Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="N'raac" data-source="post: 6196562" data-attributes="member: 6681948"><p>First reply eaten by computer. We’ll try again…</p><p> </p><p></p><p> </p><p>Are you intending to suggest there is a significant difference between:</p><p> </p><p>(a) “No, you cannot use diplomacy”</p><p>(b) “No sense rolling – your diplomacy cannot succeed”</p><p>(c) “OK, roll. That makes what? OK, let’s see…muttermuttercarry the onemutter nope, you failed”?</p><p></p><p></p><p>If I declare my character will shoot the fly off a pig’s back from 500 yards, the GM can, in my view, tell me it fails. He can let me roll first, if he wishes to do so. He can point out that I can’t even SEE a fly on the pig’s back from 300 yards (so what, they are always there anyway!). None of this gives me a chance to succeed.</p><p></p><p></p><p> </p><p>But is that “GM Force”? Let’s take an extreme example: Player A is making a new character for the medieval fantasy game in progress. He tells the GM his concept is a laser rifle wielding cyborg. I suspect the other players, as well as the GM, will not appreciate this deviation from the campaign norm, and the GM says “make a character that fits”. I suppose that is GM force, but I suggest it is GM force applied in accordance with the group social contract. Do we really need to get all the players together and pitch the concept?</p><p> </p><p>Now let’s back it up a bit. The game also features True Blue Heroes, and Player A decides to bring in an Evil Necromancer. Should the GM allow the character, as it is allowed under the mechanics? To not do so is GM force, is it not? OK, he’s in. Now, which of these is “GM Force”:</p><p> </p><p>(a) He’s in and the PC’s must accept him because he has PC Halo?</p><p>(b) He’s in but the PC’s can decide whether or not to adventure with him</p><p>(c) He’s in and when his true colours are revealed, and he is challenged, he drops a point blank high damage spell, killing most or all of the PC’s, but the GM retcons their survival?</p><p> </p><p>I’d say all use GM Force. No GM force says let it play out, so I guess we all make new characters. I think, however, that a GM saying “No evil characters in this game” is exercising force delegated to him by the players. </p><p> </p><p>I also suggest Anhehnois’ players have delegated him the authority to use GM force because it makes the game better for them. If he abuses the force, the authority is readily removed, as discussed further below.</p><p> </p><p>The aspect not considered has been how these changes get made. Is the GM arbitrarily forcing them, against the players’ wishes? Then they need a new GM. Is he addressing a problem raised by the group? Great – do it. I find in our games a “rules problem” is identified by a player, and the issue discussed and resolved. Maybe Teleport is making the game less fun. Then we ban or restrict Teleport. What I don’t get is the same antagonism suggested on some of these posts. These strike me as competitive game play – the guy with the Teleport wants to keep that advantage because it makes “my character” more powerful than “your character”, or the PC’s get some “advantage” over the GM. We game as a group, so if Teleport makes the game “no fun”, then as a group, we would typically agree it needs to change. Probably, the GM makes that change.</p><p></p><p></p><p> </p><p>So we must add in a high tech nation building cyborgs with laser rifles, I guess. Sure, players do this. Sometimes, it’s modified to fit the game better, other times it adds in as written. I also don’t mind “you write what your character perceived”. Perhaps two players have a mentor in their backstories who seem similar. Making them the same person, and having that only come out in game, works fine for me and the GM does not need my permission to do so. </p><p> </p><p>Making the Paladin’s mentor actually a disguised Demon Prince? Not so much. Whether it is just the GM, or the GM and all the other players, who think it a good idea.</p><p></p><p>As an example, I have a character in a pulp game, a riff on Tarzan. He has returned to his native land, and is starting to reclaim his wealth. Aiding him in this is a relative, an uncle I believe. I wrote the uncle in. I also noted he is either sincerely working to aid me, in which case he will likely get in trouble at times and require my assistance (in Hero terms, a dependent NPC) or is actually scheming to retain my rightful wealth (a Hunted in Hero terms). The GM will decide. I don’t know, and the other players don’t know <strong>and we don’t need to</strong>.</p><p> </p><p> </p><p> </p><p>I’m not convinced politics, present day or 200+ years old, is a great analogy for the game table. That looks a lot, to me, like the US finding a new GM. Luckily, we can do so without the need to fight a long and bloody war.</p><p></p><p></p><p> </p><p>Emphasis added. Is this not you, the GM, exerting GM force to override the consequences of the mechanical action resolution system? Let’s toss a wrinkle in. Half of the players say “No, we lost by the rules and the results should stand. Otherwise, the action resolution mechanics are meaningless. None of the characters should survive – if you are willing to override the mechanics, then none of our victories have any meaning whatsoever.”</p><p> </p><p>Which half of the players do you favour? Absent GM force, I think everyone has to stay dead, don’t they?</p><p> </p><p>Note that I’m not disputing it was a good call, I am saying it is an exertion of GM force to override the action resolution mechanics, which has been called out as “wrong” under Indie play.</p><p></p><p></p><p> </p><p>Same emphasis you have made the determination when and whether they can be raised. I know some players feel easy access to raising cheapens their victories by downgrading the consequences of defeat. Here, GM force could be exercised to enhance or reduce the availability of such options – but either way, GM force is exercised.</p><p></p><p></p><p> </p><p>WHOA THERE – didn’t you just extoll the virtues of 4e encounter math? Why, if it works so well, did you need to introduce additional forces and complications at all? And yes, your choice to introduce more adversaries is GM force, no different from changing the opponents’ hit points in the course of the battle. Do the players get to decide things are going poorly, so therefore the cavalry shows up? If not, how is it equitable that you can decide things go too well and add obstacles?</p><p></p><p></p><p> </p><p>The ENworld community is a good one. I echo your comments.</p><p></p><p></p><p></p><p>Beyond this, Rule Zero is an essential acknowledgement of different play styles needing different default settings, while the game can have only one. I can’t think of an RPG I’ve played for any length of time that lacks a statement, somewhere, that advises that the rules be changed if they are not contributing to the fun.</p><p></p><p></p><p></p><p>I don’t believe the GM agreed to give you an “I WIN” button, nor do I believe you intend this to be as strong as it comes across. Would you be happier if he said “OK, roll” looked at the result and said “It fails”? A 20 is not automatic success, so any roll can fail, and the DC can be impacted by oh so many factors.</p><p>As well, you presumably build a diplomat. But just as the rules set the DC and effects, they also set the rules for use – you need a full minute, and nothing forces him to listen for a full minute (I’d typically allow a check against a hostile attitude to persuade an NPC to listen for a full minute, but I’m overriding the text in doing so, as I should impose a -10 for a full round action only). The rules do indicate “In some situations, this time requirement may greatly increase.” Maybe it requires three months of ongoing persuasion to even GET a roll (obviously not without breaks).</p><p></p><p>Now, I also sympathize with the player who spent character resources on any ability and is never allowed to use it. If this is the standard – diplomacy can never actually achieve anything of significance – then at some point, I’m packing my books too. But that doesn’t mean every problem can be solved with Diplomacy any more than it means they can all be solved with combat. You can tell by the vibe he will not be bribed – he ain’t in the mood to listen.</p><p></p><p>If a single incident of your abilities being unable to succeed is enough that you feel you must quit the game, then I would say good riddance to you, frankly. I get the sense several other poster agree both with that sentiment, and that this is not the message you intended to convey.</p><p></p><p></p><p></p><p>Agreed – sometimes the right answer to “it should have worked” is “sure looks like it – I wonder why it didn’t.”</p><p></p><p></p><p></p><p>So, if the fighter said “I want to see the King now, and you are in my way”, then proceeded to exercise his melee skills on the Chamberlain, should that get him an audience with the King as desired, or is this a problem his skills cannot solve? Should he have opportunities to wade into melee? Sure. Does that mean it should be the answer to every challenge? NO – you built a very specialized character, and his specialty will not always be the answer.</p><p>If all we have on the team is Melee Man and Super Diplomat, they are each useless when the other shines, so the best we can hope for is that each is useless about half the time.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6196562, member: 6681948"] First reply eaten by computer. We’ll try again… Are you intending to suggest there is a significant difference between: (a) “No, you cannot use diplomacy” (b) “No sense rolling – your diplomacy cannot succeed” (c) “OK, roll. That makes what? OK, let’s see…muttermuttercarry the onemutter nope, you failed”? If I declare my character will shoot the fly off a pig’s back from 500 yards, the GM can, in my view, tell me it fails. He can let me roll first, if he wishes to do so. He can point out that I can’t even SEE a fly on the pig’s back from 300 yards (so what, they are always there anyway!). None of this gives me a chance to succeed. But is that “GM Force”? Let’s take an extreme example: Player A is making a new character for the medieval fantasy game in progress. He tells the GM his concept is a laser rifle wielding cyborg. I suspect the other players, as well as the GM, will not appreciate this deviation from the campaign norm, and the GM says “make a character that fits”. I suppose that is GM force, but I suggest it is GM force applied in accordance with the group social contract. Do we really need to get all the players together and pitch the concept? Now let’s back it up a bit. The game also features True Blue Heroes, and Player A decides to bring in an Evil Necromancer. Should the GM allow the character, as it is allowed under the mechanics? To not do so is GM force, is it not? OK, he’s in. Now, which of these is “GM Force”: (a) He’s in and the PC’s must accept him because he has PC Halo? (b) He’s in but the PC’s can decide whether or not to adventure with him (c) He’s in and when his true colours are revealed, and he is challenged, he drops a point blank high damage spell, killing most or all of the PC’s, but the GM retcons their survival? I’d say all use GM Force. No GM force says let it play out, so I guess we all make new characters. I think, however, that a GM saying “No evil characters in this game” is exercising force delegated to him by the players. I also suggest Anhehnois’ players have delegated him the authority to use GM force because it makes the game better for them. If he abuses the force, the authority is readily removed, as discussed further below. The aspect not considered has been how these changes get made. Is the GM arbitrarily forcing them, against the players’ wishes? Then they need a new GM. Is he addressing a problem raised by the group? Great – do it. I find in our games a “rules problem” is identified by a player, and the issue discussed and resolved. Maybe Teleport is making the game less fun. Then we ban or restrict Teleport. What I don’t get is the same antagonism suggested on some of these posts. These strike me as competitive game play – the guy with the Teleport wants to keep that advantage because it makes “my character” more powerful than “your character”, or the PC’s get some “advantage” over the GM. We game as a group, so if Teleport makes the game “no fun”, then as a group, we would typically agree it needs to change. Probably, the GM makes that change. So we must add in a high tech nation building cyborgs with laser rifles, I guess. Sure, players do this. Sometimes, it’s modified to fit the game better, other times it adds in as written. I also don’t mind “you write what your character perceived”. Perhaps two players have a mentor in their backstories who seem similar. Making them the same person, and having that only come out in game, works fine for me and the GM does not need my permission to do so. Making the Paladin’s mentor actually a disguised Demon Prince? Not so much. Whether it is just the GM, or the GM and all the other players, who think it a good idea. As an example, I have a character in a pulp game, a riff on Tarzan. He has returned to his native land, and is starting to reclaim his wealth. Aiding him in this is a relative, an uncle I believe. I wrote the uncle in. I also noted he is either sincerely working to aid me, in which case he will likely get in trouble at times and require my assistance (in Hero terms, a dependent NPC) or is actually scheming to retain my rightful wealth (a Hunted in Hero terms). The GM will decide. I don’t know, and the other players don’t know [B]and we don’t need to[/B]. I’m not convinced politics, present day or 200+ years old, is a great analogy for the game table. That looks a lot, to me, like the US finding a new GM. Luckily, we can do so without the need to fight a long and bloody war. Emphasis added. Is this not you, the GM, exerting GM force to override the consequences of the mechanical action resolution system? Let’s toss a wrinkle in. Half of the players say “No, we lost by the rules and the results should stand. Otherwise, the action resolution mechanics are meaningless. None of the characters should survive – if you are willing to override the mechanics, then none of our victories have any meaning whatsoever.” Which half of the players do you favour? Absent GM force, I think everyone has to stay dead, don’t they? Note that I’m not disputing it was a good call, I am saying it is an exertion of GM force to override the action resolution mechanics, which has been called out as “wrong” under Indie play. Same emphasis you have made the determination when and whether they can be raised. I know some players feel easy access to raising cheapens their victories by downgrading the consequences of defeat. Here, GM force could be exercised to enhance or reduce the availability of such options – but either way, GM force is exercised. WHOA THERE – didn’t you just extoll the virtues of 4e encounter math? Why, if it works so well, did you need to introduce additional forces and complications at all? And yes, your choice to introduce more adversaries is GM force, no different from changing the opponents’ hit points in the course of the battle. Do the players get to decide things are going poorly, so therefore the cavalry shows up? If not, how is it equitable that you can decide things go too well and add obstacles? The ENworld community is a good one. I echo your comments. Beyond this, Rule Zero is an essential acknowledgement of different play styles needing different default settings, while the game can have only one. I can’t think of an RPG I’ve played for any length of time that lacks a statement, somewhere, that advises that the rules be changed if they are not contributing to the fun. I don’t believe the GM agreed to give you an “I WIN” button, nor do I believe you intend this to be as strong as it comes across. Would you be happier if he said “OK, roll” looked at the result and said “It fails”? A 20 is not automatic success, so any roll can fail, and the DC can be impacted by oh so many factors. As well, you presumably build a diplomat. But just as the rules set the DC and effects, they also set the rules for use – you need a full minute, and nothing forces him to listen for a full minute (I’d typically allow a check against a hostile attitude to persuade an NPC to listen for a full minute, but I’m overriding the text in doing so, as I should impose a -10 for a full round action only). The rules do indicate “In some situations, this time requirement may greatly increase.” Maybe it requires three months of ongoing persuasion to even GET a roll (obviously not without breaks). Now, I also sympathize with the player who spent character resources on any ability and is never allowed to use it. If this is the standard – diplomacy can never actually achieve anything of significance – then at some point, I’m packing my books too. But that doesn’t mean every problem can be solved with Diplomacy any more than it means they can all be solved with combat. You can tell by the vibe he will not be bribed – he ain’t in the mood to listen. If a single incident of your abilities being unable to succeed is enough that you feel you must quit the game, then I would say good riddance to you, frankly. I get the sense several other poster agree both with that sentiment, and that this is not the message you intended to convey. Agreed – sometimes the right answer to “it should have worked” is “sure looks like it – I wonder why it didn’t.” So, if the fighter said “I want to see the King now, and you are in my way”, then proceeded to exercise his melee skills on the Chamberlain, should that get him an audience with the King as desired, or is this a problem his skills cannot solve? Should he have opportunities to wade into melee? Sure. Does that mean it should be the answer to every challenge? NO – you built a very specialized character, and his specialty will not always be the answer. If all we have on the team is Melee Man and Super Diplomat, they are each useless when the other shines, so the best we can hope for is that each is useless about half the time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top