Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 3827944" data-attributes="member: 4937"><p>You think that is simple? </p><p></p><p>One of a rogue's 'things' is that they are a trap finder. It is a basic fundamental ability of rogues and without it, it just wouldn't feel like D&D. But the common situation is 'there are no traps'. Maybe one encounter in 10 is a trap. So its entirely possible that several sessions will go by where one of the rogues basic fundamental abilities is useless.</p><p></p><p>One of the cleric's 'things' is 'good against undead'. It is a basic fundamental ability of clerics and without it, it just wouldn't feel like D&D. But the common situation is 'there are no undead'. Sure, you might have a dozen encounters in a row that are with undead, but you could also go for sessions at a time without encountering a single one. So, one of the basic fundamental abilities of cleric's is useless. And that's to say nothing of the fact that a cleric can reasonably want to take 'Extra Turning', the 'Sun Domain' and other things to be extra good against undead. But, if no undead show up, all that is wasted.</p><p></p><p>Conversely, as we've noted, if they do show up then the rogue is going, 'Heh, wait a minute. Now my ability is useless'. And if the traps show up and no rogue, then everyone is going, 'Heh, it's a trap. Almost all of my abilities are useless!'. </p><p></p><p>The more options we give characters during character creation/advancement, the harder it is going to be to insure this doesn't happen. Characters are going to want to play 'Pyromancers', only to meet up with fire elementals that are immune to thier main attacks. Characters are going to want to play demon hunters, only to find no demons to fight for a long time. Characters are going to want to play con artists, only to find no social situations for a long time. Characters are going to want to play masters of the outdoors, only to be stuck in ruins for sessions at a time. Characters are going to want to be sneaky, only to find no outlet for thier sneakiness. And so forth.</p><p></p><p></p><p></p><p>It wouldn't be hard to site similar failures of communication for D&D. A classic example would be everyone shows up with an evil or shady PC and wants a gritty crime game, except for one or two players who wants to play noble Paladins. Or, the DM plans for the PC's to work for an order of Paladins, only everyone shows up with the D&D equivalent of Hannibal Lector. Open ended character creation can always lead to problems. I had one GURPS campaign that fell apart because everyone had showed up with characters that had no heroic motivation and expected me to supply it for them. One character was literally a paranoid recluse whose player expected me to find a reason why he wouldn't be afraid of the other characters. On top of that, several players had created players whose loyalties were at cross purpose to each other. So not only was the group actively try to avoid adventure as a whole, but the individual characters were actively working against each other and trying to avoid each other. Even this might well have worked with extremely active players that were willing to create thier own stories, but they weren't and eventually I grew tired of the problems of story flow.</p><p></p><p>What really gets me about the cited example is that the DM was responcible for creating both the adventure AND the character.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3827944, member: 4937"] You think that is simple? One of a rogue's 'things' is that they are a trap finder. It is a basic fundamental ability of rogues and without it, it just wouldn't feel like D&D. But the common situation is 'there are no traps'. Maybe one encounter in 10 is a trap. So its entirely possible that several sessions will go by where one of the rogues basic fundamental abilities is useless. One of the cleric's 'things' is 'good against undead'. It is a basic fundamental ability of clerics and without it, it just wouldn't feel like D&D. But the common situation is 'there are no undead'. Sure, you might have a dozen encounters in a row that are with undead, but you could also go for sessions at a time without encountering a single one. So, one of the basic fundamental abilities of cleric's is useless. And that's to say nothing of the fact that a cleric can reasonably want to take 'Extra Turning', the 'Sun Domain' and other things to be extra good against undead. But, if no undead show up, all that is wasted. Conversely, as we've noted, if they do show up then the rogue is going, 'Heh, wait a minute. Now my ability is useless'. And if the traps show up and no rogue, then everyone is going, 'Heh, it's a trap. Almost all of my abilities are useless!'. The more options we give characters during character creation/advancement, the harder it is going to be to insure this doesn't happen. Characters are going to want to play 'Pyromancers', only to meet up with fire elementals that are immune to thier main attacks. Characters are going to want to play demon hunters, only to find no demons to fight for a long time. Characters are going to want to play con artists, only to find no social situations for a long time. Characters are going to want to play masters of the outdoors, only to be stuck in ruins for sessions at a time. Characters are going to want to be sneaky, only to find no outlet for thier sneakiness. And so forth. It wouldn't be hard to site similar failures of communication for D&D. A classic example would be everyone shows up with an evil or shady PC and wants a gritty crime game, except for one or two players who wants to play noble Paladins. Or, the DM plans for the PC's to work for an order of Paladins, only everyone shows up with the D&D equivalent of Hannibal Lector. Open ended character creation can always lead to problems. I had one GURPS campaign that fell apart because everyone had showed up with characters that had no heroic motivation and expected me to supply it for them. One character was literally a paranoid recluse whose player expected me to find a reason why he wouldn't be afraid of the other characters. On top of that, several players had created players whose loyalties were at cross purpose to each other. So not only was the group actively try to avoid adventure as a whole, but the individual characters were actively working against each other and trying to avoid each other. Even this might well have worked with extremely active players that were willing to create thier own stories, but they weren't and eventually I grew tired of the problems of story flow. What really gets me about the cited example is that the DM was responcible for creating both the adventure AND the character. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
Top