Lightly-armored, greatsword-wielding human fighter

What this reinforces to me is that DMs need to be relaitively clear up front with what type of campaign they are running, and have some discussions about what types of characters will fit and not fit into the game, before a player joins or begins play. Anything the Dm allows should generally be usable.

At the same time, players need to understand that one player cannot always be the star, and always be optimal, if everyone is going to get a chance to have fun. Sometimes the party will face undead, so the rogue better suck it up so the cleric can shine. Sometimes, they'll need to sneak into the enemy camp, so the rogue and ranger will be the stars and the heavily armored fighter and the cleric may have to sit on the sidelines a little while.

D&D is a team sport!
 

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People complain about the undead and construct dungeons
but where else do you find a trap in every room? IMG traps are are, and rogues should focus more on stealth and social skills. There will inevitably be some adventure focusing on the rogues relationship with either the law or a powerful guild, probably one that will spill over and effect the other players as well

I'll tell my players straight up that I don't use a lot of dungeon-delving, and so traps aren't extremely common IMCs. So if they want to make a trap-focused character, they need to talk to me. If they seem really excited about it, I might flex my GM muscle and throw more traps the party's way. If I'm going to be prepping adventures on borrowed time, I'll just say that they're free to spend the points, but it's not going to be that useful.

D&D is a team sport!

I'm reminded of a food analogy. Getting together to play D&D is like ordering a pizza. One guy holds the phone and makes the call and tells the pizza joint what everyone is going to want. This guy is the DM -- he's got the final say on what everyone gets. My own view is that the DM should try to please as many people as possible, but, ultimately, he is assured of getting what he wants.

Some see D&D more like baking a tray of cookies. One guy makes the cookies and people either take them or don't. He's not going to bake brownies just because some people don't want his cookies.
 

Imret said:
As far as the magic issue Nac mentioned that you weren't clear on, let me see if I can capture the essence of it.

You're invited to play in a new campaign, and you lovingly craft an interesting wizard, whose character is somewhat wrapped up in his ability to use magic. This is fair, he's a wizard. You've got your typical spells worked out, some flavor changes to the appearance of a couple spells you want to check with the DM, and all in all a PC you really want to play, to contribute to the team. Then, the DM reads a setting intro that starts with "For two hundred years the Great Dragons of Oogada have locked magic away from the world..."

You've got every right to be choked, and I've seen it happen.
Absolutely - it's incumbent on the GM to give the players some idea of what the world is like before character generation begins, if for no other reason than to give the players an opportunity to tie their characters' backgrounds into the game-world. However, that may include the example I presented above: mountain peaks and dark caverns, cloud castles and ocean deeps, and so on and so on - in other words, if you create a character optimized for fighting in heavy armor and you encounter a situation where heavy armor isn't optimal, save your griping 'cause I aint interested in hearing it. The life of an adventurer is supposed to be hard - not impossible, not always stacked against you, but genuinely difficult much of the time. That's why you get paid the big, big bucks.

Optimizing a character to do one thing really well, and then expecting most everything you encounter to play to that strength, is boring as :):):):) to me, and in the games I run, it will get you killed or maimed, or sometimes leave you whining on the shore while everyone else goes after the fortune and glory.
Imret said:
However, with all that said, telling a player "Well, I know you're gonna be absolutely no help in this series of adventures because it's the antithesis of the situation you shine in, but stuff it and get on board with my plan or you can just sit there for the rest of the session/we'll call you when they get back" is a little...unfun.
Remember, it's not my plan: it's the players. I present the situation, and leave it to them to figure out how to handle it. When a player creates a character that is gimped by being overly specialized or because of some 'charming personality quirk' that in fact steals the thunder of the rest of the party, that's disruptive IMHO - it means the rest of the party is left holding the bag because the knight in shining armor is too much of a pantywaist to get on a :):):):)ing boat, or because a player decided on some eccentricity that brings the game to a screeching halt.
Imret said:
Some of this does fall to the players...if they say "To hell with you, we're going to the undersea city" and leave the embermage on land, they deserve to be torn to shreds by whatever's down there. If they pool their cash and buy him a wand of 3rd-level magic missile so he can contribute, well, that's a party I'd like to join.
Not some - all of it is on the players to adapt to the circumstances with which their characters are faced, rather than expect the world to serve up encounters tailored to their abilities.

In my humble opinion.

Is that 'unfun?' Maybe for some players. They're welcome to look for a different GM - my experience tells me their seat at the table won't grow cold.
Cintra said:
And I think a couple of the responses you've gotten have been because a couple of people are reading your comments with an assumption already made that you're "min-maxing" - so they're reading into your examples something that I don't think is there.
And how exactly would you interpret something like, "If I am a full plate kind of warrior, I am not goign to accept a job sailing the seven seas hunting down pirates, I will step aside for the faster more lightly amred adventurers, or ask for a crap load of cash to re-buy my gear that more appropriate," or "I dont tihnk so, so if I am on the wrong job, I quit it, and get a character more suitable to the task," or "Many poeple can design adpative characters, but a lot of us do put a focus somewhere, you have the choice of being Jack of all trades, master of none, or having a viable use in a party," or my favorite so far, "And as for min maxing, what are you expecting in D&D?"

Seems pretty explicit to me. What am I missing here?

Cintra said:
Shaman - Nac's use of "campaign" isn't referring to a single adventure, even one that lasts several sessions. It refers to the entire career of this character. If the GM creates Waterworld, and never intends to have the PCs be anywhere other than on ships and floating raft-towns, then having a character who is afraid of water would be actively crippling for the entire campaign. If the DM plans to have 90% of the encounters and activities the PCs face involve undead, then a rogue is pretty much useless.
While I don't necessarily agree that a rogue is "useless" in that circumstance, I agree with what you're saying - in fact, I agreed without several hours ago, too.

The GM should let the players know in advance what the game-world is like. Got it. You've achieved buy-in. Let's move on.
Cintra said:
And it isn't min-maxing or power-gaming to want to have a character that can contribute to the team and accomplish something.
I agree that characters should be effective in order to pull their share of the party's load - again, no disagreement.

What I take exception to is the repeated suggestion that if a...hrrrmmm...let's call it a "series of adventures" to make sure that there's no confusion regarding terminology...if a series of adventures includes elements for which a character is not 100% optimized, or is gimped by poor roleplaying choices, then the player should be able to (1) bring in another character or (2) bow out of the adventure because, "S/he wouldn't do that."

To me, in my experience with players like this over the years (a mercifully small number, thank goodness), this is just selfish behavior that disrupts play while everyone caters to this one player's idea of not only how his character should be played, but how the rest of the party should choose what adventures to pursue and how the game-world is supposed to work.

That is, again, disruptive, IMHO.
Nac_Mac_Feegle said:
Why is my playing a half orc afraid of water being dsiruptive, if I dont kne before hand its a high seas adventure? If I knew I owuld choose something a little more playable, but again, you seem to see it as MY fault I didnt know somethign that was unknowable.

I as a PC, expect to run into water during characters career, therefore what is disruptive about Hydrophobia? its just a roleplaying angle, completely innapropriate to a high seas adventure granted, which is why a hydrophobe would not be in one. I fail to see how thats me being desruptive.
Go back and reread the sentence I highlighted.

This "roleplaying angle" can bring the entire game to an abrupt stop. In the course of exploring the tomb of a long-dead king, the characters find a map leading to a shipwreck off a tropical island - the map alludes the fabulous wealth in the ship's hold. After leaving the tomb, the rest of the characters decide to hire a ship and head for the island.

And at that point, you say, "No, my character won't do that."

Your "roleplaying angle" in this case becomes an obstacle to the other players and the gamemaster. It's a selfish choice, IMHO.

It's one thing to say, "My character doesn't like water, will avoid it if he can, and will complain about it quite a bit if he can't" - it's another thing entirely if you use this aspect of the character's personality to bring the game to a crashing halt.
Nac_Mac_Feegle said:
And as for min maxing, what are you expecting in D&D?
What I read in your posts, over and over again, is not minmaxing to create an effective character, but rather minmaxing to play a character that is good in one dimension and refuses to participate in an adventure in that doesn't cater to that strength.
Nac_Mac_Feegle said:
A warrior hits things, he doesnt get a lot of skills, but he can use every martial weapon and every armour, so you play to your strengths, is that min maxing?...

A rogue/assassin is a natural progresion of a class, is that min/maxing?...

I dont want to come across as a powergamer, but the game has classes, and most poeple play to those classes strengths, and this idea thats to utelise a class strength is min/maxing is ludicrous in the extreme.
Please forgive my trimming the excess from your quotes above.

I hope by now I've made clear that what I'm talking about has nothing to do with playing to class strengths, but rather gimping the party and being a royal pain in the ass to the GM.
 
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Not some - all of it is on the players to adapt to the circumstances with which their characters are faced, rather than expect the world to serve up encounters tailored to their abilities.

I don't think this declaration is as universal as The Shaman makes it out to be. In his gaming group, this is the way it goes. Mine, to provide a counterpoint, is much more organic and flexible at deep, important levels. It's about 50/50. I don't want a character demanding a jester in a serious campaign, and I wouldn't run a diplomatic style of campaign with a party of low-Cha barbarian wilderness types.

What I take exception to is the repeated suggestion that if a...hrrrmmm...let's call it a "series of adventures" to make sure that there's no confusion regarding terminology...if a series of adventures includes elements for which a character is not 100% optimized, or is gimped by poor roleplaying choices, then the player should be able to (1) bring in another character or (2) bow out of the adventure because, "S/he wouldn't do that."

I don't see anyone really demanding that their characters be 100% optimized, just effective over the course. The original post seemed irate that his choices were always gimped by disruptive DMing that didn't warn him and ended up hurting his enjoyment. The idea of being constantly attacked in surprise if your character concept uses heavy armor, for instance. He thought he could have some fun standing in the front row and having creatures miss him. Turns out he doesn't get to have fun because of the design of the campaign. That's more than not being 100% optimized -- that's being completely gimped. That's not even a roleplaying choice, it's a mechanics choice, a choice of class and equipment, and it's screwed over. Like the wizard who constantly has his spellbook stolen.

If a DM doesn't warn a player and isn't going to change the plan for the night, I don't see why bringing along another adventurer or bowing out is a bad choice. That's saying "Hey, obviously the character I created won't be fun, I didn't understand what the world was going to be like, let me make a new, more effective character." Heck, if it happened often, I wouldn't blame a player for walking out on the game -- obviously the DM has some issues with designing a good challenge.
 

Before my rant, let me chime in and say that any DM who doesn't give the players any forethought when preapring to run an adventure should think twice about why they've chosen to DM. I mean, if I made a platemail-wearing warrior and knew that I had to go on a boat, I would simply a) not wear my armor, opting for something lighter or b) wear it anyway and only go on deck when I had to. :p If I'm a Rogue and I'm faced with a non-stop barrage of undead, I'll take points in Use Magic Device and fight from afar, or try some other inventive ideas. I would appreciate knowing this stuff ahead of time, but the onus falls on the DM to advise the players what he would like to see in his world. If that's not what the players had in mind, the DM can either kowtow to the player majority and run something else, or find a new gaming group. Again, the onus is on the DM.

To wit...

[RANT]

It boggles my mind why people think Rogues become somehow *useless* when faced with undead.

It has always been my opinion that the Rogue class, practically by default, is expected to be the most "inventive" class when the chips are down. They're survivors.

Now, I can see why some players would be miffed that their precious sneak attack doesn't work on undead. Well, do you know what does?

* holy water
* flaming oil
* acid
* tanglefoot bags
* flanking
* fighting defensively
* magic arrows (and weapons in general)

Constructs are a slightly differerent matter, as they tend to be nearly (if not completely) immune to most special attacks. But... if you're going to play a flitty swashbucker with a rapier and buckler, USE your agility to the best of your ability.

And, let's not forget that Rogues get 8 skill points per level. Surely it doesn't have to be the case that your Rogue isn't optimized for undead slaying and therefore you must roll a new character? Isn't that what Use Magic Device is for? How about Search? Spot? You can disarm traps; why not make some? I realize it's hard to do when the undead just *appear*, but isn't that why you should be scouting ahead with your Move Silently skill?

Sorry for the rant, but it just bugs me that some people see Rogues only as extra damage machines. If you want extra damage, play a Fighter. If you want PANACHE, play a Rogue. :)

[/RANT]
 
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* holy water
* flaming oil
* acid
* tanglefoot bags
* flanking
* fighting defensively
* magic arrows (and weapons in general)

Yeah, but ANYONE can do that. The rogue isn't really contributing extra. The wizard can use energy magic for mass destruction. The fighter can consistantly hit with a vareity of weapons. The cleric can turn them and wound them with spells. The rogue? Well, he can throw holy water with less accuracy than the Fighter.

That's not really contributing, that's just kind of standing there while everyone else gets to shine.

Sorry for the rant, but it just bugs me that some people see Rogues only as extra damage machines.

In a campaign overflowing with undead, what are they giving to the party that no other member can give? Or would the party be better served by, say, a second cleric? Or a second fighter? Or a bard?

It's understandable that, if 90% of your enemies are undead, a rogue will feel terribly jilted. All he can do is the exact same thing that any expert with half a brain can do. Why is he blowing levels (and rescources) getting sneak attacks that won't help him?
 

Kamikaze Midget said:
Yeah, but ANYONE can do that. The rogue isn't really contributing extra. The wizard can use energy magic for mass destruction. The fighter can consistantly hit with a vareity of weapons. The cleric can turn them and wound them with spells. The rogue? Well, he can throw holy water with less accuracy than the Fighter.

Anyone CAN do that, but everyone else in your example is busy doing other things. What happens if your low-Will-save Fighter gets held? Or the cleric fails to turn? The mage runs out of spells? The Rogue is still the Rogue. :) If the Rogue has a high Dex, wouldn't he throw with the same accuracy as a low-Dex-but-high-BAB Fighter? That aside...

That's not really contributing, that's just kind of standing there while everyone else gets to shine.

And in this instance, that is the case. But again, the onus must fall on the DM to provide a balanced series of encounters where every character can shine.

In a campaign overflowing with undead, what are they giving to the party that no other member can give? Or would the party be better served by, say, a second cleric? Or a second fighter? Or a bard?

In that instance, the Rogue would be at a disadvantage. I have seen (or at least heard of) one feat or PrC that allows sneak attacks to work on undead. And Rogues have more uses in an adventure than just fighting undead, so long as the DM has done his homework.

It's understandable that, if 90% of your enemies are undead, a rogue will feel terribly jilted. All he can do is the exact same thing that any expert with half a brain can do. Why is he blowing levels (and rescources) getting sneak attacks that won't help him?

There's always multiclassing. :) And if a player really loves his/her character concept, it shouldn't matter what s/he's fighting. S/he'll find a way to be useful. :)
 

And in this instance, that is the case. But again, the onus must fall on the DM to provide a balanced series of encounters where every character can shine.

We're in agreement. I just think that as it relates to this thread, the point is being made that some DMs don't do that. Or expect the rogue to change, adapt, and suffer for their descision to be a rogue. Or consider it an appropriate challenge.

Normally, yes, I'd agree, a rogue who meets a troupe of skeletons shouldn't give up and go home. Same with a wizard who meets something with SR, a fighter who meets something with DR, or a cleric who meets something with dispel magic.
 

The Shaman said:
Often?

Are there really that many clueless GMs out there?

4 of the last 5 games I've played in. Mind you, with two of these situations I discussed my character with the GM in advance and had the character concept recieved with approval and enthusiasm. I did this exactly to avoid the aforementioned problem. As you can tell, it didn't work.
 

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