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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="N'raac" data-source="post: 6236444" data-attributes="member: 6681948"><p>Ahn provides a good explanation. Like mine, it will fall on deaf ears, yet hope springs eternal.</p><p></p><p>It comes from your assertions that the Charmed character will now do pretty much anything you ask. He will not act as a character whose attitude is friendly (not, I note, helpful, but friendly) is described in the rules. Note that only one who is helpful will take risks to help you out – "friendly" will not. You have often harped on the need to follow the rules so we are all playing the same game, but your interpretations rarely fall within a reasonable reading of the rules.</p><p></p><p>What will the charmed Chamberlain <strong>not</strong> do, in your view, which he would do if his attitude were Helpful? After all, Helpful is better than Friendly, so presumably it carries a higher level of assistance.</p><p></p><p>I’d be interested to see how you would play your own character with someone he is "friendly" with when that person asks you to take various actions similar to those you expect of the Chamberlain. </p><p></p><p></p><p></p><p>Once again, it does not prove your point. To me, at least, there is a lot of room between "The Chamberlain cheerfully ushers you in for an immediate audience with the King because you made a die roll or cast a minor spell" and "the players can never succeed at anything, no matter how much effort, resources and/or ingenuity they bring to bear because the GM will just override them into failure".</p><p></p><p>You clearly view any result other than the rules interpreted your way to grant exactly what you want, precisely as you desire it, immediately, to be "adversarial GMing". </p><p></p><p></p><p></p><p>No, you presume that the GM is a jerk instead, and that GMs live for the sole purpose of frustrating players and making their lives miserable. Yet you still game.</p><p></p><p></p><p></p><p>There's also a pretty significant difference between, "Your use of a spell does not result in the instantaneous granting of your every desire" and, "Under no circumstances will the players ever be permitted to succeed at anything, now deal with it". </p><p></p><p>But, judging from this thread, you view them both the same. It does not seem you are capable of perceiving that difference.</p><p></p><p></p><p></p><p>As are yours. That tends to feed on itself.</p><p></p><p></p><p></p><p>In each of your examples, it’s the bastard GM making every effort to make the game an exercise in frustration and futility for the poor, put upon players.</p><p></p><p>IME, it's often the other way around, and very little in this thread has convinced me otherwise. I mean, you've basically spelled it out that the game you want requires all rules to be interpreted (or overridden) to work as you envision them, always very favourable to your goals and objectives, with the GM and any other players just being along for the ride in your game.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6236444, member: 6681948"] Ahn provides a good explanation. Like mine, it will fall on deaf ears, yet hope springs eternal. It comes from your assertions that the Charmed character will now do pretty much anything you ask. He will not act as a character whose attitude is friendly (not, I note, helpful, but friendly) is described in the rules. Note that only one who is helpful will take risks to help you out – "friendly" will not. You have often harped on the need to follow the rules so we are all playing the same game, but your interpretations rarely fall within a reasonable reading of the rules. What will the charmed Chamberlain [B]not[/B] do, in your view, which he would do if his attitude were Helpful? After all, Helpful is better than Friendly, so presumably it carries a higher level of assistance. I’d be interested to see how you would play your own character with someone he is "friendly" with when that person asks you to take various actions similar to those you expect of the Chamberlain. Once again, it does not prove your point. To me, at least, there is a lot of room between "The Chamberlain cheerfully ushers you in for an immediate audience with the King because you made a die roll or cast a minor spell" and "the players can never succeed at anything, no matter how much effort, resources and/or ingenuity they bring to bear because the GM will just override them into failure". You clearly view any result other than the rules interpreted your way to grant exactly what you want, precisely as you desire it, immediately, to be "adversarial GMing". No, you presume that the GM is a jerk instead, and that GMs live for the sole purpose of frustrating players and making their lives miserable. Yet you still game. There's also a pretty significant difference between, "Your use of a spell does not result in the instantaneous granting of your every desire" and, "Under no circumstances will the players ever be permitted to succeed at anything, now deal with it". But, judging from this thread, you view them both the same. It does not seem you are capable of perceiving that difference. As are yours. That tends to feed on itself. In each of your examples, it’s the bastard GM making every effort to make the game an exercise in frustration and futility for the poor, put upon players. IME, it's often the other way around, and very little in this thread has convinced me otherwise. I mean, you've basically spelled it out that the game you want requires all rules to be interpreted (or overridden) to work as you envision them, always very favourable to your goals and objectives, with the GM and any other players just being along for the ride in your game. [/QUOTE]
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