Argyle King
Legend
Is the issue any PvP or incidental PvP?
Very few RPGs, if any, can cope with accidental or incidental PvP, which is harder to cope with than pre--declared PvP. I feel it needs to be known beforehand to all players if PvP is acceptable or expected, and what the limits are. It makes a great difference to what classes are viable and the desirability or otherwise of various build options, and it can be very constraining, as a lot of options valid in a normal game aren't as viable.
I don't understand the allusion to GURPS as better supporting accidental PvP. Gurps PCs can have no combat skills above default, and first strike is very powerful in Gurps. A Spec Ops gurps PC could easily take out a bunch of equal pointed non-combatant PCs with very little risk.
I find the potential of PvP far more effective than the actuality. Tension between PCs can work very well, the actuality of PvP combat not so much, the latter tending to resentment and a series of retaliatory PC murders, especially amongst younger players.
The issue isn't really PvP at all. The issue is that the way PCs interact with the world is -at the same time- very different from how non-PCs interact with the world, and -on top of that- it also seems to be that they are very different from each other.
Yes, you are right, you might have zero combat skill in GURPS, and -quite obviously- you will be easily murdered by someone who is optimized for combat. However, the game isn't built to assume one method of conflict resolution is the primary method. The silver tongued bard with no combat skill can still contribute because multiple pillars are supported, and, not only can I try other methods of conflict resolution, but the system also makes an attempt to reward me for doing so. That's actually getting off topic, but you had questioned why I mentioned the game, so I felt inclined to answer. As far as straight combat, if I'm fighting a NPC warrior, the world works in a certain way. If I'm having a conflict with a PC, the world still works the same way. The assumptions of the entire world don't suddenly change drastically simply because I have a different target.
It seems as though I'm having trouble conveying the problem I have, so I'll try to break it down. While this discussion is about 5th, I do continue to use D&D 4E as an example because part of the problem I'm having with 5th right now is something that I think was visible in 4th and is easier to explain using 4th as an example. So, with that in mind, let's say we have three different sets of math: PC Math, non-PC Math, and World Math. 4E would look something like this:
4E PC Math................. 4E World Math................... 4E non-PC Math
To explain: Neither PC Math nor non-PC math matches up with the World Math. There were (and still are when I play the game) situations where the PCs can generate numbers which quite literally break the game world because of their damage output capabilities and etc being compared to the numbers used to build the world. That by itself isn't necessarily problematic. It's different than the style I general prefer, but it seems narratively appropriate for the style of game, so ok. The problem came when I started to realize that non-PC Math didn't match up with the World Math either, but it was on the opposite side of the scale; monsters which the game world and fluff said were feared creatures and terrors to behold had virtually zero chance of ever breaking out of even a simple item like dimensional shackles. PC's could break the world; meanwhile, the skills of their counterparts were so poor as to be shackled by the world and struggle to even do mundane things. I'm perfectly fine with the idea that the two sides of the game are built differently, but, surely, they can be built differently with a mind toward a more similar numeric interaction with the World Math.
So now, even though I feel this has little to do with my view, I will answer a quick question about GURPS because I assume it will (or would have) come up in response to what I've said thus far if I do not address it. Surely, the question will be asked, "but you build everything in GURPS, right?" Quite simply, no; no I don't. For the vast majority of things, I don't at all worry about character points when GMing. I create what I want to create without much of any mind paid toward building things the same way PCs are built. In that regard, I'd say my background with D&D 4th Edition vastly helped me to grasp how to run a GURPS 4E game without going insane. D&D taught me that I may not need to know everything for a non-PC that I need to know for a PC. However, the difference is that I can look at the world math when running one of my GURPS campaigns and still have an idea about how my creation will interact with both the PCs and the World Math. In spite of me using different methods of creating PC elements and non-PC elements, they still interact with the game world math in a commonly shared way. To give a better idea, I can fit most of what I need to know about several non-PCs on an index card; I don't in any way feel required to build everything brick by brick. I can do that -which is very different from the rules for making a PC- and not worry about whether a monster or super villain or town guard or whatever will for some arbitrary meta-game reason of different maths have to fear that Dark Shroud, the merciless super villain, will struggled to break down a simple door or some other mundane task while the PCs are sneezing and accidentally blowing holes in the world with at-will powers. (Though to be fair, if I really wanted that as some sort of comedic campaign premise, I could use the tools provided to build it.)
Now, back to D&D; fast forward to 5th Edition. The monsters still, quite frankly, seem to suck. Yes, I am aware these are playtest versions. Yes, I am aware that (supposedly) the math for creatures in the full version of the game will be different. Well, ok... but that still doesn't change that the non-PCs seem to be operating on a completely different scale than PC elements. Which is strange because I would generally assume that "bounded accuracy" would cause a bit more normalcy among the various math sets of the game. On top of that, the PCs are now also operating on different scales from each other. How it's different (to me) in D&D 5th as opposed to say a 500 Point GURPS accountant losing in combat to a 100 point warrior is for many reasons:
1) The 500 point accountant is forgoing combat ability and instead purchasing non-combat abilities. What is the D&D 5th Edition dual-wielding barbarian giving up when compared to the monk or -to use an example taken right from my original post- when compared to just the regular ole cliche barbarian using a big honkin' weapon? I'm not talking perfect balance here. If one character has less combat ability, but makes up for it by being better elsewhere, I'm not as bothered by it, but that is not (as far as I can tell in actual play) the case. Even worse is that I'm comparing two characters who have the same combat role when I watch one completely murder the other... not because of tactical choices or better weapons or better equipments or anything like that, but because one choice appears to be clearly better than the other choice.
2) I mentioned above that I'm ok with a character being less capable in straight combat if they make up for it other ways. Well, that is true to an extent. It's true if the methods of problem resolution are not weighted. What do I mean by that? Well, quite simply, if the game assumes that one method of problem resolution (i.e. combat) is the primary method, and the game also supports that method more than other methods then I argue that it's not an equal exchange to give up combat ability for something that benefits me in other pillars of play. If I'm playing a game where combat abilities are best 75% of the time and other things are best 25% of the time, then two characters who have spent equal effort to excel in their areas -one in combat; one in something else- are not honestly equal because the choices are weighted. If I'm playing a game where there is less assumption about what the "right" answer is for a problem, I feel that the choice to focus on one pillar or another is more of an actual choice.
This ties into why I kept mentioning that D&D 5th supposedly is being designed to encourage multiple pillars of play and styles of resolving problems. If that's true, then it shouldn't be an issue that the barbarian can murder better than the bard or the wizard or somebody else because things like knowledge skills, diplomacy, and other avenues of approach will be useful. Not only useful, but useful more often, and one method of resolving problems won't always feel like the trump card. I have no illusions about D&D not being an adventure game; it most certainly is, and, with that in mind, I do somewhat expect combat to be more supported by the system since killing monsters in a dungeon and taking their stuff is part of the D&D genre. However, even with that in mind, I have to then ask a few questions: a) if the choices/pillars are weighted, how are the classes which aren't focused in the primary pillar going to keep pace with those that are; b) shouldn't two classes which are geared toward the same pillar be more even; c) what are classes who focus in the primary pillar giving up so as to balance them against the other choices? B and C are the two which I feel my views on the disparity among classes find the most fault with, but A is important as well since it's really just a different way of saying what C says.
There are some classes which appear to give up a lot, but then there are others which don't appear to give up anything at all. Everyone gets what appears to be a balanced set of backgrounds to choose from; everyone gets skills, and feats, and other things. So then how exactly is the game supposed to show me that these different options are equal? It seems there are some options which get a bunch of cool stuff and a bunch of effective stuff to use in what I view as the primary pillar of D&D play, but then some options which get decidedly less; yet both sets of options get the same things in the other pillars too. I'm struggling to see how this balances out or creates a better game than what is already available under the same brand name. What is the new method offering me in this regard that the previous two editions have not? What is the new method offering me in this regard that I wouldn't otherwise find if I were to explore the even older editions which I'm currently not familiar with? None of that is even considering games outside of the D&D name.
3) This is somewhat related to what I've said already, but more consistent World Math and a more coherent relationship between World Math and both PC Math and Non-PC math makes the experience different. Yeah, sure, the 500 point accountant easily gets murdered, but he's still interacting with the world in the same manner. There's not one session where the adventuring party easily takes down the evil banker, but, during the next, the evil banker manages to TPK the party because a new player started controlling him as a PC and that meant a complete change in the math of how the character worked.
On the other hand, if I can repeat a part of what I've said previously though, the 500 point accountant actually is a more powerful character because he likely has wealth, contacts, allies, and a variety of other traits which the 100 point warrior does not have. Sure, he may easily die in a straight up conflict, but that's like saying the local mayor would easily die in a straight up fight. It may be that the mayor would, but he also has the resources of a town available to him, and he can, to a large extent, mold the conflict into what he wants it to be via political power.
In D&D, that same thing is supposed to be true, but really isn't. The mayor sends the town guard to try to arrest the PCs, but they get murdered, and I (as a player) start to wonder how safe the town really was if the guards were so terrible. However, then the mayor hires a barbarian to track down the party and we're all easily murdered... wait, what? Somehow that seems wrong, but apparently not to anyone else playing the game. On the other end of the spectrum, the DM decides to make the town guards super high level to handle the shenanigans of the PCs, but then I (as a player) wonder why the mayor was bothering to recruit my character at all if he has epic level guards at his disposal. Yes, this is an extreme example, but trying to give more reasonable examples (or what I thought were more reasonable examples) hasn't seemed to convey the problems I'm seeing.
I had thought bounded accuracy would help make the PCs feel like they exist as part of the world rather than feeling separated from it and above it. Note, that's not the same as me saying I feel the PCs should be ordinary. I'm fine with PCs being above what is normal; above average. I simply had assumed (and apparently very wrongly) that there would be a smaller range, and that that smaller range would mean less of a gap between pieces of the game... a smaller range between PC and non-PC, and also a smaller range among the various classes when compared to each other.