These are excellent examples. What it does is limit the DM to situations where the bag guys must have access to these resources and know that they need to be used in advance.
Actually saying this "limits the DM" is more than a bit silly.
There is no limitation. Hopefully the DM is actually not planning in a vacuum, they have an idea of pitting the PC against foes that can match the PCs power levels. (Though not always because sometimes its great fun to outclass the PCs and conversely great fun for the PCs to stomp people into dust.) Hopefully they have an idea of what their opponents might be capable of and what the players might do?
You do that in ANY system in ANY RPG, this has little to do with just 3e. I bet you do it with 4e too. If an ancient Red Dragon is still vulnerable to cold and intelligent, you think it might have acquired protection against cold in its centuries old existence? Is that "cheating" because the party mage likes to cast fire spells? Isn't it just common sense on the part of the Dragon?
Seriously, when have you ever played an RPG and not taken into consideration what the abilties and powers of any given PC and monster might be in order to build a challenging scenario? I'm completely baffled here.
Is your contention that 4e requires absolutely no system familiarity or mastery? Really? I'm, well, amazed by the claim.
Knowing to use spells like Misdirection and Mind Blank in advance should be prefunctory for soem adversaries in a highly magical world. When designing an old campaign, the final major plot twist involved the replacement of the High King with a modified Clone. I knew the PCs would most likely (though not necessarily) have powerful magic available when they got to this stage. The individuals that performed the kidnapping were also necessarily a very powerful group with highly accomplished magic users of their own. So with an advesary that had Spellcraft somewhere in the 30's, it should be child's play to recall that you need Mind Blank to thwart the type of diviniations which may be used to locate a missing King. A ring of Mind Blank was gifted to the High King through an inside job. The High King was then Imprisoned (among a laundry list of other security procedures.)
This is no different than planning some sort of Special Ops rendition in a modern RPG game. You don't leave a trail, you don't leave fingerprints, you don't use unencrypted communications, you delete the security camera data, etc. etc. Saying its a DM limitation because in a modern scenario, the players might someday get access to the security cameras and use their super-deluxe-undeleter which is listed right there in the rulebook is silly.
A DM whining that the players LATE game have the super-deluxe-undeleter, the Encryption descrambler, the prototype DNA sniffer that finds things as small as skin cells for evidence which can then be run through some sort of identification database so they solve the abduction in 5 minutes maybe should have read the book first...
If you are referring to a completely free form system where players make up their powers / inventory on the fly and the DM just says "nope, sorry you can't have that" to save their plans, well, ok I surrender to that point.
Can you see now how what Heinsoo was talking about might not have had anything to do with scripting or railroading?
We're both probably at an impass here, which is cool because we don't have to agree. Of course, I have yet to bring up railroading - that's your addition to the debate. People get touchy when you mention that. Scripting yes, I did mention - moving along in some sort of DM comfort bubble. Sure, I've been there, done that but it was like 20 years ago so the memory is a bit foggy I think 4e harkens back to those days and as always, I have to say so I don't offend people, I don't think its a bad thing altogether (especially with others carrying forth the 3e banner), its just not my cup of tea.
He gets that sufficiently skilled DMs can compensate and handle the issue. But a large portion of DMs out there don't want a game like that. They don't want to have to adjust everything they do to compensate for players having an array of easy buttons that they can press to dismiss challenges, remove tension and resolve situations.
There's nothing "easy" about any of it. If done right it is a constant back and forth and exchange between DM and player. I still have yet to see a concrete example of the standard action spell called "I win DnD" even though it seems to be the focus of this debate and how 4e is so much better for killing that idea.
Why does DMing have to be easy and playing has to be difficult? Marketing decision? Don't know.
Having simple ways of making the game fun does not limit DM skill. The fact that I can use a wider array of situations because the players do not have "challenge bypassers" doesn't have anything to do with me growing or not growing as a DM. It just means I have more tools.
Acutally, it explicitly means your players have less tools so your job can be easier. You gain nothing in the equation except an absence of the tools your players once had. Actually, you lose those tools as well as a DM and many of them make awesome plot advancers / hooks, etc.
I don't know how you handle spells and spell like effects in your improvization heavy form of 3.x DMing.
For the most part, I already addressed this. If the players catch my NPCs with their pants down, well, huzzah! I don't curl up like Golum moaning about "my preciousss" I handle odd spells a) by the rules and b) by the story impact - not necessarily in that order. Whatever makes for the best story and the players enjoy most.
Exactly the point. Some DMs don't want to have to be the best at system mastery at the table in order to provide a credible challenge to th players. Some want to concentrate on other priorities.
It's been a bit since I looked at 4e but accounting for 50+ "powers" for each and every class that comes to the table seems like a fair amount of system mastery to handle to create credible challenges. But again, since I haven't played in a while, I can't really say. There may be a magic formula that tells a DM exactly what monsters to pit what combination of players against, I don't know. I'm guessing though to pull it off, the DM is generally the best storyteller and probably close to the best at "System Mastery" at the 4e table as well. I personally rank up there at our table but I do have my special "system mastery cronies" that remind when I've screwed up!
The hobby is starved for lack of DMs. If game system is such that only a small subset of those people are suitable for DMing, then that system is probably not the best for the growth of the hobby. I know locally, it's next to impossible to find DMs for 3.x or Pathfinder, but those wanting to play are numerous. The 4E players on the other hand, have no trouble finding a game.
I comletely agree here. The hobby has always needed more DMs and I can think of many things 4e could have done to draw those people out of the wood work. As mentioned I feel they did some of those things and then they dropped the ball on others IMO, IME, etc. etc. But look what youre saying - there are plenty of players for 3.x or Pathfinder. People still wanting to play 3e and Pathfinder after 4e was released how long ago?? Maybe, just maybe, players still prefer to have the level of decision making 3e gives. The game is a hollow shell without players.
So training people to DM those 3e games sounds like a better option than making an "easy ruleset" for the DM. Or is it best to squlech player options in order to bring forth the crop of DMs that felt alienated by 3e? I can't really answer that, but I'm sure we'd here quite a varied repsonse.
And also even if the DM runs the group from level 1 and then starts hitting these "challenge-bypassers" later on, it doesn't mean that they'll even know they have to prepare for them and compensate. They shouldn't have to be caught in the groin in order to learn they need to do that low front block headbut combo in order to keep going.
Really? What nerf school of combat are we talking about here? A good groin kick teaches you lots of stuff, in a hurry... It's also h-i-larious at times.
Because skill at system mastery doesn't necessarily nothing to do with running an enjoyable game? From running a system that requires it, you may have arrived at a conclusion that there's a 1:1 correlation there, but I assure you that is not the case.
If needing to be the best at the table at system mastery is what qualifies you to DM, then we're going to end up missing out on DMs who's expertise lies more in creative areas, like a sense of the dramatic, the ability to do characterization for multiple NPCs at once, an keen understanding of interpersonal conflict, tension, colour, mood, theme, etc.,.
Ahhh yes, because drama truly does flow like a well-oiled skill challenge?
Youre right, it has nothing to do with System Mastery. It does have to do with knowing the rules of the game you have chosen to play. I'm guessing at any RPG table, the Game Master or DM will be somewhere near the top of the pecking order for system mastery. True, there is not necessrily a 1:1 relationship, but it helps to know what is going on when you are well, adjudicating rules and such.
Except you're assuming so-so DMs = lack of system mastery. That if someone can't handle the hurdles of 3.x, that they must be limited as a DM. When the truth is that the system is likely getting in their way.
Hey, no fair, you and the Heinsoo guy said a sufficiently skilled DM = DM that can react to his players actions no matter how off the wall or challenging (I guess "easy button" is how you put it). I did leap to a conclusion there though that those who can't do that are just so-so. Maybe the really great DMs are those who can't react, I don't know.
Knowing how spells work, spells which your PC's can cast and have access to, has nothing to do with Power Gaming or Min-Maxing or "System Mastery". It has everything to do with knowing beans about the game you are running. Which is important I think. You don't have to be perfect at it, or the best one at the table, but if you have any aspiration of crafting a challenge of any kind in any system, you have to understand the rules. And I'm not even talking about anything outside the SRD (I limit non-SRD material to solve this problem, but these "Win DnD" spells you keep referring to, and their counters, are all in the SRD.)
This. That's what I was talking about when I was saying to just let yourself be the skilled DM Heinsoo was talking about.
Yea! An agreement I think?!?
"Solve Mystery" when a mystery comes up.
If I had time, I'd go back and count the made up "I win DnD" spells you have introduced without providing a single concrete example. I've got to get going though Be gone for a bit, so I won't have a follow up (I'm sure the readers, if there are any left, are cheering at that, heh).
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