Take the GM out of the Equation- A 3e design philosophy

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MoogleEmpMog said:
:nonexistent rolleyes smiley:

In your humble experience, perhaps. I've encountered rules lawyers in every edition. The term itself is as old as RPGs (if not older) for a reason. They've never cause me any problems.

I have encountered rules lawyers before as well. But now, the term has lost meaning because it is default. I have also asked a few players to read the 2e PHB. After doing so, their rules-centric playing died down quite a bit. Not exactly a scientific study, but certainly supportive of the idea that it is the book's fault. Experienced players, of course, are not going to be ruined by reading the 3e book, but new players certainly can be. But they can fortunately be "fixed." :)


I agree; don't limit possibilities for new players, and don't let other players do the teaching. Players usually don't know the rules unless they GM often - witness the Bluff and Climb misunderstandings - and they don't have the power to wield GM fiat.

Besides, I consider it part of the GM's job to teach new players.



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You have statistical evidence for this? Because I've learned the rules of every RPG I ever played before I rolled a die in it, and it never hurt my roleplaying. I haven't noticed it hurting other players, either.

My guess is that you have antecdotal evidence that you've misinterpreted. My guess is that it's a mix of two things. First, your players' methods of teching d20 are the cancer, not the rules or the learning thereof. Second, most of the new players in your experience have been young and male, and they want to hack and slash.

I have taught D&D (in three incarnations) to (at rough estimate) 150+ people in my life. I'd say it's approx. a 5:1 ratio male to female. I have taught in many different styles. I have taught experienced D&Ders new editions, I have taught newbies. I have taught World of Darkness players, I have taught those coming from Shadowrun or Palladium. I have taught video game players, I have taught people who never even played board games. I have taught elementary school students, I have taught the middle aged. I have taught old friends, I have taught people I met 2 minutes ago. I have taught with over a dozen totally distinct groups. In my experience, I have found the following, as far as role-playing vs. rules-mongering goes:

Gender: Entirely irrelivent. Women are just as likely to be power gamers as men. Men are just as good at role-playing as women. Only difference I've noted is that women tend to be abit more focused at gaming. They do not get distracted as easily or derail the game with off-topic banter as often.

Age: The older one gets the worse they are at using their imagination and truly setting themselves in their character's shoes. Older people tend to be goal-oriented and this conflicts with the basic premise of a game that can not be won. A lot of middle age people have a hard time understanding the point. I can not judge children properly because I have never attempted to teach a child the rules before I taught them how to role-play. They just wouldn't be able to grasp all the rules in the first place, so I always went the other direction.

Previous experience: World of Darkness players tend to be very well-suited to playing without a thought to the rules behind the game. This makes sense, seeing as World of Darkness is extremely rules light and interpretive. I have not played with enough players of other systems to make a judgement call on them. Previous D&D experience helps players quickly pick up on new rules. They tend to start out very focused on role-playing, but as they are exposed to 3e, they tend to grasp on to the rules just as much as newbies. Newbies are the most moldable. I have always had FAR more success with ANY edition of D&D if the player does NOT own the PHB. That said, the 2e PHB always gave a lot more guidance and stress to role-playing and DM interpretation, so I had better luck with 2e PHB owners than with 3e PHB owners. If an experienced player later picks up the PHB, it shapes them, but not nearly as dramatically as if they had owned the book from the beginning.

Relationship: It is easiest to teach players who I am familiar with from outside of gaming, but not closely attached to. Those people I never knew outside of gaming never come to me to ask a question and they use gaming as social time since it is the only time I see them. Those people I associate with constantly either think that I want to talk about D&D and go over rules 24-7 or they treat gaming as social time.

Previous non-RPG experience: People who play video games tend to immediately look to the rules to make an uber-character. They are quite moldable, though. Those with lots of non-electronic game experience tend to pick up the rules second nature without a thought to them (these are the type of people I can explain game formulas to once and never talk to them again about it). These are the most middle-grounded players. They play as a pass time and enjoy the rules, but do not try to pimp their characters out. They are also the most comfortable with switching genres or settings, switching games, having one's character die, or house rules of the day. They do not get overly attached to a single character or game. These are my favorite (and probably where I'd fall if someone was judging me). Those people who never play games of any kind don't tend to last very long. No conclusions on them other than that.

Initiation: In my experience, this is probably the single most important molding factor in gaming. The initial way the game is explained to them is of the utmost importance and can color their gaming style for years. It's usually pretty obvious which way they are going to go from how they are taught. If you start by giving them a character and explaining the different attributes and abilities, or begin by explaining how the game works so they can make a character, you are creating a rules-monger. If you explain the game as coop story time and slowly introduce rules as needed, you make a middle-ground player. If you explain it as acting and mental and emotional juxtaposition, you create a role-player (who often never even bothers learning the rules and sometimes can not grasp alternate physics). I must note that the method I use to teach someone is often influenced by what I know of them. This may mean that this is not as important as it might seem. But it certainly plays a role. (hehe, it role-plays...)

Rules: The rules of the game (to a certain extent) are irrelevant. 2e, 3e, OD&D, it doesn't matter. What matters is how the rules are presented. The 3e PHB, IMO is a poison. The entire thing needs to rewritten. I don't care if the rules change, that's not what's at issue. It's the presentation. I didn't initially notice it because I already had been role-playing for years. But as I saw people learning from the 3e books, it slowly dawned on me that it was the book's fault. Not age, gender, video games, my teaching style, the rules, etc. The only thing I could find that tied bad players (bad, in my opinion) together was that they read the 3e PHB. Anyone who hadn't just seemed to understand the game in a totally different way. I've even seen it affect me over time. I can't tell you the exact reason it has this effect (surely not a causative one), but I have my hunches. It's written like a rule book. I've read textbooks and programming language manuals that were more entertaining. The 2e PHB (for instance) is written like a guidebook, a narrative in exploring the rules, not dicating them. Does this make the 3e PHB clear? Sure. Does it make it good? Not really. Maybe from a selling standpoint, but not from a gaming one (at least not the game I play). I plan on flipping through the D&D for Dummies book next time I'm at the store to see if it is the missing guidebook to 3e that is so desperately needed.
 

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Saeviomagy said:
However you do need to know different conventions. Like you want to roll high for attacks, but low for stat checks. I think saves were low. And what save do you use for something? And how do I work out what I need to roll from my thaco? And how many extra 20s are on the end of the thaco table? And how far can I move? How far indoors? How far outdoors? Can I move and attack? How many attacks a round? How many arrows a round? How many darts? How much is my stat bonus (book please...)? How do I sneak? How do I sneak if I'm a thief? What do I roll a reaction check on?

etc etc.

AD&D does not have a core mechanic or any form of coherency. Players cannot therefore learn the core mechanic and be happy - pretty much everything they want to do will have a different rule to it.

Most of what you list above would be on the sheet, or in the book. Having a unified mechanic doesnt help, if you still have to figure out which numbers you add to the roll, and which modifiers do not stack. In D20, what modifier applies to my second attack ? What about the third one ? Can I move and attack ? How far can I move in a round ? What is the critical hit range for a sword, and why is it different from an axe ? How many darts can I throw in a round ? What if I have this feat ? Do these two stack ?


Simply listing a bunch of stuff that people have to remember is meaningless, because in D20, you have to remember the same stuff. Just different numbers you use to get there.
 

Gomez said:
Personally, I like having a set of rules to fall back on and not have to constantly arbitrate some action that a player comes up with every time. That way I can concentrate on the game and not the making judgement calls all the time. And really 3e is not that complex.

Amen to this. I remember when I first started DMing and my players started doing crazy things in 1e and I was at a lost as to how to adjudicate. Simple things like trying to hang upside down on a ceiling to void a pit trap turned out to be a mass of uncertain and inconsistant rulings. The non-weapon proficiencies in 2e was a bit of a joke too.
 

dead said:
Now I know why in 3E my players knit-pick at my decisions and bully me into submission. They have the power!!!

It all makes sense.

I've been disempowered by 3E design logic.

The question, now, is: How does a DM reattain his power but still play 3E? Is it possible?

(Maybe I'm a weak spined DM; but I never had problems in previous editions. I don't want to return to previous editions, though, because 3E is a vast improvment (except for this bug in its design logic). I'm in a bit of a bind . . .)

I find that the rules in 3e don't disempower me, on the contrary, they empower me no end. In 2e I often have to make judgement calls which is endlessly argued over by the players who attempt to fit real world physics and logic into a fantasy world. At least with a solid rules base, I can say that that's what the rules say without having to justify myself and the game can continue.
 

reanjr said:
Same experience here. Rules lawyers are a primarily 3e phenomenon. They existed before, but not like they do now.
You might have a point here, but it might not be the point you intended to make (confused yet? :))

There are people who enjoy mastering rules, and pushing them to the limits. It is not really accurate to call them "rules lawyers" because their main objective is not the exploitation of poorly-worded rules by fast-talk and selective, out-of-context quoting. Rather, they seek to work within the framework of the rules as commonly understood and applied, and come up with the "best" character they can ("best" is of course, subject to personal taste - whether spellcasting, combat, socialization, all-around competence, etc). For the sake of argument, let's call such people "min-maxers".

Min-maxers are the kind of people who try to put together "unbeatable" Magic decks, or the "ultimate" miniatures warband, or find the "perfect" strategy in chess.

The thing about min-maxers is, they need a solid, consistent framework of rules to work with. Their emotional kick does not come from winning an argument or getting away with things. They want to show off the superiority of their creations, but their creations have to be built according to the rules, or it feels like cheating.

Games with simple rules do not interest min-maxers because there is no challenge in mastering them. They dislike games with arbitrary or inconsistent rules, or where the rules keep changing, because they cannot be mastered. Some min-maxers may have avoided previous editions of D&D for these reasons.

3e has presented min-maxers with a version of D&D that appeals to them, and for that reasons, more min-maxers are starting to play D&D. In addition, some existing players with closet min-maxing tendencies are starting to discover they enjoy that style of play. This may be the reason why they seem to be more common these days.

A min-maxer may seem like a rules lawyer, especially if you're a DM on the receiving end of a protest that you're not playing according to the rules. However, handling a min-maxer is much easier than dealing with a rules lawyer. Here are a few pointers:

1. Find a set of rules the two of you can agree on and apply them consistently. However, be warned that he expects you to abide by the rules you've agreed on.
2. Don't get upset when he points out you've made a rules mistake. He is not challenging your authority or trying to disrupt your game. He is just acting on his own sense of fairness.
3. Don't get upset when his character does something that makes your jaw drop. Don't call him a powergaming freak. Getting his character to do incredible things is what he enjoys from gaming. Act neutral if you can't bring yourself to compliment him on his achievement, and think of something else to challenge his character in future sessions.
 

beaver1024 said:
I find that the rules in 3e don't disempower me, on the contrary, they empower me no end. In 2e I often have to make judgement calls which is endlessly argued over by the players who attempt to fit real world physics and logic into a fantasy world. At least with a solid rules base, I can say that that's what the rules say without having to justify myself and the game can continue.


I never had anyone question my judgement in 2e.

Now, when someone jumps off a horse with sword drawn to attack the villain and I say it provokes, he points out that jumping is part of movement and therefore does not provoke.

If I grant an ad hoc bonus or penalty to a situation, oh man, I never hear the end of it. People start calculating it into their game plan expecting it to happen every single time in the exact same way.

No, your flick of the wrist ability does NOT work against the ankheg. It doesn't even think much less know what to expect from you, so it is not surprised by the fact that you drew a weapon out of nowhere any more than it was that you shot an arrow. And no, that does not mean you get sneak attack on any ranged attacks against unintelligent opponents.

It might be that when you look up the DC for the climb check of a slippery rope next to a wall is DC 10, but did you take into account the fact that I said the wall is made of dirt and it's muddy and crumbling? Yes, I know that's not on the table, that's why I made the DC up on my own. Yes, I can do that, I'm the DM; see rule 0. Oh, you have 3.5, there is no rule 0, well then we'll start playing 3.0 instead then; you just lost access to a bunch of feats because you won't accept my call on a DC 15 on this wall. Then you're OK with DC 15? Alright, then you can have your feats back.

No, you can not make a use-activated unlimited wand of cure light wounds for 900 gp. Yes, I'm aware that's what the DMG suggests as a price. The DMG also suggests that you can't make anything that's not on the magic item tables. Would you like to use that rule? OK, then.

You've never seen a creature like this before. Yes, I'm aware you made a knowledge (whatever) check. You have no exposure to anything like this (a newly created creature, for instance, or something lost to history). Yes, I know the rules say you are supposed to know every detail about the creature, but you don't. Yes, life isn't fair, I know. You spent ranks on Knowledge (arcana) because you were interested in magical items, so don't complain to me that I'm destroying your character concept by not letting you know what this creature is. I guess you did waste all those ranks. No you can't get them back, last session you used those ranks to determine what that potion did. Yes, your character is now useless, and might as well be killed off. I'll be sure to do that later in the session.

Yes, the craft rules state that that is how much it would cost to make the weapon, but this culture does not make large metal objects like a greatsword, so there is a premium as the crafter figures out how best to design the weapon. Yes, I'm familiar with the rules, I'm just ignoring them because they're crap.

I could go on for literally hours.
 





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