Geron Raveneye
Explorer
Kamikaze Midget said:The answers seem kind of obvious to me. They don't actively encourage it (because they figure if you want it, you'll do it, and if you don't, they don't force it). It could be done more (because people like getting rewards for being in character).
Is it a good idea to do it more for D&D? I'm not convinced of that at all. Like I said, it limits the stories you can tell. My Ravenloft character shouldn't get a +8 to save the princess he's in love with. My Eberron character probably shouldn't, either, nor should my Dark Sun character. But my "Romantic France" character probably should, my Authruian Knight probably should, too. But my Ravenloft character maybe should get a bonus for turning against the town that encourages him, and my Eberron character should get a bonus for performing a neat stunt (which is done with Action Dice), and my Dark Sun character should maybe get a bonus when he's well-fed. Though giving King Arthur a bonus because he's well-fed seems...odd, to say the least.
Genre supplements would be a solid place for this, as are campaign settings. The Core Rules....I'm not convinced.
Easy solution...put in half a dozen of general feats in that reward a roleplaying aspect that appears in most fantasy stories and legends, and leave the addition of more, respectively the modification of them to the specific campaign world to the campaign books. That's what the core rules do for most other factors, too...they focus on a few genre tropes, and leave the specific details and changes to either the players, or supplements. More the latter, recently.
After all, melee is not the same for a heavy-plate mail fighter on a bloody battlefield as it is for the agile and unprotected martial artist swaying on a high bridge as it is for the pirate boarding a ship or the sahuagin barbarian trying to eat your behind in an underwater cave...and yet we have heaps of feats and general rules trying to describe each.
FFZ has something of a benefit for being in love as a defining character trait, but (a) it's meant to emulate some romantic cinematic scenes and (b)it's broad enough to apply to a variety of truly dedicated character archetypes. D&D doesn't nessecarily want to do that. It wants to kill goblins and get their goods.
Hmmmm, I guess here's our point of disagreement, because while that may be D&D's most quoted motto, it has been, and tries to be, quite a lot more as a roleplaying game. Just that the attempt isn't necessarily always equal to a successful execution.

Simply pointing out that rules that encourage roleplaying still can't make people roleplay. So why would rules that don't reward plot involvement STOP people from roleplaying? The case is that they wouldn't, they couldn't, and they don't. People who want to edge out mechanical benefits will do so, and people who want to play a role will do so, and the system doesn't nessecarily need to cater to that. D&D doesn't inhibit roleplaying any more than some story-heavy system inhibits lack of roleplaying.
It's not about directly inhibiting or forbidding roleplaying, or not. It's about encouraging it, or not.
The more general the roleplaying rules, the better the system is at emulating a variety of fantasy. D&D was able to be Planescape, Dark Sun, Spelljammer, Hollow World, Birthright, and Ravenloft all in the same ruleset. The only more adaptable single ruleset that I know of is GURPS (which had a supplement for every style) or True20 (which is even vaguer and less defined on role playing than D&D is).
Funny, but all those campaign settings were AD&D 2E, a ruleset that encouraged tactical combat as much as it encouraged roleplaying...not really that much. Now both sides of the coin, the heavy roleplayers as much as the heavy tacticians, had to do "their stick" because they wanted it in their game, not because they got mechanical bennies from it.
You've seen the extensive alignment discussions on these boards? The conflicts, the opinions, the "Can my paladin kill goblin children?" questions? The most reliable answer is that the true answer to these is subjective, and will depend upon the campaign. D&D tried to avoid that option as much as possible, and when it does include it, it is so difficult that some people just drop it entirely, often in favor of (yes!) a more general and less specific sysem.
I think Alignment is a perfect example of one of the few places where D&D does try to foster roleplaying, and how many people reject that attempt.
D&D isn't for everything, but it's still far to generic to treat even a concept like "love" in a consistant way from campaign to campaign.
Yeah, well...that's because in contrast to combat mechanics, the alignment mechanics are an exercise in nebulosity. I guess if they had created "alignment feats" that went like
Protector of the Helpless
You are a stalwart protector of the weak and helpless
Prerequesites: Good alignment
Benefit: Whenever you fight to protect somebody who is obviously helpless (bound, paralyzed, held, completely unarmed and unarmored, etc.) and who is attacked by a superior aggressor, you gain a +2 moral bonus to attack rolls against that aggressor until it surrenders, flees, or is vanquished. This bonus can be used against a single opponent as well as a group, as long as all members of that group attack the same target. You also don't become Disabled at 0 hit points, and don't drop unconscious below, but remain able to stand and fight. As soon as you reach -10 hit points, you are dead.
...the whole alignment issue would have been made a bit clearer, in a practical and mechanical manner than it is right now.
Beacuse there is no possible way that D&D can tell you how a certain emotion/passion/motive should play out in even the majority of campaigns. D&D is not specific enough for that (this is, I believe, a good thing). The alignments are generic enough that some are even attempted to apply them to the real world (Hitler was Lawful Evil!, etc.), and are broad enough that they fit any style of heroic play. And even then, they are consistantly considered an unnessecary burden by a large part of the player base, who would do away with the system entirely or change it to a broader, more flexible one.
Love in Ravenloft is a werewolf away from tragedy. Love in Dark Sun is a luxury few can afford. Love in Planescape is as likely to be for political or entirely philosophical reasons. It'd be insane to give someone in Ravenloft a +8 save bonus for helping thier lover -- the POINT is that the lover not only dies, but is raised as something horrible and goes for the former affection. A +8 save bonus would destroy that feel. The same is generally true in any horror campaign.
Love might mean a +8 bonus to saves in "generic" fantasy campaigns. In the Ravenloft sourcebook, you'd find that this is especially true for those that are still alive, but if your love has been turned into one of the undead, the +8 bonus will be diminished to a +4, but now will help YOU to resist your former love's attempts to charm person you, if you want to resist it.
Modifying a few feats that are meant for a general fantasy campaign to fit a specific setting is the job of the setting books, no?

It's always easier to add than subtract rules, and since D&D is very general (not the most generic or general, but still surprisingly broad), and is good that way, it shouldn't try to be more specific than it feels it has to be. It's perfect for genre supplements (heroes of romance!) and for campaign settings (eberron's action dice are also very much a role playing tool), but rather poor in the core rules, which struggle to encompass an immense variety of genres, styles, and settings (giving each an injection of D&D).
Favored enemy is a flawed example, too, as it is not dependant on emotions or events, but merely on that nebulous "knowledge and training" that all characters gain.
I don't see it as flawed at all...it represents the fact that one sort of creature is so much of a foe for the ranger that he undergoes special training to learn all the weak spots, gets plenty of bonuses to skill checks when he deals with those special enemies, and thus will be more effective when he combats them. Hence, you have a roleplaying motivation ("My ranger HATES those pesky goblins and orcs!") that directly translates into specific bonuses against those opponents.
If I wanted to turn that around, I'd call the ability Favored Ally, give the character a morale bonus to attack and saves against Fear while fighting together with his favored allies, and a bonus to Diplomacy, Sense Motive and all Knowledge checks pertaining to is ally's kind. Is not THAT hard to do, specific enough to not engender hours of discussions and hundreds of threads, and pretty nicely fits into the D&D frame of rules.

By the way...I perfectly agree that it is always easier to add rules than to subtract them...I'd not mind a few of the combat rules to be reduced to "optional" status, and see a few roleplaying rewards be added to the core rules at all.

This seems to be an overly cynical perspective. I've never said that it CAN'T be done, and I don't believe any designer would say that it can' t be done. The question, to steal a phrase, isn't whether or not we can, but whether or not we SHOULD. 3e has a VERY could reason for not doing it, a reason that I support in core D&D -- it should be general, flexible, and not subject, as much as possible, to the whims of individual DM's.
Once upon a time, nearly all "cool" combat maneuvers were up to the whim of the individual DM. Then 3E came around and tried to codify nearly everything in a framework of feats, skills and special abilites. With that, it encouraged tactical combat and cool, complicated melee maneuvers by giving out DM-independent benefits for them.
What's so difficult doing so for the most common motivations that pop up in plenty of fantasy stories and legends?


Combat is encouraged because it's more objective and less changable, and also because the core story of D&D is and has been "kill things and take their stuff." 50 feet is 50 feet whether in Barovia, Tyr, or Sigil, and no matter where you are, there will be monsters to fight, treasure to win, and fame and power to be had.
Love isn't love in three different countries, in three different languages, in three different people, or even on three different days of the week. Fear isn't fear in different genres. Emotions change focus and purpose constantly. Rules that forced them to be one way would be limiting to the game.
Fear is exactly the same in D&D, no matter where you are, except if the setting book modifies the effect.
FEAR
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).
Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.
True, D&D does limit, say, a greatsword to be one thing. Or a Red Dragon. But these things only change superficially with genre, requiring little in the way of rules change. Even a Barbarian-class Human can be Conan without sacrificing much in the way of genre tropes.
Wrong, especially with the Dragon. If you go east from France, all the way to Japan, you'll find as many different kinds of dragons as you find cultures. D&D took the most prominent in the western world, color-coded it for different abilities, and made it the standard for D&D. I fear that was a flawed example for unchanging things. The same goes for plenty of the classes, actually. Or the assumptions behind the equipment tables. Or the feats. D&D as it stands, is a very specific genre that has borrowed a LOT from western fantasy and legends, and little from anywhere else. Borrowing a few of the genre-typical effects of great passion and emotion doesn't seem so out of place to me, as well as modifying them in setting books to the flavour of that setting.
I don't believe so, neither in this example, nor in general. I live in the USA. Is not paying me to vote discouraging me from voting? I have a job that pays me not to vote. Am I not encouraged to vote?
No, if I wanted to vote, there's nothing stopping me. There is, however, nothing in it other than the benefit of having voted.
The principle is as flawed there as it is in the example of game rules. By giving you a bonus with Greataxes I'm not saying "Don't fall in love with an NPC!" Not by a long shot.
If voting and not voting has equal incentives, people will simply go with what they feel is "right". If voting is encouraged by handing out benefits, not voting is not encouraged, the whole thing is slanted to the voting side. If voting is not encouraged, while not voting would be encouraged with benefits, the thing is weighed towards the not voting side. Encouraging one while not encouraging the other always tips the scales towards the one side that is encouraged. The effect is the same as discouraging one side with punishment, but not discouraging the other.
If you're one of those people that goes against the trend, more power to you, but that doesn't invalidate the general principle.
By playing D&D as a minis game, you play it "against the grain." Many people simply don't do that. If you present them with a D&D game, they will play their character, and if you present them with chess, they will move pieces around. The rules make it clear how to be fair and have fun, and D&D combat rules and examples make it abundantly clear that it is at heart meant to have exciting, dramatic combats. So many players will play it as such when all the pieces are on the table.
I hope you see the difference.
Sure...just that you're arguing beside my point. Which simply means we'll have to agree to disagree. I've stated more than once that, to me, D&D is presenting combat as a mini game inside of a roleplaying game. While the game is about roleplaying, as soon as combat comes up, it turns into a more elaborate version of chess. So while players will roleplay while they are presented with a roleplaying game, many will move pieces around when the battlemat and minis come out. Mind you that I'm not saying ALL players do it. I simply say that those that do are influenced by the rules and the presentation of the combat rules to do so. Yes, they could do differently with a little force of willpower. Ever seen a smoker in the morning before his first fag? Habit can be a pretty harsh mistress to snub.
No, it's a fault of perception if people see D&D as a mini game. Just like it's a fault of perception if people are colorblind, or don't believe they can ride a horse without the Ride skill, or if you can't see both a vase and two faces. The truth is that D&D is not a minis game, there is a difference between red and green, you can ride a horse without the Ride skill, and there is both a vase and two faces.
It's equally a fault of perception to think me claiming ALL of D&D a mini game. I'm specifically mentioning combat. The "truth" is (as far as it's in the eye of the beholder), that you are talking about D&D as the complete package, while others here, me included, are talking about what happens when combat rolls around and people put up the battlemat and the minis. A game can be whole while still consisting of different parts, and D&D is definitely not a seamless game. The tripstones are where the roleplaying goes over to mini gaming, and many players trip there. It's like your vase example. It can be a vase, it can be two faces, it's one picture. Same way can D&D be a roleplaying game, a tabletop mini game, and still be one whole game. Is that also a fault of perception not to see it?
By the way, I apologize for always cutting up your posts like that, but you manage to bring up so many different and valid points that I'd like to answer that I couldn't easily manage it in one coherent post.

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