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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="sheadunne" data-source="post: 6238253" data-attributes="member: 27570"><p>Teleport is a particular problem spell because it doesn't have a roll for success, unlike a lot of other spells (saves, attack rolls, etc). It has a narrative mechanic that relies on narrative balance to determine success (which is why I have said that you're not running it wrong, it's the mechanic used to balance the spell). I would like to see either a skill check or saving throw (for the location) determine success, not a fixed percentile roll that's based on information not actual possible to prove since the language is subjective to whatever the DM determines (i.e. narrative balance). When I run teleport in my PF games it's a Knowledge check (Geography usually, but I allow other knowledge skill to be used as appropriate, such as religion to teleport to the temple) to determine what level of knowledge the character has with the location. Casting divination spells gives a bonus to that roll. This is a band-aid for the spell. For the most part I have absolutely no problem with using teleport to go where the PCs want. It has no impact on my games at all. </p><p></p><p>Keep in mind that I don't play indie games (for the most part, with the exception of one-shots and the like, although I like many aspects of individual games like the skill system in Cortex). Nor is my play style similar to [MENTION=42582]pemerton[/MENTION]. I prefer story over gonzo. For example, to use superhero movies as an example, my play style is more similar to "unbreakable" than to "the avengers." I find indie style play leans more towards "the avengers." That said, there are elements in that play style that facilitate interaction much better than other models and I can adapt those models to fit my play style.</p><p></p><p></p><p></p><p>I have no interest in the fighter/rogue or any other martial mimicking teleport. I don't think anyone is (although I think in 4e that a fighter could learn the ritual for teleport, I'm not sure though since I don't play it and my knowledge of the system is limited). However, I have no problem with the fighter and rogue having abilities that represent narrative abilities of fictional characters. Say a rogue that has abilities similar to Patrick Jane on the "mentalist."</p><p></p><p></p><p></p><p>I think this is more geared toward [MENTION=22779]Hussar[/MENTION] or [MENTION=42582]pemerton[/MENTION] than myself, as I don't use "say yes or roll the dice," as the mechanics in 3x/PF don't provide the necessary resources for it (there are plenty of abilities that don't have anything to roll, see teleport above). And it's still more authoritarian than I like when I run my games. "Say yes" means the DM is still granting permission. I use something more like "Say no and roll the dice," which any player can use to see dice on the table. But again, 3x/PF doesn't have the necessary mechanical support to make it easy to use.</p><p></p><p>The problem with diplomacy and the charm spells is that they don't provide a "good" means of determining success. Fixed DCs (with the narrative capacity of the DM to raise the number) aren't particularly good mechanics in my opinion. I don't have a particularly better system (I'm examining the skill challenge method as a possibility, but I'm not entirely convinced it's any better for my preference). I'm not a fan of one roll to determine all, nor am I particularly interested in prolonged dice rolling. I think I'm looking for something in-between. But I do think the 3x/PF social mechanics are weak and need some serious thought revision. Until that happens, I don't tend to use the mechanics against players (including charm person, dominate, etc), nor do I have many players that are interested in using the spells themselves, for much the same reason.</p></blockquote><p></p>
[QUOTE="sheadunne, post: 6238253, member: 27570"] Teleport is a particular problem spell because it doesn't have a roll for success, unlike a lot of other spells (saves, attack rolls, etc). It has a narrative mechanic that relies on narrative balance to determine success (which is why I have said that you're not running it wrong, it's the mechanic used to balance the spell). I would like to see either a skill check or saving throw (for the location) determine success, not a fixed percentile roll that's based on information not actual possible to prove since the language is subjective to whatever the DM determines (i.e. narrative balance). When I run teleport in my PF games it's a Knowledge check (Geography usually, but I allow other knowledge skill to be used as appropriate, such as religion to teleport to the temple) to determine what level of knowledge the character has with the location. Casting divination spells gives a bonus to that roll. This is a band-aid for the spell. For the most part I have absolutely no problem with using teleport to go where the PCs want. It has no impact on my games at all. Keep in mind that I don't play indie games (for the most part, with the exception of one-shots and the like, although I like many aspects of individual games like the skill system in Cortex). Nor is my play style similar to [MENTION=42582]pemerton[/MENTION]. I prefer story over gonzo. For example, to use superhero movies as an example, my play style is more similar to "unbreakable" than to "the avengers." I find indie style play leans more towards "the avengers." That said, there are elements in that play style that facilitate interaction much better than other models and I can adapt those models to fit my play style. I have no interest in the fighter/rogue or any other martial mimicking teleport. I don't think anyone is (although I think in 4e that a fighter could learn the ritual for teleport, I'm not sure though since I don't play it and my knowledge of the system is limited). However, I have no problem with the fighter and rogue having abilities that represent narrative abilities of fictional characters. Say a rogue that has abilities similar to Patrick Jane on the "mentalist." I think this is more geared toward [MENTION=22779]Hussar[/MENTION] or [MENTION=42582]pemerton[/MENTION] than myself, as I don't use "say yes or roll the dice," as the mechanics in 3x/PF don't provide the necessary resources for it (there are plenty of abilities that don't have anything to roll, see teleport above). And it's still more authoritarian than I like when I run my games. "Say yes" means the DM is still granting permission. I use something more like "Say no and roll the dice," which any player can use to see dice on the table. But again, 3x/PF doesn't have the necessary mechanical support to make it easy to use. The problem with diplomacy and the charm spells is that they don't provide a "good" means of determining success. Fixed DCs (with the narrative capacity of the DM to raise the number) aren't particularly good mechanics in my opinion. I don't have a particularly better system (I'm examining the skill challenge method as a possibility, but I'm not entirely convinced it's any better for my preference). I'm not a fan of one roll to determine all, nor am I particularly interested in prolonged dice rolling. I think I'm looking for something in-between. But I do think the 3x/PF social mechanics are weak and need some serious thought revision. Until that happens, I don't tend to use the mechanics against players (including charm person, dominate, etc), nor do I have many players that are interested in using the spells themselves, for much the same reason. [/QUOTE]
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