the Ranger and Barbarian have opposing desires for the weather, who gets the weather they want?
It is a bit frustrating when I describe play options in way that expressly presupposes a player/character divide, and have them (mis-)stated back in a way that runs elides that distinction.Ahn and N'Raac both belong to the strong immersion side of the fence. You the player can only interact with the game world through your character and anything beyond that is immersion breaking and thus bad.
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What is being ignored here is that this is only one play style and what is bad for strong immersion is largely irrelavent to to rest of us.
Because it's a roleplaying game. If the player is playing the role of one particular character, but has in-game information that the character does not, or causes an in-game effect that their character does not, then that is what we refer to as "metagaming".Explain.
This is a little silly because it presupposes that those characters are garden-variety fighters. To me, they seem like the sort of thing that PF has subsequently released mythic rules for. They're clearly larger than life figures, perhaps supernatural, which would entail some race or template or other modifications.And for a variety of reasons, the same people object to Khelben being in a party with Gilgamesh, Beowulf, Bodvar Bjarki, Cuchullain or Rama. Who are capable of some things that make them useful members of a party with Khelben.
This is a little silly because it presupposes that those characters are garden-variety fighters. To me, they seem like the sort of thing that PF has subsequently released mythic rules for. They're clearly larger than life figures, perhaps supernatural, which would entail some race or template or other modifications.
Gilgamesh/Beowulf/etc, might be portrayed as simply a fighter of higher level than everyone else in the world, perhaps epic/mythic if you like. I see no reason from that mythology to assume that those characters were ever in a balanced party with characters of different persuasions (let alone spellcasters, let alone D&D spellcasters), so I don't see that it follows that a level 20 Gilgamesh must be balanced with a level 20 spellcaster that does not exist in his myth.
Moreover, any of those stories is necessarily from the perspective of a civilian; in D&D terms they are written by and for low-level commoners. There is no reason why the feats of a reasonably high-level 3e fighter would not appear that impressive to a bunch of non-adventurous, non-combatants with no other basis for comparison. If you want to run the Beowulf myth as a session, just put a high level fighter in a world with few to no other PC classed characters. He sure looks like a god then. If you want to port him into FR and put him in a party with Khelben Blackstaff, I think it follows that he won't look as impressive. Then again, he'll still he a high-level character, which is not a bad thing to be.
Good question. I recall seeing stats for him somewhere and I am not an FR expert. The point is what is being compared here, and is it a fair comparison.Are you suggesting that Khelben is a "garden-variety" spellcaster? That he hasn't got some special template making him exceptional (Chosen of Mystra, oh so normal).
Absolutely. Apples and oranges. The term "supernatural" literally means "above natural". If a character that is divinely blessed or channels arcane power or even is a psychic, is not ultimately better than a character that does not have those things, the game is fundamentally broken (i.e. the antithesis of balanced).And apparently it's just not acceptable for a high-level character to be as good as another high-level character, because one of them casts spells and therefore deserves to be better.
If you want to match a genre other than "D&D", it follows that you'll need to change a lot of rules, not just the magic ones.Ahn, I'd point out that in many genre stories, magic isn't the godlike powers you are talking about. Not every DnD game has to be Harry Potter with wizards and muggles.
Nonsense. They're well balanced, and magic is better than not magic. These things are not mutually exclusive.But thank you for finally straight up admitting the caster/noncaster divide not only exists but is baked into the system.