Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
You can't necessarily go back
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6001558" data-attributes="member: 42582"><p>I think Jonhnny3D3D may be thinking of RPGs in which one or two of the following is true: (i) what counts as a viable "solution" to any given problem is itself up for grabs, and to be worked out in part via the participants in the course of actually playing the game; (ii) the range of options, in terms of mechanics and associated player input and GM adjudication, is sufficiently varied (and subject to sophisticated feedback mechanisms coming out of the products of play itself) that calculating an optimum is not practically (or even, perhaps, theoretically) feasible.</p><p></p><p>D&D combat looks like a domain in which calculated optimisation might be possible. But once you allow for the impact of 4 other players at the table, plus the various story elements their PCs bring into play, calculability decreases: for example, having a PC who is strong at research may create opportunities, in play, to acquire additional information that permits combat encounters to be tackled with information-based advantages (about enemey tactics or vulnerabilities, for example); or having a PC who is notorious for keeping to oaths sworn may create the opportunity to negotiate non-fatal conclusions to fights, which in turn open up the viability of a range of PC builds that may not be viable in circumstances of different party composition.</p><p></p><p>This is not about randomness. It is about the complexity and highly choice-dependant character of the choice situation.</p><p></p><p>I hope we can all agree that this is obviously bad design. (I personally think the whole "disarm via skill challenge during combat" thing for traps was a bit half-baked, beyond the reason you give.)</p><p></p><p>As the first part of this post hopefully indicates, I agree. (Although I personally haven't found 4e D&D to have the problem you identify: for example, the player of the ranger-cleric in my game just recently retrained Stealth into Diplomacy so that his PC could play a bigger role in social encounters.)</p><p></p><p>You can push it even harder with a game like (say) HeroWars/Quest. Mathematically, PCs are virtually identical. Where they differ is in their descriptors, and this matters to the sort of fiction they can meaningfully engage with, and will in turn generate via play.</p><p></p><p>On another thread, I saw a complaint that the Artisan background (from the playtest) is not as viable as the Bounty Hunter background. My response to this is: if you are going to have a game with backgrounds, then the player who chooses for his/her PC to be an Artisan knows what s/he is getting into, <em>and should be prepared, in play, to make being an artisan matter</em>. I have GMed for such a player in a previous Rolemaster game: the player <em>did</em> find ways to make it matter that his PC was, as well as being a formidable warrior, a skilled armourer and weaponsmith.</p><p></p><p>Well, the Vancian wizard with the big spell book is the utlimate "retrainer" - every day I have a new suite of abilities!</p><p></p><p>But retraining for martial PCs seems fine to me provided that it is understood in the right way - as metagame tweaks, or highlighting formerly-negelected aspects of the PC, rather than as a change in the PC from the ingame perspective.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6001558, member: 42582"] I think Jonhnny3D3D may be thinking of RPGs in which one or two of the following is true: (i) what counts as a viable "solution" to any given problem is itself up for grabs, and to be worked out in part via the participants in the course of actually playing the game; (ii) the range of options, in terms of mechanics and associated player input and GM adjudication, is sufficiently varied (and subject to sophisticated feedback mechanisms coming out of the products of play itself) that calculating an optimum is not practically (or even, perhaps, theoretically) feasible. D&D combat looks like a domain in which calculated optimisation might be possible. But once you allow for the impact of 4 other players at the table, plus the various story elements their PCs bring into play, calculability decreases: for example, having a PC who is strong at research may create opportunities, in play, to acquire additional information that permits combat encounters to be tackled with information-based advantages (about enemey tactics or vulnerabilities, for example); or having a PC who is notorious for keeping to oaths sworn may create the opportunity to negotiate non-fatal conclusions to fights, which in turn open up the viability of a range of PC builds that may not be viable in circumstances of different party composition. This is not about randomness. It is about the complexity and highly choice-dependant character of the choice situation. I hope we can all agree that this is obviously bad design. (I personally think the whole "disarm via skill challenge during combat" thing for traps was a bit half-baked, beyond the reason you give.) As the first part of this post hopefully indicates, I agree. (Although I personally haven't found 4e D&D to have the problem you identify: for example, the player of the ranger-cleric in my game just recently retrained Stealth into Diplomacy so that his PC could play a bigger role in social encounters.) You can push it even harder with a game like (say) HeroWars/Quest. Mathematically, PCs are virtually identical. Where they differ is in their descriptors, and this matters to the sort of fiction they can meaningfully engage with, and will in turn generate via play. On another thread, I saw a complaint that the Artisan background (from the playtest) is not as viable as the Bounty Hunter background. My response to this is: if you are going to have a game with backgrounds, then the player who chooses for his/her PC to be an Artisan knows what s/he is getting into, [I]and should be prepared, in play, to make being an artisan matter[/I]. I have GMed for such a player in a previous Rolemaster game: the player [I]did[/I] find ways to make it matter that his PC was, as well as being a formidable warrior, a skilled armourer and weaponsmith. Well, the Vancian wizard with the big spell book is the utlimate "retrainer" - every day I have a new suite of abilities! But retraining for martial PCs seems fine to me provided that it is understood in the right way - as metagame tweaks, or highlighting formerly-negelected aspects of the PC, rather than as a change in the PC from the ingame perspective. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
You can't necessarily go back
Top