The Unbeatable Trick

Negflar2099

Explorer
As a DM I'm all about encouraging creative thinking in my players, after all in my opinion that's what the game is about. What concerns me though is how many of the people I've played with (and by a small sampling of various RPG boards a great deal of other people) seem to be so focused on a quest to find what I call the Unbeatable Trick.

What is the Unbeatable Trick? Well it depends on the situation but it's whatever trick you can use, again and again to foil the situations the DM throws at you. For example if the DM allows you to use Tensor's Floating Disk to float above a hazardous terrain, doing that once is creative thinking, but when you go back to it again and again, you have on your hands an Unbeatable Trick. The expectation is that it will work every time. The DM is forced to either disallow it (which can lead to frustrating arguments), allow it once and never again (same as above but now the DM's established a precedent), allow it but try to come up with something to get around it after letting it work once (which can lead to a dangerous game of DM-Player one upmanship) or allow it but stop using that particular threat against the PCs from then on in (so a DM in our example could never use hazards against the players ever again).

You see this mostly in combat where there is this need for something beyond just simple min-maxing or optimization, something where you get to an exploit or loophole or combo that lets you hit every time or make a thousand attacks or do insane damage.

I have seen the Unbeatable Trick emerge in every edition of every roleplaying game I have ever played. You might ask what's wrong with the Unbeatable Trick. After all it is, fundamentally about player creativity right? Wrong. I mean yes it's creative when you first come up with it (assuming you came up with it and didn't just crib it off the net), but when you use it a second time it's not creative anymore, it's just about relying on your same old trick. It may seem like a good idea but well imagine if in your typical action movie the hero did the exact same move every single battle and it worked every single time. I mean Legolas was cool when he stabbed an orc in the eye with an arrow and then shot another orc with the exact same arrow, but he only did that once. If he did that in every battle it would have gotten really boring really fast.

So given that, why is there so much interest in finding all of these Unbeatable Tricks? Why is there so much interest in "beating" the game of role-playing games? What do you think?
 

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I disbelieve the illusion. ;)

I haven't seen an Unbeatable Trick myself, either as a player or as a DM.

If I ever were to encounter one, I don't think it would be that big of a deal. There's more than difficult terrain to challenge PC's, and for every ability, there's a counter-ability.

4e has a pretty nice stunts system for a lot of the impromptu attacks, which specifically rewards unique, one-time tricks with higher damage. It needs some work to make it effective alongside the powers system, but it's a pretty good start, and a handy way to think of these "unbeatable tricks:" if they're limited, let them do a lot, and if they're repeatable, let them only do a little (not enough to make it worthwhile most of the time).

And I think the interest is pretty natural. Playing any game engages the gearhead aspect is going to bring out the mastery potential, especially if the focus of your game tends toward one particular challenge (be it combat, or social challenges, or whatever).
 

So given that, why is there so much interest in finding all of these Unbeatable Tricks? Why is there so much interest in "beating" the game of role-playing games? What do you think?

It begs the question why you think this is beating the game? People do this all the time in real life. At work we have problems that come up from time to time. Once we find a way of solving the problem the next day if the problem happens again, we use the same way we solved it the day before.

If my players find a strategy that works in the game I'm not going to punish them for it. I'll find ways to make the game fun still so it doesn't become boring. But there is no such thing as an unbeatable trick. D&D is not like poker were a royal flush beats everything; it is more like rock paper scissors.
 

Right. I embrace it, encourage it, and every once in a while thwart it so that they don't get too lazy. Unless the trick actively makes the game less fun, I'd rather have the players feel clever.
 

I prefer it when the DM should referee the setting; if the player comes up with a good trick, it'll work - except when it doesn't. The DM shouldn't (in this play style) take any extra pains to squash it or make it awesome or whatever.
 

So given that, why is there so much interest in finding all of these Unbeatable Tricks? Why is there so much interest in "beating" the game of role-playing games? What do you think?
It is realistic. No sane person ever goes on adventures of life and death without trying to stack the odds as much in his favor as possible. It would be like complaining about how the military always uses the best equipment they have when fighting.
 

I was wondering if the OP and the respondents of this thread can give me an example of how Tenser's Floating Disk is an Unbeatable Trick, and how others think it isn't. I, for example, wonder what the point is in having Levitate, Fly, or Featherfall when you have a Tenser's.
 

Tenser's is meh. It allows you to travel over surfaces, and not trigger certain traps, but that's about it. Now, Fly is much more awesome...
 

Let them have the trick. Then the one time it fails break it in a huge spectacular way.

Like burning oil and green slime. One time, once, that slime will boil and writhe and splash the party with a toxic mixture of green slime and sticky flaming oil.
 


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