When the system gets in the way

buzz said:
Right. I'm saying that if you are playing a roleplaying game, you are by definition roleplaying. What you're using the term for is what I called earlier "immersion" and "story". I prefer not to use the term that way, because there's an inherrent value judgement in doing so (which I realize you don't mean to do maliciously).

Being into immersion and story is great, but it's not the only way to play an RPG, and it is not a superior way to play. It's just a way.


Right. But, no matter what, you have rules. Even if the only rule is, "The GM gets to decide what happens," you're playing with rules. You've set up conditions on which the group has (ideally) agreed that define what happens inside the game ("Lumpley Principle"). There is no such thing as an RPG, much less a game in general, that has no rules.

What the OP was wrasslin' with —and what Rasyr sagely pointed out above— is finding out what kind and how complex a ruleset he could use and still have fun.


I can agree that chargen, in itself, is not roleplaying, i.e., roleplaying is what happens at the table when it's "game time". Chargen is "roleplaying-related."

But there is absolutely nothing that's "not roleplaying" about playing a PC for whom you made optimal choices during chargen or advancement. D&D is all about optimal choices.

I think the sticking point is just that "min-max" as a term has been so closely associated with "munchkin" that the discussion becomes co-mingled with the whole topic of disruptive and abusive players. And I'd hope that, by now, enough gamers are aware that no one play style has a monopoly on disruptive players. :)

You know what I think we largely agree. I think our disagreement is more about terminology than actual theory.

Also, I don't believe that min-maxing automatically means that the player doesn't role-play their character. It just seems that many min-maxers are so focused on min-maxing and working over the system, that they don't put much effort into being in character. But no, Min-maxing does not mean you can't role-play the character. In fact I don't mind Min-maxing so much if the player comes up with a good background and role-plays the character.
 

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In response to boredgremlin:

boredgremlin said:
Gamer 1- he wanted to make a general based on spartacus. Unfortunately diplomacy and bluff suck for fighters. So his fighter had no chance to talk decently, and when he was talking to someone his sense motive sucked. So it was virtually impossible to turn a fighter into a rebel rousing, loyalty inspiring Spartacus.

He needed diplomacy, bluff, sense motive and knowledge (military tactics) to be a believable slave freeing Spartacus. Unfortunately 2 skillpoints per level and most of those being non class skills rendered Spartacus impossible to believably achieve as a fighter. Neither ranger nor palidan made sense so Spartacus was clearly impossible to have ever existed as a character.

Clearly, a charismatic and inspiring general, such as Spartacus, is probably not a pure and unmodified PHB Fighter. Personally, I am fond of the modifying character classes guidelines on page 174 of the DMG and of the multiclassing options available. For modifying the fighter class, I would probably just substitute out several class skills to create a set closer to what the player wants. I can't see this being much of a balance issue. To address the issue of number of skill points per level, I might recommend a great strategist like Spartacus should probably have an above-average Intelligence. With an Int of 14, a human fighter-based class would have 5 skill points per level. That's enough to keep all of the skills you mentioned at their maximum level, plus have one extra to fill in other details.

If modifying the core fighter is unattractive, then multiclassing might be the way to go, and there are a few options. Sticking with just core rules, a Spartacus-like character could be easily modeled by taking an occasional level of Aristocrat or Expert to fill in the skills required. I'm also sure that there are a number of prestige classes that would work. ("Spartacus" is probably not a first level character concept, anyway. He went through a soldier phase, became a gladiator, then did the rebellion and leadership thing. At least one interpretation of this might be several levels of fighter, then a different class.) If we go beyond core rules, a Marshall seems just perfect for the Spartacus role, either as a single class or mixed with fighter.

boredgremlin said:
Gamer 2- wanted to be an army ranger type character. It was medieval but he was a hardcase professional elvish soldier who hated magic and thought it was corrupting his people. Having some expertise in the area i told him he needed wilderness surival, weapons skills and great physical prowess.

Unfortunately this meant he needed wilderness lore, spot, listen, search, ride and handle animal to be a believable ranger in a fantasy setting. Of course the fighters 2 skill pts dont add up to be anyone decent at anything, so his very cool layout of a magic hating zealot who did all he could to protect his home got FUBAR'D into a non magical ranger variant from the unearthed arcana that we both hated.

Once again, probably not a pure, unmodified PHB Fighter or Ranger. (And yes, the variant in UA is less-than-great.) For a single class option, I'll throw in another recommendation for modifying the fighter, this time probably including dropping half of the bonus feats and maybe heavy armor proficiency for double or triple the skill points and a more aptly suited skill list. Similarly, you could take the ranger and exchange the spells for a number of bonus feats (like every 3rd or 4th level). On the multiclassing front, I recommend an even split of Fighter/Rogue. (Fighter/Expert would be okay, but Army Rangers act sufficiently like rogues, and rogues are strictly better than experts.) Venturing outside of core, I'd say Scout is another good choice (either with or without Fighter levels), too.

In neither case did d20 or D&D kill the concept. Trying to shoehorn a concept into an inappropriate (when unmodified) core class might have, but a little creativity (in modifying classes or in multiclassing) or research (into non-core options) goes a long way in making concepts work.

boredgremlin said:
I knew D20 was crap when i saw the bluff and diplomacy skills way back when. Any game that takes role playing and reduces it to rolling a D20 with a few modifiers has completely failed and killed real RP.

Correct me if I am mistaken, but the Storytelling system has a Manipulation attribute and social skills of Intimidation, Persuasion, and Subterfuge. The only thing that would have to change for your quote to apply to White Wolf's system would be to change "a D20 with a few modifiers" to "a handful of d10s". Even the social combat system from Exalted 2nd Edition does not necessitate any immersion or story-driven dialogue on the part of the players (though it is somewhat encouraged via the stunt rules). The requirement to present immersive conversation is largely separate from the mechanics of resolution in both the storytelling system and in d20.

As an aside, what I found difficult about Exalted was the tendency to have the players' choices for character actions co-opted by the mechanics for Virtues. If someone challenges a character to a fight, they have to fail a Valor roll (roll a handful of d10s) to refuse. This seems to be the case regardless of their other virtues (my compassion for not beating a person senseless, my sense of conviction that my current mission is more important, or my temperance--which represents self-control and resistance to thoughtless impulse). Similar arguments apply to other virtues and actions. It doesn't seem that the new Virtue/Vice system is at all similar to that, though. It seems to exist as a way to recover Willpower, based on several subjective decisions from the ST (the opportunity to be present, the degree of severity of the "cost" to yourself or others, etc.).

boredgremlin said:
I forgot to mention that 3e has discouraged most new players i have dealt with. They galme a session or two, see a rules lawyer beat them badly in a competive sense and ask why. My response as a DM? He bought the 40$ book and read it cover to cover a few times to find every tiny rule he could game into a numbers advantage.

So if you want to keep up with the power gamer o newbie you must take home this book and read it cover to cover a few times and take good notes..... How many played more then 3 sessions? 25%.

That seems to me to be somewhat an exercise in hyperbole. The degree of difference between an optimized, tricked out character and one that is merely competently designed is typically much smaller than the range of randomness of the d20, especially at low or middle levels. (Assuming, of course, the competition is not, say, a foot race between a human barbarian in a chain shirt and a gnome fighter in banded mail or a sneaking contest between an leather-wearing halfling rogue and that same fighter.) I really hope that no one recommends to any new player that reading and studying books is the key to rewarding gaming, especially using such dismissive terms as "newbie." I would actually be surprised that 25% returned, if that were the case.

A better tactic might be to just show them the difference in the bonuses and how the new player could achieve similar scores. Another way to encourage the new players might be to point out the areas where the specialized character has fewer advantages over their character. (Often in d20, when one character can do something really well, to the point that they can "beat [another character] badly in a competitive sense," they are very specialized in that area.) For a human fighter vs. a half-orc barbarian, for instance, the raging half-orc can hit much harder, but has limited rages/day and each is of a limited duration. The fighter is more consistent and has a better AC. Another area might be some of the convolutions players go through to raise AC; they often neglect offense or other areas.

boredgremlin said:
They dont have to read and memorize hundreds of pages or spend hundreds of dollars on optional books to keep up. Newbies in a rules lite system can just walk in with an idea and thier RP concept and play a good solid game where they are fairly balanced with even the veterans.

On this, I can somewhat agree. The disconnect with rules-light games is not usually the balance between characters built by novices vs. those built by veterans (though that can still come up). One disconnect can be the difficulty in establishing the meaningful mechanical differences (in a system-supported manner) between two distinct concepts (a fencer vs. a more well-rounded warrior, for instance). Another is, as mentioned upthread, the fuzziness of how actions will be resolved.

Some players want to be comfortable and familiar with what actions they can undertake and the resolution for those actions. For example, suppose a character wants to leap atop a table during a bar fight. In D&D, it's an easy jump check (DC: 10) that is equivalent to moving 10 ft and that gives a +1 bonus for fighting from higher ground. In a rules light system, one GM might allow it, but ignore it for task resolution; another might have the character make an roll on one ability to get a bonus in the fight (like D&D); a third might throw obstacle after obstacle at the character (did you roll to jump, to balance, to avoid tripping over the stuff on the table, etc.) and give no advantage (no, the jumping was your action); and yet another might just give a bonus at no cost (like the stunt system for Exalted) just for the panache (or description/interaction with environment).

As far as character creation goes, I find the biggest barrier to most people is the fact that their concept is not suitable for a particular (low) level. In some games (usually point-buy), you make the character you want to play and, if you have enough points, you can start just how you envision the character. In D&D, you figure out what you want to play and then determine how best to get there. This is similar, but not identical, to the "plot out your character from levels 1-20 and beyond" mentality; the difference is the point to which you pre-plan the character. I find D&D characters become viable as heroic concepts about 5th-13th level. I plan that far, but let the character develop more organically after I have met my goal.

For the Spartacus example, above, I'd certainly plan out my character to the point where the mechanics of the game support my ability to talk an unfriendly person into being friendly on a reliable basis (whether through the Diplomacy DCs in the PHB or with Manipulation + Persuasion in ST or through social combat in Exalted). In D&D, I'd be sure to take the Leadership feat (and perform actions that raised my score, too), while in ST or Exalted, I'd take (or aim to buy with experience) the Backgrounds (Merits) that support a group of warriors that follow my orders. I would also be certain to have a well-skilled warrior as the base for the character. In any game, I'd try to immerse myself into the situations and come up with good dialogue for why it would be good to follow me into battle. I'd also be sure to display my concern for my men.

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To directly address the original post, the amount of cognitive energy that is devoted to the system (mechanics) does necessarily reduce the amount of cognitive energy available for storytelling and immersion. If the total cognitive energy required for both parts of the roleplaying experience is more than what is currently available, each person or group will make choices as to which is more worthy of their attention and energy. Keep in mind, though, that some people may have to invest cognitive energy into ignoring "fuzziness" in a rules-light system, so immersion may suffer there, as well. The main thing is to invest your energy in a manner that is enjoyable, and it seems that you are doing so. That is something that I, personally, applaud.
 

Basically, nogray FTW.

Any system or style of play can be cast in the bad light. No matter the system, it takes actual work from everybody, and a similar type of play/understanding to achieve a decent roleplaying atmosphere. I'm sure that, was I given the task, I could make any group feel that I wasn't RPing and min-maxing, or fit in with most decent group and roleplay properly, with everyone having fun, regardless of the system.
 

I'll agree that the current incarnation of D&D lends itself to a tactical wargame feel and I've found that in some groups that can inhibit roleplaying.

Put the Battlemat away and agree not to use it for the campaign. I've found that seems to help bring the role-playing back though you can also end up opening up a can of worms if you've got a Rules Lawyer or two in your group. Arguements about AOOs can ruin an evening in that case. Make sure you do away with AOOs if you get rid of the Battlemat.
 

Wik said:
Within the first session, players were talking in character, taking crazy actions that they would never attempt in D&D (mostly because I think they know there would be a rule or skill check to cover it that deters them from taking the chance), and doing bad things simply because "it's what my character would do".

In short, they were role-playing a HELLUVA LOT MORE.

Same situation with my game, different system though, i'm playing Feng Shui, which runs on Atlas Game's 2d6 system.
I have a theory.

In d20 and all other D&D's for that matter, you start at a level where everything can beat on you.

Mr. Fighter in nice armor? You could get killed by a peasant with a gardening implement. when you start, it's entirely possible.

Furthermore, as you level up, things continue to beat on you. Reguardless of how strong you are or how the country is laid out, the DM will send things at you that are just on the limit of what you can handle, and the party gets tougher for it. When was the last time any of you faced a group of kobolds? After 3rd level, they aren't a big enough challenge without a bunch of character levels thrown in , and No Gm really wants to do that.

As a resuly, players get cautious.

So when they start up in a system where their characters are stronger right from creation... They are STILL cautious.

It took two full sessions, three seperate combats before my players realized how powerful they were in Atlas Game's 2d6 system Feng Shui. Now, they are all talking in character (one guy has subtitles), and even acting out their over-the-top personas. I'm thrilled.
 

Reguardless of how strong you are or how the country is laid out, the DM will send things at you that are just on the limit of what you can handle, and the party gets tougher for it.

This has always frustrated me about dungeon design. I once played a wizard, who wanted to learn to wield a sword. During his career, he invested a feat in martial weapon proficiency and even improved his strength from 9 to 10.

I never got to use my darn sword. Not once.

It was so frustrating that our group never got to tear up lower hit dice creatures. I eventually got bored of the hour long combats with CR11 creatures and quit the group.
 

All too true. As a DM I try to mix things up by allowing players to encounter lighter enemies, but when they do, often they simply serve as fodder, and get torn through like tissue paper (Ever seen a 14th level caster use Chain Lightning against orcs? not pretty.)

But all the same, I wanted to keep it interesting.

I'm reminded of a GM who sent sixty (60) kobolds against a party of heros. The heros should have been able to get buy on attacks of opportunity, but apparently, every single one of those kobolds was protected by a Lightfoot spell (the one that lets rangers avoid Attacks of opportunity...) He was just using the kobolds as a shield for his big damage dealer, a CR-appropriate mind flayer.
 
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boredgremlin said:
I used to think 3e worked for RP. And i have played for 12 years now in a bunch of systems. One game totally changed my mind....

Gamer 1- he wanted to make a general based on spartacus. Unfortunately diplomacy and bluff suck for fighters. So his fighter had no chance to talk decently, and when he was talking to someone his sense motive sucked. So it was virtually impossible to turn a fighter into a rebel rousing, loyalty inspiring Spartacus.

He needed diplomacy, bluff, sense motive and knowledge (military tactics) to be a believable slave freeing Spartacus. Unfortunately 2 skillpoints per level and most of those being non class skills rendered Spartacus impossible to believably achieve as a fighter. Neither ranger nor palidan made sense so Spartacus was clearly impossible to have ever existed as a character.

<snip>

In both cases D20 directly killed great character concepts based on RP. I have had many games like this. So many in fact that i decided to completely ditch D20 and moved to a storyteller system, basically from White Wolf....

All my players are happy, they can actually create the character they want.

I knew D20 was crap when i saw the bluff and diplomacy skills way back when. Any game that takes role playing and reduces it to rolling a D20 with a few modifiers has completely failed and killed real RP.

D&D games and plenty others have ALWAYS had rules for interpersonal skills. Check out the reaction tables in 1st and 2nd ed. But that's not the primary motive for my post.

The way I see the two character concept situations you have described isn't really the game system killing the concept. But I think nogray covers that adequately.

I see the issue as the D&D game system not being set up to min-max characters for those concepts in the way your players wanted it to. A Sparticus character can certainly be built, but in D&D, it comes with certain costs like multiclassing (and thus lowering BAB a little) or not being as effective at using certain skills because of cross-class costs and few skill points.

Not liking a system because of the way it is built around packaging of abilities like with D&D's class based system is fine and dandy. Various point-buy systems allow for more fine-tuning of characters. It's one of the strengths of Hero, particularly for modeling certain superheroes in the comics like Cyclops whose optic blasts have plenty of quirks.

But to kill a character concept? That seems a bit hyperbolic to me.
 

Agent Oracle said:
Furthermore, as you level up, things continue to beat on you. Reguardless of how strong you are or how the country is laid out, the DM will send things at you that are just on the limit of what you can handle, and the party gets tougher for it. When was the last time any of you faced a group of kobolds? After 3rd level, they aren't a big enough challenge without a bunch of character levels thrown in , and No Gm really wants to do that.

No GM really wants to do that? I've always thought one of the strengths of 3e is the ability for creatures to advance, whether through classes, templates, HD advancement, etc. I'll presume that's true for a lot of DMs, considering how many people on these boards are using classed humanoids as opponents in their games. The fact that kobolds can be a threat from 1st to 20th+ level is a good thing, IMO. YMMV, and apparently does.

That being said, I think some (many?) DMs do make the mistake of not letting PCs ever fight enemies they completely and totally outclass. While it would quite likely be boring for players to have such encounters on a regular basis, having one every once in a while helps to reinforce a sense of the character's growth and development. I try to remember to throw in such an encounter every once in a while, and it usually works well.
 

Wik said:
Now, my question here: do you people find that some systems allow for role-playing better than others? Do you find that D&D gets in the way of role-playing, that you have to pay conscious attention to the rules of the game, and that this gets in the way of your role-playing experience? And, if you do find some systems work really well for role-playing, what systems?

Short answers: yes, yes, and yes.

Here's the long answer. I've had pretty much the same experience with D&D. The players I've known who profess to be the biggest roleplayers are among the biggest min-maxers (and we're all players of about 25 years experience). D&D just seems to bring out that style of play. Additionally, d20 really added too much work. I've found Savage Worlds to be much, much easier to run, which allows me to focus more on the story and the play of the game. I see less tactics and strategizing from the same players, too. Some of it may be playing a game with no magic--it sounds like you're doing the same. So, it may be a function of genre shift as well as rules system change. I'm trying to wrap my mind around Warhammer Fantasy Roleplay in the hopes that running it will be easier, more fun, and more story-focused than D&D.
 

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