RE: The loss of player agency.rampaging-poet wrote: EDIT: Forgot to respond to LR. I think I see what you mean: WoF could be seen as a valid abstraction of the ways the fictional world constrains the characters the way our own universe constrains us. Also, I believe Frank already mentioned people had less trouble dealing with WoF as a deck of cards than as a die roll, suggesting that obfuscating WoF would indeed make it more acceptable.
Okay, imagine if a game did 'Winds of Facing' where it was determined that the direction you were facing was decided by a d8 roll and was weighed in such a way so that the direction an enemy in was more likely to be where you were facing. You even got a mechanic that could occasionally 'force' the direction that you were facing in now and then.
It's not very hard to see people fume and fuss about a loss of player agency--people would say that a 5% chance to have your back facing the dragon for whatever reason was total bullshit and it was taking control out of the hands of the player.
Now imagine a game which didn't have facing rules at all. The assumed status quo was that players were facing a variety of situations but was abstracted; this means that sometimes a character had their back turned to a dragon when they were the only ones in the room, but the players had no way of knowing it since the position was not communicated to the player. In order to make it such that the system wasn't inherently a time-saver, an extra roll got thrown in somewhere--perhaps during the attack resolution system, called a Dragon Die or something, where the defender rolled a d6. 5-6 added -2 to the enemy's attack roll and a 1-2 added a +2 to the enemy's attack roll. This effect was supposed to simulate facing but of course wasn't called that.
Which system do you think would go over with players? The second one, obviously, even though it represents a net loss of player agency. The second one you have absolutely no control over, but because it doesn't flat-out say that you had your back on the dragon it offends players' sensibilities less.
And that is exactly what pisses me off. It's not that people want to micromanage control over their characters, it's that people don't want to face possibilities that what they think is optimal for the situation doesn't occur. They never wanted actual control, they just didn't want to be disabused of the illusion of control. That's really, really lame. TGD had a good sneer at The Insane Clown Posse and their ilk for saying that knowing how rainbows and magnets shit work makes them sad but when the shoe's on the other foot we don't act any better.
rampaging-poet, I don't know if you've seen my other posts, but this grim scenario is actually what I want to avoid, since it leads to ability spam. When players discover that Wall of Fire is supereffective and the giants don't pull some magic rabbit out of their ass to counter it (OMG the frost Giants have Red Dragonscale Armor of Flight) it leads to players ignoring their other powers and smashing the 'Wall of Fire' button unless they're stopped in some way. Either by explicitly spamming it or trying to force the tactical situation to revolve around the ability i.e. Murder Pinball.rampaging-poet wrote:
One thing that was mentioned earlier was the idea of easy ways for the player to pare down the number of reasonable options. The idea of tags for powers has already been discussed, so why not use them to encode some tactical information? If I'm a Black Mage trying to protect a village from a Frost Giant raiding party, there's two man ways I can go about doing that: preventing them from reaching the village and killing them before they can do much damage. Right off the bat I know that I probably want to use a [Wall] or a [Fire] spell, which cuts down my options considerably. Tagging things obviously won't help characters with overly broad abilities like D&D wizards too much, but a character with a reasonably defined shtick shouldn't have too much trouble figuring out what to do.
The obvious way to avert this is to make it a unique charge, but then after Wall of Fire is used the player goes back to staring at all of their other options and leaves you back at square one.
From my experience with running 4E encounters the vast majority of monsters needn't be on the WoF table. They can actually use a really stripped-down version of the Vancian system or even an At-Will system. It's acceptable for monsters to have 2-4 abilities that they endlessly spam because the DM controls a lot of them at once and doesn't have to worry about getting bored because they get access to a new cornucopia every new combat--even if the monster encounters are generated at random. If you get a boring or tactically inept set, you'll get another crack at it next encounter.MGuy wrote: I can't believe I haven't already asked this but are WoF rolls made for the other side too? Does this mean that the MC is making extra rolls for each enemy or that one roll determines where on each enemy's matrix you are? Are enemies set to use the same WoF table as players and if so then wouldn't you be writing a mountain of abilities for the Monster Manual?
This is precisely why if I play a 4E D&D game it'll only be if I get to be a DM, because running monsters as MC is a lot more fun than running players.