The Strength of a PC

As some have already pointed out, you need to define your terms a bit. You talk about both strength and fun, and your definition of strength is quite slippery. Unless you run a game sans combat, sans traps, sans monsters, or even sans opposition, then sooner or later characters are going to need to be STRONG in ways that don't involve pure roleplaying. D&D is a very tactical games. There are pages and pages of rules that define how combat runs. If you want a storyteller game that doesn't rely on such mechanics, try White Wolf. But then again, I've seen Vampire and Werewolf games that were every bit as min-maxed as any D&D game I've ever played.

People come to forums to argue and compare. So in some sense it has to do with the nature of internet forums. I see plenty of cutesy, "my character did this and it was neato-keen!" threads drop like a stone without comment. But post an alternate interpretation of some obscure rule, and you can get a regular flameware going.

"But it's worth mentioning that the most fun is to be had playing to the character instead of to the stats." - wolfen

You are, quite frankly, wrong. The MOST fun to be had is playing to both. You work hard (combat) and you play hard (pure roleplaying, whatever that is). I play in a high-octane evil campaign. Our characters aren't QUITE min-maxed as bad as they could be, but they're pretty darn close. When combat hits the fan, we dump high-level magics like a mofo. There's nothing like rolling a big fist full of damage dice, and then dividing them up into 10's for easy counting. Booyah!

But then again, we can spend all day long searching through a library for clues, and roleplaying with the head librarian, and researching riddles and lost lore.

Whatever we do, we do it up. And THAT is how we have fun.

"If the DM is actually creating a gripping campaign, won't there be great value to Diplomacy, Disguise, and stealth? Won't he reward the player who plays a dumb or unwise character properly?" - Wolfen

Yeah, yeah - I've heard about this line of thinking before. Punish high strength, low charisma characters by having them get robbed, and richly reward the 3.0 bard with the 18 charisma who can't even hold a dagger straight in combat with all kinds of spotlights and rich, rewarding roleplaying sessions. God, I've played with people who pride themselves on playing bards, and some of them insist of having the spotlights. I played in an RPGA session where the DM actually had to tell this one woman to shut up and stop describing her character because she went on and on and on and on.

*puke*

And, as someone already pointed out, in a campaign like what you mentioned, someone will doubtless min-max with Diplomacy, disguise and stealth. He will have skill-enhancing items like a cloak and boots of elvenkind, a headband of +15 diplomacy, a Hat of Disguise. You've just exchanged one kind of min-maxing for another. Improvement? I don't think so.

"Ok, I'm done. It just seems like the Min/Maxers are taking over the forums. Even people who think they're clever and balanced are actually just rambling endlessly about the best stats they can construct instead of the best characters they can construct." - Wolfen

Well, right now, you're just rambling about criticizing the people who ramble endlessly about the best stats they can construct. How about contributing something, instead?
 

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Welcome to the boards, Wolfen. :D

Yep, I feel your pain. It seems like players nowadays focus on min/maxing a character to the exclusion of all else. How they will plan out their entire career, exactly at what levels they take X prestige class, at what level they want to be able to buy a shocking burst morningstar, etc. Having such a predestined path is borning to me. What makes a character compelling and interesting is not his stats, abilities, or gadgets, but his personality, motivations, and history.

That said, I love the 3E ruleset, but I really dislike the way it is leading this hobby- namely in a more min/maxing, powergaming direction. And really, why should players not do this? There is no incentive under the core rules to NOT powergame or min/max- in fact it is encouraged and rewarded (remember Power Play from Dragon magazine?). Now that I think about it, maybe it would be a good idea to base XP reward ONLY off roleplaying a character's personality, and much less for monsters slain/challenges overcome. The focus has become much less on story and character, and more on Diablo-eque power trips.

I know this is not a popular opinion, and will be derided with "why don't you play something else?" statements. The reason I want to try and modify D20 and D&D to accomodate my style is because I like the (relatively) streamlined ruleset, and its much easier to find players for D&D than any other game. Besides, wasn't the D20 liscense touted as being able to handle all styles of play when it came out? Yet few if any publishers have tried to approach the idea of character rewards, advancement, and development from a truly innovative standpoint. Thoughts?
 

heimdall said:
....but given the scenario where you have a character with average stats and a great role-player (Bob) vs. a character with unbelievable stats and a terrible role-player (Joe), Joe may do something bone-headed or not come up with a creative solution that gets himself geeked, whereas Bob knows how to avoid the situation in the first place.

This isn't a comparison between a "good role player" and a "poor role player". This is a comparison beween a clever role player and a less clever one. Clever and creative does not equate to good.

In order to decide if someone is a "good role player", one must ask - "does this person play his role well?" Is he consistent and interesting in character personality? Does he contribute to story? Does he know when to take the limelight, and when to step back and let another player shine? Does he play the stats he's given?

For example - that character with all average stats, in the hands of a really good role-player, will not usually come up with the really clever solutions to problems that keep him out of trouble. Why not? Because the character is not creative enough to come up with them. A really good role-player plays an average mind as average, not as consistently brilliant even if the player always sees a way out of the mess.
 

For example - that character with all average stats, in the hands of a really good role-player, will not usually come up with the really clever solutions to problems that keep him out of trouble. Why not? Because the character is not creative enough to come up with them. A really good role-player plays an average mind as average, not as consistently brilliant even if the player always sees a way out of the mess.

Not quite (imo). Average people come up with good ideas everyday. They may not come to such ideas as often or as quickly as geniuses, but that is not to say that the average joe hasnt found a shortcut or discovered a clever way of doing something.

A good roleplayer will play an average character as he sees that character. If it is an average character among great esteemed min/maxed heroes then he may be humble, but if the player thinks of something and then gives it sufficient time and the others still havent thought of it, theres no reason to restrain saying anything at all. I acutally had a player do this once, he was (for once) playing a low int character and he made sure to take a lot of time in-between suggestions, but he still made them!

Technik
 

"Besides, wasn't the D20 liscense touted as being able to handle all styles of play when it came out? Yet few if any publishers have tried to approach the idea of character rewards, advancement, and development from a truly innovative standpoint. Thoughts?"

It's touted that way, but there are several things within the system that resist change.

- Low magic and no magic campaigns are difficult to play under the current system, and involve significant changes and reworking of the CR/ECL system.

- Evil campaigns have a lot of disadvantages to them, and characters receive less overall benefits under the current system than their good counterparts.

- This is not a storytelling system. By storytelling, I do not mean that you can't tell stories in D&D. I'm comparing types of systems. White Wolf has entire books devoted to being a better storyteller, and setting mood and atmosphere and setting. D&D simply has nothing comparable. It is closer to a wargame, and it can be probably be compared to a hybrid wargaming/storyteller game, with more emphasis on combat than storytelling. Look at how well designed the fighter is, as a class, in D&D 3.0. Now look at the bard. See what I mean?
 

This is not a storytelling system. By storytelling, I do not mean that you can't tell stories in D&D. I'm comparing types of systems. White Wolf has entire books devoted to being a better storyteller, and setting mood and atmosphere and setting. D&D simply has nothing comparable.

Okay, I'll go with you that WW has put out more to further storytelling than the standard D&D system. But keep in mind that most of the books are about overall concepts. Sure, there are some game mechanics and some material specifically for the particular game, but the concepts of making an interesting story through RPGing are the focus of these books. These concepts can be applied to any system. I found RoleMaster to be the same way.
 

Granted, WOTC drove the game toward profits. Logically, one would assume that the game is designed to appeal to more people. And all is well with the world. The system is what it is, and why throw stones at people who choose to conform to a low-imagination ruleset?

As for me pushing my opinion and not defining my terms properly -- surely you jest. Practically every thread in every forum on the net involves opinion and subjective use of semantics. This is life on the Internet, Enworld included.

Let me boil my point down to just one idea: Why call it "Intelligence" at all. If your character has average or below average stat, why would you PLAY them expertly in that stat? Just give'em a friggin' 18 in every stat if that's how you're going to play them. (unless you ain't got the brains, yourself. In that case, just have a smart friend guess what number suits your playing capacity.)

The White Wolf comparison is inadequate justification for ignoring the rules and consequences that DO exist in the 3E ruleset.

From what I read, the DM (and therefore the characters) doesn't even ever look at how Charisma might shape the game. Fighters with Cha 10 that insist on talking to NPC's enjoy the same success and results as a Paladin with 16 Cha. Why? Because their interactions amount to "Which way do we go to fight stuff, now?"

It makes no sense unless you just admit that the Charisma stat is simply not related in any way to the actual, real world concept of Charisma. Or that it has no place in your gameworld.

If all you do is roll dice and hack stuff up, fine. But don't feign indignation simply because someone points out that the stats you hold so dear are meant to reflect actual traits with actual consequences. Just remove the stats you don't use, or max them by default, and be done with it. Pretending that a combat-obsessed character is simply a natural product of following the rules is a ruse.


K?
 

Let me boil my point down to just one idea: Why call it "Intelligence" at all. If your character has average or below average stat, why would you PLAY them expertly in that stat?

...

It makes no sense unless you just admit that the Charisma stat is simply not related in any way to the actual, real world concept of Charisma. Or that it has no place in your gameworld.

Huh?

Is this aimed at anyone in particular?

I was under the impression that it is called "Intelligence" because it represented how intelligent the character is, and that Charisma is intimately related to the "actual, real world concept" of charisma.

What are you on about?

-Hyp.
 

wolfen mentioned a point I would like to elaborate on: The DM rewarding a correctly played "dumb" PC. IMC a player has a very naive and not too bright barbarian. He routinely gets ripped off in "bargains", spends his hard-earned coin on fake potions and amulets of protection, and is generally the "good guy people like to take advantage of".

Now, in my game I take care not to "punish" the PC for that. He may spend his money unwisely, money generally has no impact anymore in this campaign - you don't buy magic items, and the PCs have "enough money to live luxuriously". Getting conned does result in (hopefully) amusing encounters and sideplots, and the character's trusting nature also leads to fun situations, not to "learning experiencces" or PC death.

In short, if you want to play the dumb barbarian in my game, I will reward you for it, not force your PC to grow up or die.
 

Technik4 said:
Not quite (imo). Average people come up with good ideas everyday. They may not come to such ideas as often or as quickly as geniuses, but that is not to say that the average joe hasnt found a shortcut or discovered a clever way of doing something.

Yes, which is why I sayid he won't usually or consistently come up with these things, rather than say he's flat incapable of them. Behold the power of the qualifier! :)
 

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