Mourn said:Ah, the internet, where professionals get disparaged by amateurs that have never proven themselves capable of writing professionally, nor meeting a deadline, nor even making a company think they're worth hiring.
You mean the system that rewards me for getting lucky and having higher ability scores than the other players by also allowing me to play a more powerful character class than the other players'? I'm not so down with that.Reynard said:Alternatively, you bring back anility score pre-requisites for classes. The Paladin gets hella rare in that case (as does the ranger, the druid, the monk and a few others).
True, but I think that 3e has much better resources for this. (For instance, the PrC system allows you to make paladins properly awesome and rare without the double-whammy random-ability score problem I referenced earlier.) I'd rather just use the heroic-nonheroic divide implied in the 4e design discussion and give my NPCs weaker overall abilities relative to level. The Iron Heroes NPC classes currently work this way, and (for instance) I adapted the Adept class to use those rules, giving me NPC spellcasters who are technically "10th level" but have fewer than 10 HD and spells of a level much lower than 5th. But your approach does seem to work just fine!Here's the thing though, even if you want to assume no prereqs and people have as open an opportunity to join a PC class as the PCs do (a bad idea, IMO), but you figure that either everyone rolls 3d6 for their stats or has a "standard array", things like powerful clerics and wizards aren't much of an issue. Bishop Bob the 10th level cleric of Whatsertown can still only cast 2nd or 3rd level spells, is relatively weak in many areas because of low stats and doesn't have access to nearly the range of items or options that PCs do because he doesn't go trolling around in deep, dank, monster infested holes.
ruleslawyer said:Personally, I too prefer a world with a strong "mundane" default... but I think it's hard to justify given D&D's assumed campaign demographics and given all the monsters, magic, and other crazy stuff that the game contains. In order to make the mundane work, you have to pare down a lot. I do this IMC, but unless they want to alter D&D to look more like A Game of Thrones, Conan, or Black Company, I think it's hard for the designers to do this when putting together the skeleton of the "implied settting."
rounser said:And another thing: If this "move away from Earth mythology" stuff actually worked, then Planescape and Dark Sun would still be in print.
I love them both, but there must be a reason why they haven't survived and, say, FR (heavily based on stereotypical D&D fantasy, the type which the core D&D game used to specialise in) has.
Reynard said:Alternatively, you bring back anility score pre-requisites for classes. The Paladin gets hella rare in that case (as does the ranger, the druid, the monk and a few others).
I was referring to the d20 game systems rather than the underlying literature, but your post is just too genius to ignore. I think that AGoT and Black Company actually are probably the ideal settings to discuss that unique balance between the mundane and the fantastic.Dr. Strangemonkey said:You know it's interesting.
I would never have thought of Game of Thrones or Black Company as being 'mundane' default.
GoT - seasons last years, civilizations are tens of thousands of years old, there's a wall made out of glacier and castles built around geothermal features or insanely high cliffs and mountains. There are alien creatures with shrieking swords who move with the cold. The foundation of the next to last regime's political mandate? Dragons.
Black Company - mages are military specialists, cities contain tombs in which horrible beasts are stored, insane ancient magic users pick you up from port with city ships, and you fight grim battles for mile high towers beneath skies turned into flowing arrays of colorful terror by the high level mage fights that surround you. The main character of the first book ends the series as a magic dispensing demi-god construct designed to monitor and maintain a plain of interdimensional portals.
Now thinking about there are certainly 'mundane defaults' common to both settings. Humanity is the dominant PoV races in each. Magic items are rare-ish to very rare. Proficient magic users are slightly rarely than literacy itself. People can get wounded and be out for a while. People, even significantly bad ass people, can die in combat and treat that as a real risk. Monsters are pretty rare.
The point of which, I suppose, is that it is perfectly possible to have both 'fantastic defaults' and 'mundane defaults' as coexistent themes or strains of the same setting.
Heck, two of the underlying assumptions of Conan - which I would certainly peg as 'mundane default' - are explicitly 'A Wizard did it' and '...the answer is, CTHULU! Roll for SAN, your world is DOOMED!'
Yes, I think this is it exactly. In 1e/2e, powerful classes were balanced (or "balanced") by having very high ability score requirements, suggesting that such characters are rare in the world at large. In 3e, anyone can be any class... but you're going to suck at it unless you have good ability scores in the right order. There may be many NPC paladins, but most of them will basically be religiously-themed fighters with fewer feats. The "true" paladins (the 1e/2e power level kind) are still rare.Reynard said:Here's the thing though, even if you want to assume no prereqs and people have as open an opportunity to join a PC class as the PCs do (a bad idea, IMO), but you figure that either everyone rolls 3d6 for their stats or has a "standard array", things like powerful clerics and wizards aren't much of an issue. Bishop Bob the 10th level cleric of Whatsertown can still only cast 2nd or 3rd level spells, is relatively weak in many areas because of low stats and doesn't have access to nearly the range of items or options that PCs do because he doesn't go trolling around in deep, dank, monster infested holes.
ruleslawyer said:I was referring to the d20 game systems rather than the underlying literature, but your post is just too genius to ignore. I think that AGoT and Black Company actually are probably the ideal settings to discuss that unique balance between the mundane and the fantastic.
In Black Company, people know what a wizard is. They recognize the existence of other dimensions, strange monsters, and bizarre artifacts... *but* they're still, for the most part, ordinary Joes at heart. They inhabit a fantastical *environment*, but with an understandable culture.
This is actually where I think that fantasy can go off the rails... by becoming too culturally alien rather than too visually or environmentally fantastical. Living in a city that features a six-thousand-foot-tall windowless black basalt tower, or in the midst of a seventeen-year dire winter, or in a ten-mile-long submersible vessel cruising infinite underwater depths, are all things that can be visually striking and a far cry from Tolkien, but if we start with a baseline of familiar human psychological and cultural motivation, and *then* alter it to fit the events of the world and underlying circumstances, it can still be familiar enough to maintain that tension between the everyday and the special that's so important to any adventure narrative.
Starting with unfamiliar cultures and motivations, on the other hand, can take one off the rails quite quickly. Moorcock (one of the iconic literary inspirations for D&D, IMO) is interesting in this regard; in at least two cases (Corum and Elric), he starts with characters who come from cultures and mindsets that aren't easily cognizable to the reader. The only humans who show up in the entire first book of the Elric saga are the poor wretches being tortured to death by Doctor Jest. Working with that kind of world (which is sort of suggested as the tiefling default for 4e) can, IMO, be quite tricky.