I think there is confusion here, at least from my reading. @pemerton is suggesting that there is no weather predetermined until the roll is made. Thus, when the character rolls his weather sense, why not have the player choose the weather? Clearly there was no forethought on the part of the DM to predetermine the weather, so why not give it to the player to decide, since he did invest resources into a skill (which the DM ignored in his planning) and succeeded on the roll. 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. After all, the weather in most cases is irrelevant to the game, unless it is important to the story, in which case the DM would have it predetermined and the roll would simply indicate the predetermined weather. Shuffling the burden of minute, often unimportant details, onto the shoulders of the players can make the players feel that they have invested wisely in what is most assuredly a 1/1000 chance to actually gain any benefit from the resources of the weather sense skill (although the DM could make the skill an important part of the campaign if s/he so desired, but I have yet to see as a standard in any RPG I've played).
Emphasis added. I don’t see how this in any way makes “weather sense” more valuable. The player can choose whenever the choice is irrelevant anyway, and if it is important, the GM will determine the weather and the roll is only to see whether the PC gets to know in advance what weather the GM has chosen.
I think pemerton’s vision is that the player, with a successful roll, gets to dictate the weather, even if the GM had different weather in mind.
Because the character can't.
The character isn't the one choosing, so that's irrelevant.
If the character has the skill “Weather Sense”, and he gets to determine the weather only when his “Weather Sense” roll is successful, then the mechanics sure feel like the character is dictating the weather. Alternatively, we could have a “skill” completely divorced from the character, possessed by the player, which permits the player to dictate what the weather will be. An array of such abilities, providing authorial control to the players over various aspects of the game, could easily be envisioned.
We could even have both. With a successful Dictate Weather roll and a failed Weather Sense roll, the player gets the weather desired, but the character either cannot determine the weather, or misinterprets it and predicts wrongly. A failed Dictate Weather roll and a sucessful Weather Sense roll would mean the player does not get the weather he wanted, and the character knows what the undesired weather will be.
I think I can field this. 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.
Regardless of the playstyle, if my character’s skill is determinative of the results, then the feel, to me, is that the character is influencing those results. If a good Survival roll means there is game in the woods and a failed roll means there is not, then my character is somehow influencing whether there is game in the woods, rather than whether he is successful at finding whatever game is there. Here again, a “player skill” that allows me as player to dictate the amount of game in the woods, which then influences the DC for any PC with Survival (more game makes it easier to locate; none means no hunt can succeed) would be preferable if the goal is to grant such control to the player.
In all D&D editions to and including 3.5 (I’m not well versed in 4e), there is no such authority delegated to players. The GM determines, based on story considerations, personal whim or random chance, the extent of game in the woods.
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.
Actually, I was initially going to say Piergeron Paladinson, but I figured I’d butcher the spelling (and I expect I did). The point is not that Khelben overwhelms Conan because he is a spellcaster, but that the assumptions of the Forgotten Realms are vastly different from those of Hyperborea. Will Conan have the expected magical loot of a fighter of his level? I expect he will not – how many magic items did he accumulate over his long career? Would he go out and recruit an arcane and a divine spellcaster before venturing forth on a quest, or would he expect no such personage would step forward even if one were within 1,000 miles, and if they did they would likely be black-hearted villains, not trustworthy boon companions?
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.
Conan could be pretty useful as well – especially if we gear him up with standard WBL in magical items! You’re quite correct, however – different settings result in characters that fit together poorly. A D&D character inspired by any of these would work well, but Conan the D&D Character will be quite different from Conan the Fictional Character, or Conan the RPG’s build for the character. The setting assumptions do not match.
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.
First the martial characters cannot impact on fictional positioning, then they can and now they again suck wind.
My experience with higher-level AD&D caster is that (i) they tend to overshadow other characters through their broad range of capabilities, and (ii) their ability to do certain things "faster witout needing help or equipment" enables their players to reframe many scenes in major ways. (Teleport and scrying are the biggest two contributors here.)
Your experience differs a lot from mine. I find characters at a level where Teleport is viable tend to rely on the Wizard providing that for everyone’s convenience, much like the Cleric is expected to stock up on healing spells, making some of the spellcaster resources party resources instead. And, again, I’m still waiting for the actual scrying spells that allow low risk teleportation to an unknown (pre-scrying) location when we reasonably read the parameters of both spells.
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.'
And, again, if it is a PC skill rolled to dictate the weather, that feels to me like the PC is dictating the weather.
I also said (and you quoted), "A skill is first and foremost a player resource: for instance, having a high Diplomacy skill (which is in part a function of level) means 'When I declare Diplomatic actions for my PC, things are more likely to go right.'"
Perhaps I am alone in envisioning a high Diplomacy roll representing the PC having the skills to persuade others to his way of thinking, not retroactively causing them to have shared his views all along. Perhaps. But I doubt it!
I'm therefore not sure why you are stating my examples back to me as if it were the character who is manipulating the weather or the presence/absence of the wizard. I understand that you do not enjoy RPGing in way that distinguishes player and character resources and capabilities; but I assume you are capable of drawing the distinction.
Emphasis added – thank you, as this exchange has helped me put my finger on my issue with this approach. By having the PLAYER dictate the weather (to keep to that example) by virtue of a CHARACTER skill, I find that player and character resources and abilities are conflated, rather than distinguished. A separate set of resources for players to control the game setting would distinguish the two.
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.
To me, Weather Sense differs from the others. It is detecting and predicting something the character cannot control. Diplomacy and Streetwise are active efforts to cause a change in the situation (persuade an NPC or ferret out information), weather sense only allows me to determine facts outside my control. Just as I might use Knowledge: Nobility to determine who I should be using my Diplomacy to persuade. My character does not feel like a highly persuasive, charismatic leader of men if the people he talks to turn out to share his views. He feels persuasive when he is able to change those views, turning a stubborn unfriendly rival into a staunch supporter or even ally.
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.
If a caster is using Weather Summoning magic, and succeeds, that determines the fiction, and therefore determines the content of a successful prediction - just as @sheadunne described in his post.
So in Burning Wheel, the magical will also override the mundane? I thought the whole point was leveling the playing field between spellcasters and non-spellcasters, but this seems to indicate the caster still wins because “it’s magic”. That seems no improvement over any issue believed to exist in D&D.
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