Mearls on Balance in D&D

Voadam said:
Sorry Klaus, but from the rule you quoted, when a PC uses knowledge to ask "do I find a secret scroll case in the bedpost?" The DC does not get lowered by 10, the character gets only a +2 circumstance bonus on his search check for favorable conditions. :)
Two things:

1 - I was pointing out that the rules *do* reward players who ask specific questions.

2 - The example I gave was merely *my* stance.
 

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Aaron L said:
Not really anything is protection against a bad DM. But more comprehensive rules are very nice for a DM who has his heart in the right place but isn't really very masterful at it (which category I place myself in.)

A DM who "isn't very masterful at it" probably hasn't mastered the rules of the game yet either. Thus, I still don't see the benefit of a comprehensive ruleset (either the players will spend much of the game teaching the inexperienced DM, or the rules will be disregarded in favor of "common sense" anyway).

If someone has their heart in the right place and is simply inexperienced I find it's actually far, far easier for them to do a good job in a system where much of the adjudication is handled by telling them they are the final arbiter and they should make decisions based on what makes sense and what seems like the most fun for the group than with a system that tries to provide a detailed rule for every situation. Inexperienced DMs tend to experience vapor-lock with the latter systems, making everyone miserable.

All that said, my original point still stands that a comprehensive set of rules is no protection against a DM with a bad attitude, so phindar's critiques still don't hold much water with me.
 

Ourph said:
A DM who "isn't very masterful at it" probably hasn't mastered the rules of the game yet either. Thus, I still don't see the benefit of a comprehensive ruleset (either the players will spend much of the game teaching the inexperienced DM, or the rules will be disregarded in favor of "common sense" anyway).

Not true at all. A person can be a player for years, know the ins and outs of the system and its rules, and then one day he decides he wants to run a game for his group. He knows how to play, and he knows what a good DM does because he's experienced it. But that doesn't mean he knows how to DM, which includes adjudication of rules he has only been on the other end of until now. A good, comprehensive rules set will help him decide when to use certain rules and how to apply them.
 

Reynard said:
A good, comprehensive rules set will help him decide when to use certain rules and how to apply them.

I'm sorry I just don't buy that. I've seen these situations before from both sides of the issue (i.e. - new DMs using AD&D, Classic D&D and 3e) and I've never seen a case where a good DM would have been turned into a poor one by using another ruleset, or conversely, a poor DM turned into a good one.

I have seen several cases where inexperienced DMs probably would have had an easier and more enjoyable time running the game for their first couple of sessions using a less comprehensive and complex rule system than D&D 3.5, but the good ones still managed to run a good game that people enjoyed (often by specifically ignoring the comprehensivness of the rules and simply making good judgement calls and talking things out with the players in non-combat situations).

I think, on paper, the argument that comprehensive rules leads to better average DMing ability looks good and I bought into it at one time, but after seeing it in practice several times I can honestly say that I see no evidence to support that theory. In my experience, the greatest determinant of a DM's ability to run a good game is inherent within the person (their creativity, attitude, sense of fair play, sense of fun, organizational skills, communication skills, etc.). The rules system used makes almost no difference.
 
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Maggan said:
http://www.rpg.net/news+reviews/reviews/rev_1250.html

That's probably the one.

EDIT: I read it, and while it is agressive and insulting at times I think the issues raised by Mearls are relevant. If someone would release a module such as Keep on the Borderlands today, it would not be as well received as the original. That said, it doesn't read well as a review, it's more of a rant, and probably was written to be a humorous take on the Keep.

It's funny... I tended to remember KotB pretty much as Mike reviewed it, a totally nonsensical hack-and-slash-fest. Heck, we didn't even bother spending time at the Keep, and always went straight to the Caves for the killin' and lootin'.

I read it again last year for the first time in a LONG time, and I was surprised by how much internal consistency there is in the module. Still straining credulity, of course, but it's not DMG-random-dungeon weird. Spread out the geography and it would probably work just fine (although part of the point was to have a variety of killable opponents in a small area).
 

Mallus said:
Suppose a player is allowed to use an INT check to determine if they solve a dragon's riddle. Whatever the outcome, it's certain that the player doesn't derive any enjoyment from the act of solving the riddle, because they don't actually solve it. Which is bad if they like riddles.

The biggest difference between this, and rolling for diplomacy, bluff, attacks, saves, etc, is that a riddle has a right or wrong answer. If you answer correctly, you answer correctly, with little room for DM asshattery. The same cannot be said for many other situations. Thus I prefer some type of rule for resolving actions with no automatic right or wrong answer.
 
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Mallus said:
If a guy playing a dumb-as-mineral-deficient-dirt barbarian is enjoying solving a puzzle, or suavely sweet-talking information out of a noblewoman, or devising a brilliant strategy to overthrow the correct king, I'm not going to discourage them. When you've got an engaged, actively participating player is not the time to enforce some standard of character 'realism', IMHO...

And the adventure is always, ultimately, about the player, since they're the ones making the decisions. To what extent a player likes to pretend their not in control and making choices 'in-character' is up to each individual player, but what it amounts to is a game you're playing with yourself.

See, that there is the core of the argument. People who advocate chucking interaction skills, search skills, and everything but the combat resolution rules should also chuck Intelligence, Wisdom, and Charisma as attributes. What prevents a player in your game from putting all his stat points into the physical attributes (maybe some for WIS for that WILL save) and just "roleplaying" away his mental deficiencies?

"Roleplaying" means playing your 8 INT half-orc barbarian as if he were sub-average intelligence, even if you're a medical student (or doctor) with a 160 IQ. It doesn't mean entertainingly coming up with the "right answer" to a puzzle because "you're so smart." Divorcing your own mental abilities from your character's is a daunting task (playing dumber, more clueless or more borish than you are). However, it's not as daunting as playing smarter, more cunning, or more charismatic than you actually are. The former is difficult, but the latter is pretty much impossible.

The only fair solution is to make the player's stats the same as the character's. Otherwise, you've chucked the system balance out the window. Under this theory, you should replace INT, WIS, and CHA with Perception, Willpower, and Magical Aptitude. This is because trying to model reasoning, memory (except for in-game knowledge), cunning or persuasiveness is pointless in this approach, as the player supplies all those things directly.

That's a potentially interesting game, but it ain't D&D.

PirateCat said:
I agree. Anyone can swing on a chandelier - until rules are put in that detail what's required, at which point only the characters who are qualified can swing on the chandelier.

I usually agree with you completely PirateCat, but not this time.

While it's true that anyone can swing on a chandelier in a rules-light system, how often does it actually happen? In my experience, you need a player who decides to do it for no defined reason and no certain benefit, and a DM who encourages and rewards the player for his clever action.

A DM who treats it like a regular attack will quickly find all but the most determined players not bothering, because it doesn't DO anything. A DM who penalizes the player for the attempt but doesn't offer a commensurate reward will also discourage the behavior. As a player, I'm more inclined to do something that I know will work rather than risk wasting actions on something that might gain me nothing.

I agree with the notion that stunts and challenges should be better codified in D&D, with feats representing those characters with special training in doing it well. That seems totally fair to me. Of course, that means rewriting large parts of the system from scratch. Like Mearls did (quite successfully, magic aside, IMO) with Iron Heroes.

MerricB said:
Greg K said:
Things like throw sand in the eyes, stun an opponent, disable a limb, inflict ability score penalties- all without needing a feat.


Ah... you mean cast spells. All without training.

Well, put another way, mages get to do it better and more reliably. Their spells become like feats - special ways of accomplishing interesting effects.

As an aside, I find it odd that the magic-user lovers want to be the only ones able to do anything interesting in combat. From my perception, Gary is one, btw. Which is why only magic-users got anything more interesting to do than "whack the other guy" in the early versions of the game. Which is probably also where the perception of wizards as the class for "experienced players" comes in.

This will probably generate a storm of controversy...oh well.
 


JohnSnow said:
See, that there is the core of the argument. People who advocate chucking interaction skills, search skills, and everything but the combat resolution rules should also chuck Intelligence, Wisdom, and Charisma as attributes. What prevents a player in your game from putting all his stat points into the physical attributes (maybe some for WIS for that WILL save) and just "roleplaying" away his mental deficiencies?

Bonus spells, skill points, Will saves, Spot and Listen checks, Leadership scores? Those stats have lots of in-game effects without forcing them to define the personality of the character.

"Roleplaying" means playing your 8 INT half-orc barbarian as if he were sub-average intelligence, even if you're a medical student (or doctor) with a 160 IQ.

"Roleplaying" means a lot of things to a lot of people. To me, the above doesn't necessarily have anything to do with "roleplaying". IMHO, verisimilitude takes a back seat to fun every time.
 

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