Unpopular opinions go here

Status
Not open for further replies.
I disagree. Even complex topics can be articulated in simple language. Now, the answer may be detailed, and technical, thats not the problem. The problem itself can (IMO) be expressed in basic terms at a high level most of the time. I've walked upper management types through complex technical issues many many many times, and they have not the slightest clue what anything means at a programming level.

Disagree all you want, but some of the things I'm talking about have no common-usage terms and are, in fact, vastly counter-intuitive for those not familiar with them. They bump up against parts of physics that sound like complete nonsense if you don't have the proper background.
 

log in or register to remove this ad


I'm not sure how you'd even begin to describe some micro-engineering problems in simple language. They often have references to things that we have no normal need to talk about, and thus no common terms for.
Do you think any problem that might crop up in RPGs needs to be too complicated to explain in plain language?
 

Or, you don't play a game that demands you set up your attributes with dice.
Why have dice if you're not going to use them?

Less facetiously, I've never bought into the attitude of "my character concept overrides everything", especially when it forces the DM to include or add things to the setting that weren't otherwise going to be there and-or that she didn't want to have there (e.g. a player insisting on playing a Dragonborn in a setting where they don't exist).

Also, I see characters as being largely representative of their population. Look around you. No two people are the same, and many of those differences come down to either genetics or random selection, over neither of which does the person being born have any control. That random element also applies to an in-game species population - some Elves are by chance going to end up stronger than others, some smarter than other, and so on; and some will have all six attributes higher than others.

What the dice tell you is are the random attributes of the member of the population that's in process of becoming your PC.

That, and I'm not worried about fine-tuning intra-character balance to nearly the extent that an array or point-buy system produces. It's just not a concern, beyond making sure the character's playable at all. I should note I don't use 3d6 in order - you've got some control over what goes where and you roll more than just 3 dice for each stat - but if your character concept needs two 16s to work* and the dice give you 18-13-13-12-10-10 then you've gotta rethink.

And if you're not willing to rethink, to me that's a red flag as to how you're going to approach the rest of the game.

* - an example is a 1e Illusionist, which requires a 15 and a 16.
 


Then why does everyone else get it? If it was a bad assignment, you presumably wouldn't be the only one having a problem.
Perhaps there's a common wrong idea, and the "problem" person is the only who sees the wrongness.

I'm just speaking generally. I think the real problem is simply one of self-interest. If you don't have a problem, why would you want to change the game for everyone, including you, to fix an issue that isn't an issue for you?

You want to talk about ways to fix this at the table level or for your own game, I'm sure you'll get a lot less pushback.
 

Yep. And that makes rolling for stats pointless because the players can just cycle through an endless string of PCs until they get a set of stats they like. So, to prevent the players from optimizing the fun out of the game, simply drop rolled stats.
Or maybe one of those less-optimal characters catches on and goes somewhere. I've seen this both as DM and with a few of my own as player, and it's great when it happens.

I've also found in my games - and have the numbers to back it up - that starting stats really don't have much if any effect on a character's eventual career length, measured in adventures. What makes a much bigger difference is making it to your third adventure, regardless of your stats, because the numbers show that if you get to your third the odds of you having a long career jump dramatically.

My educated guess as to why this is, not supported by any hard numbers, is that by the time a character's got to its third adventure three things have happened:

1 - it's acquired some useful gear and magic that helps it survive
2 - it's gained a level or two, which helps it survive
3 - it's become an integral member of the party, thus is more likely to be revived (and thus be able to continue its career) if it dies.
 

Disagree all you want, but some of the things I'm talking about have no common-usage terms and are, in fact, vastly counter-intuitive for those not familiar with them. They bump up against parts of physics that sound like complete nonsense if you don't have the proper background.
I was trying to think of a mathy example (Ito's lemma? Something from category theory) and then thought of the construction of the non-measureable set. But there are some places that google turns up that boil it down really nicely.


For some values of nicely.
 


Do you think any problem that might crop up in RPGs needs to be too complicated to explain in plain language?
Well, if your RPG involves a scientifically-accurate* simulation of the quantum realm then I could see this becoming an issue, yes. :)

* - as accurate as we can get given current knowledge, anyway.
 

Status
Not open for further replies.
Remove ads

Top