D&D 5E Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)

In default 4e, players do get to choose what treasure their PCs get, and the GM places it into the fiction in accordance with a rule-determined sequence (the treasure parcel guidelines).
I did not know that. Then again, I guess I shouldn't be surprised.

When people talk about playe agency they are sidestepping the metaphysical question (as do most everyday discussions of human action). And they are expressing no view on the ingame fiction question (eg a player could exercise his/her agency to play a fated PC).
That kind of presumes a distinction between the player and the character, doesn't it?

And, practically speaking, players tend not to choose certain things that go against their interests or are outside of their perspective, which is one of the reasons why it can be a good thing to have things happen to the characters that are not under the player's control.

The second of these two passages shows that the first is an oversimplifcation. RPGing is not on a "spectrum" between railroad and sandbox.
I think sandbox/railroad can be seen as one spectrum, but there are certainly other dimensions on which a particular campaign can be described and analyzed.
 

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Ahn said:
To my mind, building a game that supports a different role for the players (and whatever DM/GM/etc. is posited, if any) is fine, but requires a page 1 rewrite. Since 3e was built explicitly with the assumptions of a strict player/character bond and an omnipotent and interventionist DM, it seems that when people try to play it with a different social contract it sometimes does not work well. This could lead to lengthy discussions about how &quotebalanced" the game is, but I think that's missing the point.

I do not agree with that characterization of 3e at all. Given all the complaints about how 3e stripped away DM power and authority, I think you have a pretty hard job here selling this interpretation.

Particularly in later 3e with things like phb2 where players were encouraged to engage the campaign at macro levels with their affiliation rules.

The idea that 3e defaults to this immersionist sim play is not supported by the text. Sure there is rule 0 but that's a pretty clear delineation of DM authority. You need only look at things beyond the initial DMG to see all sorts of great big holes in this interpretation.
 

There is nothing objectionable about this in principle. I think in practice, in D&D, it can be tricky because a feature of D&D has always been ambiguous mechanics - eg hit points, which some people regard as "metagame"/narrative, and others don't.

So breaking things out in the way you describe can be a bit of a culture change.


I think few regard hp as narrative though. Abstract, but not like mechanics that give players actual control of things traditionally in the hands of the GM. That is more what I have in mind. To me, these are new developments, and while i don't have any issue with them, i think making them optional would help both sides, because it makes it easy for those who are into that cobble together a d&d that works for them, and makes it easy for someone like me to ignore those elements.
 

I agree that it would be pretty radical.

I also think that it would be a good thing. If the books said right up front what the mechanics represented, it would sure solve a lot of arguments. Of course, it would also require things like having a health system that's defensible as a pure representation of the character's...well...health, and some completely separate mechanical system or systems that addressed all the other things that hit points can be taken to represent. It would be quite an endeavor, but it would provide us with a worthwhile reason to drop $100 or whatever for a new set of books.

Just to be clear, i wasn't suggesting things like HP be tagged seperately. I was talking about more modern, story oriented mechanics, a few people appeared to express interest in and another poster objected to. I don't think we should project the concept back though onto older mechanics that a rep a firm part of the game already and not really viewed as part of this narrative approach.
 

Why the claim of combat and class balance between the classes is mainly a for...

I think it could relate to content over that is in the tables, too.

For example, given the original title of this thread, if a player playing a rogue expects that his combat abilities should be the same as those of the fighter, even though the rogue concept is not itself as pertinent to the topic, that's an entitlement.

This is a very poor characterization of the argument though. No one wants the rogue to be the same as the fighter. No one.

What we don't want is a binary situation where the chapter either works fine or basically makes no real contribution to the scenario.

Take two examples. In the first the party is fighting a giant. At the end of the encounter the party is victorious. Would the presence or absence of the rogue be noticed in that encounter? Likely yes because the rogue likely made significant contributions to defeating the giant.

Now the party fights an elemental. Again they are victorious. But in this encounter, the presence or absence of the rogue makes no difference. The rogue contributed so little to this encounter that he might has well have stepped outside for a smoke.

That's the issue here.
 

I can't comment on 3E, but in 4e those items are, in affect, on the advancement table. The game is crystal clear about its mechanical expectations in this respect. Inherent bonuses are just one device for completely formalinsing this.

Oh, absolutely!

What agency, though? If the character is fated to do something, or to have something happen to him, the player never had any agency to remove.

Well, the DM has removed it by "fating" him to do something in the first place.

I think that even if you give the player no control whatsoever over the outcomes their character experience, there's still a lot of interesting gaming, and that's the extreme.

That is absolutely the opposite of what I want out of an RPG. To me, that DM ought to go write a story, because that's what he's doing- he is telling the story he has in mind, with an outcome in mind, rather than playing a game in which he responds to the choices of the pcs.

That's why I gave the examples I did. Even if I decree that a PC has a terminal illness (horror) or a destiny to live amongst the fairies (fantasy), how the player deals with that immutable circumstance is still in itself quite dynamic and dramatic. I wouldn't call that railroading, but if you want to, go ahead. I'm certainly not advocating fate as the only way to go, simply a handy DM tool.

Clearly, we have very different styles of gaming. :) And that's fine!

If you 'decree' that a PC has a terminal illness arbitrarily, capriciously, with no rolling or reason behind it- well, that's not exactly railroading, so long as you don't force the pc to react a certain way, and as long as you allow him or her to act in the way that he or she sees fit. But that's a circumstance, not a set of actions or outcomes. The outcome isn't even necessarily "the pc dies of the disease"- maybe instead it's "the pc gets the diseased cured/dies in a fire/gives his life in defense of the party" or whatever. It's only when your decree includes "and this is how it ends" that you've crossed onto the (my) railroad line.

Your other example is more troubling to me. If the pc's destiny is to live among the fey, doesn't that mean his destiny is to NOT die while adventuring? Doesn't it mean that he is predestined to make it through the toughest fights, even acting extremely recklessly? If I was playing a pc with a "special destiny", I certainly wouldn't think twice about taking on ridiculous tasks and frontal-assaulting that uberdragon.

That part is fine- but how many strings do you, as the DM, pull to keep me "on track" towards that destiny? Moreover, do you do the same for the other pcs?

I find games like that profoundly dissatisfying.

However, I think this also illustrates an unnecessarily limited view of what the outcome is. What if one of the PCs has some giant blood in him, and the session is really about him exploring his heritage and deciding what these events mean to him? Or what if some third party is watching which side the PCs take in this conflict and will then do something to or with the PCs according to their choices? The complexity of an open world makes it so that even if certain important outcomes are outside of the players' control, there is almost always something worthwhile that is.

Certain outcomes being outside of the pcs' control is fine- that's the point of the game. What I object to is when the DM makes decisions for the pcs or capriciously and without regard to fairness. The terminal disease guy? If he caught the disease fair and square, I'm totally cool with it. If you arbitrarily gave it to him for a giggle, less so.

In fact, since one of the many roles of the DM is narrator, I think it's potentially very important to devote more time to narrating parts of the fiction that do directly affect the characters and are affected by them. In that context, said giants vs village battle may be little more than a backdrop. Often, listening to the players and letting them drive the narration towards things that they care about, rather than focusing on a set scenario like the adventure above, can be very informative and satisfying. But (and this is the beauty of it) still does not take the players out of their roles.

Sure. But in that example, I would never handwave "you guys win the fight and save the village!" if the pcs showed no interest in fighting and were busy spending their time naval-gazing.

IMHO- and in my playstyle- the outcome should emerge from the actions and choices of the pcs, not from the dm's predetermined story.

I've tried doing preplanned adventures, and I despise the idea. But I've also tried pure undirected sandbox play and found it fairly frustrating. I prefer what I refer to as "thematic improvisation", where I pick a few big important facets of the campaign and determine them myself and enforce them with a very heavy hand, and then go pretty laissez faire with everything else. But to each his own.

My point is that DMing and railroading are not the same thing. Even in a sandbox game, the players are still their characters, and the DM controls everything else. He's simply exercising his control in a different way, less focused, but also less restricted.

I agree that DMing and railroading aren't the same. To me, the line is very stark and bright: it's when the DM makes choices for the pcs or enforces a desired outcome regardless of what they do. In other words, railroading is when the DM disregards the players' control over the way their pcs act.

As to playstyle, I'd call mine "sandbox with millions of hooks". There's not generally a "BBEG for the campaign" anywhere, though there are many of BBEGs in the world. The pcs choose their adversaries (or stumble into them, or offend them and get them to choose the pcs, etc) and what to do. What may at first appear to be an adventure plot is, rather, the plot of the bad guys, which will continue if the pcs leave it alone.

I expect that the pcs will miss things in my dungeons. I expect that they'll abandon some adventures midway through. I expect that they'll end up going places and doing things that I'd never considered. And generally, they do all of these things.

By the way, even though we very clearly disagree on a lot of this stuff, thank you for the discussion- it's a good one, and I really appreciate the civil tone!
 

That is absolutely the opposite of what I want out of an RPG. To me, that DM ought to go write a story, because that's what he's doing- he is telling the story he has in mind, with an outcome in mind, rather than playing a game in which he responds to the choices of the pcs.
I disagree with this on a couple of levels. For one thing, writing a story does not require that the writer has the end in mind. In fact, Tolkien himself supposedly did not plan out LotR in advance, which probably explains why it has such a raw, realistic quality. Shared authorship is not the same thing as emergent play, and even if the players never had any meaningful impact on the story, the game could be engaging and surprising for everyone involved.

However, I generally do think that DMing is about more than pure authorship. What I don't agree is that direct player agency is the only alternative. I find that much of the influence the players exert on my campaigns is not the result of direct intentionality on their part.

For example, if I plan a campaign for a generic party, and the players come back with two characters who are a couple, I might change my plans to leverage their relationship. Perhaps have an NPC try to break them up, or have one of them killed and see what the other is willing to do to get him/her back, and so on and so on. The same thing can happen during play. What if a player says offhand something like "gee I hope that NPC isn't secretly a demon who's trying to deceive us". Idea mine! Maybe if a character says something about his tough upbringing, a new quest to help out a homeless orphan appears. There are many cases where either during character creation or during play, a player can influence the course of the game incidentally rather than through direct agency. The game is different because of their presence, but they might not have intended it and they might not even know it.

And after all of that, there is still ample opportunity for the player to influence the game through in-character choice. Another thing to keep in mind is that even if a DM has made a decision, he can always change his mind, and the thing most likely to change his mind is the human being in front of him (that said, my plans also change on a weekly basis based on what fiction I consume, what I read on the news, and what I see through my job and other activities). I think that even an extremely authoritarian DM can still leverage his players very effectively.

With regards to writing a story, I often write narrative summaries of sessions after their completion. I also tend to discuss behind the scenes things once they're no longer going to spoil the in-game action, which does gives the players a venue for seeing exactly what my plans were and how much and why they changed. Which is usually a lot.

If you 'decree' that a PC has a terminal illness arbitrarily, capriciously, with no rolling or reason behind it- well, that's not exactly railroading, so long as you don't force the pc to react a certain way, and as long as you allow him or her to act in the way that he or she sees fit. But that's a circumstance, not a set of actions or outcomes. The outcome isn't even necessarily "the pc dies of the disease"- maybe instead it's "the pc gets the diseased cured/dies in a fire/gives his life in defense of the party" or whatever. It's only when your decree includes "and this is how it ends" that you've crossed onto the (my) railroad line.
That was kind of my point. In this case, I've decreed it incurable and terminal, and the players now know this, but their knowledge is imperfect. After all, doctors are sometimes wrong about these things. You're right that the character might die of something else, and that there is still a lot of room for the player to make meaningful choices even in the face of this apparently final outcome.

Your other example is more troubling to me. If the pc's destiny is to live among the fey, doesn't that mean his destiny is to NOT die while adventuring? Doesn't it mean that he is predestined to make it through the toughest fights, even acting extremely recklessly? If I was playing a pc with a "special destiny", I certainly wouldn't think twice about taking on ridiculous tasks and frontal-assaulting that uberdragon.
Yes, it does. In this example, the PC did not know this, but you are correct that if he had died, I would have either had to change my mind on something I considered very important or raise him from the dead. Predestination does have its problems.

However, these are not unprecedented. In all the movie fight scenes you've watched, in how many of them did you think the main character might actually die? How often did it happen? Not often. Dramatic conceit is hardly unprecedented, and it's not a given that the outcome of a battle has to be in doubt.

I certainly don't advocate using this kind of destiny thing every time around. It was an experiment for me, and one that worked well, but only for that specific campaign.

That part is fine- but how many strings do you, as the DM, pull to keep me "on track" towards that destiny? Moreover, do you do the same for the other pcs?
Very few as I recall. The beauty of it is that it comes very naturally to me to improvise around a few known postulates, and there are many right answers as to how the players can reach the end.

What I object to is when the DM makes decisions for the pcs or capriciously and without regard to fairness. The terminal disease guy? If he caught the disease fair and square, I'm totally cool with it. If you arbitrarily gave it to him for a giggle, less so.
It's arbitrary, and I sure am giggling manically at them, but it serves a purpose. It's actually based on a real life case that I sat in on some doctors talking about. These things can happen suddenly and for no identifiable reason, and this character got cancer at a young age with no risk factors, had a seemingly successful surgery and remission, and now has relapsed with a terminal diagnosis. It's a horror game, and I want them to experience what getting this kind of diagnosis is like. Because they know it's a horror game, to me this is not capricious. In D&D, I think it would be less tonally appropriate.

I agree with you that capricious DMing is bad, and I've been on the wrong end of it in my earlier days (which, frankly, is one of the reasons why I eventually became the consensus DM). However, I struggle to see how it would be defined. Regardless of whether it's horror or fantasy or some other genre, bad things can happen to the PCs. It's not necessary the DM being cruel, but it could be. If you have any meaningful definition of your capricious DMing, I'd be curious to hear it.

Certain outcomes being outside of the pcs' control is fine- that's the point of the game.
Well, I think so too, but is that a consensus here?

I agree that DMing and railroading aren't the same. To me, the line is very stark and bright: it's when the DM makes choices for the pcs or enforces a desired outcome regardless of what they do. In other words, railroading is when the DM disregards the players' control over the way their pcs act.
I can get behind that. To me, the player's ability to control their character is sacrosanct, and it's something I really try not to impinge on during the game. Sometimes, things happen that are beyond the character's control, but whatever agency the character has, I think the players should have too.

I expect that the pcs will miss things in my dungeons. I expect that they'll abandon some adventures midway through. I expect that they'll end up going places and doing things that I'd never considered. And generally, they do all of these things.
I don't dislike that, and it even seems admirable on some level to me.

However, I have a hard time seeing it as being practical, simply because of the stat load required. If you need detailed, customized stats, you have to write them in advance. As a 3e DM, my style is based on time constraints and the perks of the system. I can stat a few pretty diverse cohorts of NPCs, but I can't fill an entire region with enough ready stat blocks to justify calling it a sandbox. The closest thing I ever ran to a sandbox was a more minimalist system (again, CoC) that I ran with dozens of prepped NPCs and associated locations and plot elements in mind, but that was because I literally had three years to prep it.

I assume you must not customize monster/NPC stats much.

By the way, even though we very clearly disagree on a lot of this stuff, thank you for the discussion- it's a good one, and I really appreciate the civil tone!
These past few pages have been more intellectually interesting than most of what's been on the boards during this relative dry spell for the hobby. Which to me, is subsidiary to the OP's point that we should be discussing other things than balance. I do appreciate that you and some others have managed to relate contradictory viewpoints in a generally non-confrontational manner.
 

In default 4e, players do get to choose what treasure their PCs get, and the GM places it into the fiction in accordance with a rule-determined sequence (the treasure parcel guidelines).

In that way it is closer to acquiring equipment as part of PC generation than (say) to GM treasure placement in classic D&D.

Didn't this change with Essentials?
 

[NU][/NU]
I do not agree with that characterization of 3e at all. Given all the complaints about how 3e stripped away DM power and authority, I think you have a pretty hard job here selling this interpretation.

Particularly in later 3e with things like phb2 where players were encouraged to engage the campaign at macro levels with their affiliation rules.

The idea that 3e defaults to this immersionist sim play is not supported by the text. Sure there is rule 0 but that's a pretty clear delineation of DM authority. You need only look at things beyond the initial DMG to see all sorts of great big holes in this interpretation.

Yeah, I agree. I think his kind of argument (which I think characterizes some of the narrativist arguments for 4e as well), is more a product of entrenching internet arguments and overthinking of political-esque positions than reality. There is no way 3e embeds those assumptions to the degree Ahn says they are embedded. That's an over-reach. The game is and always has been more flexible and amenable to differing styles of play than that.
 

In this case, it's not cooperative. As much as we share world building, someone needs to have the final word about what is and what isn't allowed into the game. There are some good story games where you bid for authority, but D&D is not one of them, it doesn't even have mechanics for that. If you're not playing alone, and I'm pretty sure you're not, everything you conceive for this imaginary world should only be incorporated if everybody agrees that it's a good addition. The DM is the final arbiter on this regard not because of entitlement, but because the rules say someone needs to have the authority. You could have a game where that authority is given to someone else, but one more time, this is not the case with D&D.

Thats not true. The DM is responsible for setting up the scenario/building the world and establishing the background events. Past that point its the players that determine what actually goes on and its almost incumbent upon them to trash every plan the DM has for the campaign/world.

"Come and get it" is, indeed, the poster-child to this discussion, but only because it rewrites the fiction in the most absurd ways. In fact, the majority of the martial encounter and daily powers will have players asking the definitive AEDU question: shouldn't I be able to do that more often?

The first answer is complicated: no, you cannot do it because you tap into reserves of inner endurance to do that. It's complicated because that same character will tap into those same reserves to use other powers, so they're probably far away from being depleted.

No, its not. Thats YOUR limited imagination and nothing more. You cant separate the player having a narrative control from the characters actions. The proper response is that the character does, in-fact, use that technique as often as the opportunity avails itself. Its only when the player decides to use the resource that the resource is used.

The second answer is fine: no, you cannot do it because that's a player resource of narrative control. By using this power, you get to tell the exact moment where the enemy lowers his guard and you strike for additional damage, but the amount of narrative control you're entitled to is limited.

...because you're not a spellcaster. Only spellcasters are allowed to have narrative control....

While I have no problems with the second answer, I believe D&D can do better without it. As always, it's my opinion about what makes for a good D&D game, and in no way represents what I believe everybody should be playing. In fact, it's not even the reason why I moved away from 4E in favor of other D&D flavors.

Right. Because anything more than what your High School Quarterback can do on a friday night is utterly unrealistic when done in D&D setting.

And I'm perfectly fine with that. If this is improves your experience, that's how you should be playing. For myself, I prefer to play an unpredictable game where some characters are completely incompetent for the most various tasks, including fighting anything. I've found that thinking about ways to make failure interesting and relevant improves my experience more than assuring basic general competence for characters.

The point is that the character is more competent than the player is at what the character does. Even more, the character is more competent than the DM is at what the character does. This is the SYSTEM telling the DM that he doesnt have the competence to fairly adjudicate this. Something that is self evident to everyone who has EVER played the game(since SPELLS).

The one thing I dont want is to have the competence of any given character vary wildly depending WHO is running the game.

While I was talking specifically about the matter of player empowerment, I see your point. I agree that 4E creates those moments, but I believe it's an artificial construct of its own rules. I mean, it's only this way because of encounter powers and healing surges. In fact, the players want a break, not the characters. A fighter who spends all his encounters and dailies but who can still keep swinging his sword all day long with only at-wills is really tired? How is he different from a 3E fighter?

No, its the characters that want a break. Its the "keep swinging his sword all day" that incentivises the characters to go on(and on) until the cleric runs out of spells or the WCLW runs out of charges. Anyone in even the least bit of physical shape knows what a "second wind" and a "short rest" actually represent.
 

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