I concur.FrankTrollman wrote:Last time: shut the fuck up. No it isn't. This is a system issue because it is a human functionality issue. People don't work in a way that allows them to make intelligent decisions in a reasonable amount of time when given an unordered list of 20 options.Wotmanic wrote:One more time; this time with feeling -- this is a competency and self-efficacy issue, not a system issue.
And if somebody has their character sheet "unordered" as such, then they deserve to be smacked. Nobody does this; and even if they do, they have an organization issue (as I've mentioned before).
Besides, you and Lago both need to get off of this strawman of a study right now. This is not how character advancement happens.
You start off with 3-4 things that you can do. Then (once you've had a chance to master those things), as you advance, you add abilities 2-3 at a time (with significant time between advancements to assimilate and master those new options). Mastery of your options/abilities as you advance happens as a process of distributive learning, thanks to a little thing called the spacing effect.
Oh, and here's some references for ya:
http://www.aft.org/newspubs/periodicals ... ingham.cfm
http://www.window.state.tx.us/schoolsta ... rbreak.doc
http://www.spaceded.com/info/spacing_effect
Now, Lago did actually go in to the why of the problem of heuristics. While this is a valid point, again, I see this as largely an organization issue.
On the flip-side of that coin -- in injection of the extra chaos factor creates extra lag time (i.e., decision paralysis) exactly because of the fact that you've exponentially increased the # of iterative input/output probabilities.
Here's a little anecdote for ya:FrankTrollman wrote:If Flame Bolt is sufficiently good and useful that you'd use it 60% of the time, that would get pretty boring pretty fast.
I once played a 3e warlock -- it looked cool; I created this whole neat little story for him and everything, and hit the table ready to rock ass.
All of 3 sessions later, I said "fuck this" and self-ejected. Why? Because that's all it took me to realize just how boring it was to just spam EB all day. You see, I identified the problem (I was bored), identified the source of the problem (class has no real options), and eliminated the problem (new character). Next character? Druid. Why? Options. Result? Had a blast.
But I know that you don't really care about anecdotes, because players don't actually do that -- right?
Hold up -- now you're just doing what you've been crying about other people doing. You don't get to respond to critique of the lazy and unimaginative with a reiteration of the lazy and unimaginative.Lago PARANOIA wrote:Stock Lago reply incoming:In case you haven't picked up on it by now, the key to getting players to vary their tactics/powers is to vary the what they're facing.
You vastly underestimate the difficulty it takes to avert this.
Okay, imagine if you will goblin archers in the forest. They are on the other side of a chasm spanned by a bridge or two. Fortunately for them the goblin archers were able to recruit some trolls or some shit to block the bridge, putting the players in a chokepoint. Sounds like a pretty robust tactical situation, right? Maybe not robust, but it definitely requires a level of thought more than 'random goblin archers in a flat plane! GO!' Well, you know what, there are several issues with this.
1. Goblin archers across a forest chasm isn't actually much different than drow archers on a cliff in a cave with grimlocks at the bottom or pirate cannoneers on a ship drifting away from the docks. As much as we hate to admit it, a lot of tactical setups are actually really reductionist; video games and tabletop games have figured this one out for years to the point of naming a lot of them. The obvious way to avert this would be to dump more shit onto the tactical field to spice it up--there's also a thunderstorm going on and a weird magical fog that causes random teleportitus and there's also a strange stone that creates an anti-goblin arrow force field on one corner of the battlefield where the players might turn the tables! So the goblin archers send one of the trolls to try to push it into the chasm. Which leads into the second problem.
2. Making a robust tactical situation is actually really, really difficult. If you have a game where combat is rare then it's definitely quite possible to create unique special snowflake battles that the players have never seen before, making the first complaint seem churlish. But in a game like D&D where stories of a group running three battles in a night are common, this is a near-impossibly tall order for the DM. A lot of DMs, including yours truly, will not actually create special snowflake battles for many of them and will end up resorting to 'eh, fuck it, goblin archers in the alleyways, some difficult terrain here and there from garbage and dead peasants, we're ready to rock' in order to meet time constraints or battle quotas. Which of course will lead to monotony after enough time.
The obvious way to avert this is to have a robust monster manual with lots of wild and wooly monsters in it that is easy to run. Goblin archers in the forest need not feel the same as umber hulks in the forest or even drow archers in the forest. This is actually probably the biggest goal of monster manuals, but as we've learned from 3E and 4E D&D there is a limit to the amount of complexity you can give the average monster before they become too complex to run.
Beyond that though course there's the problem that D&D has lasted for 30 years and on top of that expects people to fight 10+ battles in the average story arc. As amazing as it might sound, people are actually quite familiar with dragons, man-scorpions, frost giants, demons, and golems due to D&D's longevity and effect on related media like video games. You will reach a point and soon where ogre magi backed up by yakmen are old hat. Such is the success of D&D, but it's a pisser when you're trying to come up with monsters that people haven't already Seen A Million Times. So you can't solely rely on the Monster Manual to jazz things up. A game needs to hopefully find a third way of attacking combat monotony but the only really big thing you can change in the combat equation is player tactics. And that's where Winds of Fate come in.
And before you immediately tell me again 'that's why you need to throw out diverse sets of monsters at the players that need different tactics!', let me tell you why it's not a good idea to rely on this. Even though the expected goal of throwing out the occasional golem or fire elemental or puzzle monster or whatever is to break players out of the routine of 'I fireball it!', what actually ends up happening is something a lot different because this ignores the reason why players resort to ability spam/5Mod in the first place. Actually, I made this argument a couple of times earlier in the thread so I'll just post it again.
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The thing that MfA and you are fantasizing about where people have 10 distinct powers that do different things and you reward people for picking the 'right' power never really works. Even in Mutants and Masterminds d20, which opens the floodgates to do anything you want with any power as long as you spent a Hero Point often has players spamming their same powers despite the game going out of its way to offer alternate situations in the solution books. Seriously, just read the goddamn logs for the Crucible City MUX and that stupid Heroes MUX pastiche that used that system. Players stuck to patterns and often didn't go for 'just as planned!' bait that seemed obvious to outsiders. Why is that?
1) It's often not as obvious as you think it would be for people to pick that 'just as planned' power. For example, should you hit the fire elemental with an Empowered Iceball, a Plane Shift, or a Wall of Stone? Depending on how you construct the game, they all might be equally useful even though a layperson would say 'go for the Iceball!'. Without such obvious decision points, the average person is going to default to what they feel most comfortable with, which invariably leads to ability spam. (Ed: This especially becomes a problem if you actually went ahead and made a small set of powers diverse, because it incentivizes people to stick to one power even more. There are a lot of occasions in which sunbeam won't do donkey dick and are forced to diversify, but it's very hard to come up with occasions that makes summon monster or mass curse more harmful than using another power). This is exactly what happened with Psions; they chose a small list of generically useful powers, some buffs and edge-case effects, then went to town. The only way you can avert this is by splitting up all versatile powers into individual spells, but then that either makes characters boring and one-note or it introduces option paralysis... which leads to people spamming the same one power anyway. Sigh.
2) Even if you do have a This Power Works Best situation, a lot of people aren't going to take it anyway. Either because of cautiousness, paranoia, laziness, roleplaying reasons, or they're just not that bright. They will of course stick to what they're comfortable with, which invariable leads to ability spam. Even though this seems like a minor thing, it's not. It's probably the biggest impediment on this list in fact. People are a combination of stubborn and looking for the path of perceived least resistance i.e. lazy. If you do a 'you can spam this power, but you'll get a -4 to attacks for it so it's a good idea to use something else', a large percentage of players will still choose to spam it. A lot of players' response to Salamanders Attack Your Fire Mage! is to sigh, suck up the fire resistance, and throw out fireballs anyway. You could theoretically put up enough obstacles to break up the player's pattern (these goblins have fire immunity and can fly over short walls!) but the problems with THAT approach is that A) this becomes very obvious after awhile and B) see caveat #2 about DMs being just about as lazy as players.
3) Those 'OMG that was just a PERFECT use of that power!' situations happen in comics and cartoons because, get this: the writers get a lot longer than 5 minutes to come up with something and even have considerable power to manipulate events into a 'just as planned' situation. The 'Iron Man modulates his laser to hit a ghost' tactic might seem obvious to you because you crafted the adventure, but it might not to the people actually playing it--at least not within a reasonable time frame. If someone is on a time crunch they will tend to default to what they feel most familiar with, which leads to ability spam.
The issue is how and to what degree. The removal of facing made it a passive non-element -- and doing so did absolutely nothing else but remove systematic clutter from the flow of the game. WoF is an active element that adds complexity to other areas. You've literally changed the focus from the game to the metagame.Why weren't you upset at THIS loss of autonomy? In 2E D&D you had a choice of where you face; in 3E you don't. If autonomy is really that important, where was the rioting in the streets and cursing and apology from WotC? Why didn't 4E do a 180 and suddenly put facing rules in? Is it because, like you correctly noted, that level of choice doesn't improve the game?Facing was done away with because of how much it systematically demanded that the game get bogged-down (on several levels); and did so without providing sufficient ROI.
It's almost as if it's possible to reduce choice some finite amount but still in the end increase player satisfaction! As in autonomy isn't the end-all be-all of game design! Who would have thunk it?
Spamming Robot Monster creates a less interesting story.Green Arrow using Electromagnetic Field arrow against the Robot Monsters is pretty cute and novel the first time. The next three times it's not. It's still cute and novel if he figures out that Lightning Arrow, Chaff Arrow, and Willie Pete Arrow (complex circuits respond badly to overheating, almost as much as animals do) fucks them over and uses those next.
The fact that EMF arrow x4 is more effective than EMF/Lighting/Chaff/WP doesn't make it more interesting. But unless a player is prevented in some way from spamming EMF arrow they're going to keep hitting that button and create a less interesting story.
If EMF arrow isn't working, then it very well can be quite interesting to manipulate the situation in such a way that it does work. Here, the power isn't the focus; the situation is -- and manipulating a situation, IMO, is more interesting than the powers that you use (sometimes to the degree that the actual specific power used is completely inconsequential to how interesting the encounter is).
You're right -- I didn't. I simply pointed out that you don't have to mechanically engineer every single element of the individual's role in the whole cooperative-storytelling process. As a matter of fact, you probably shouldn't. There's a big difference between Stormwind, and simply not wanting to rely on some contrived mechanic to tell the story for you.You seem to have missed the point. Psions got rid of the overwhelming # of options. The powers are flavorable as desired. Even if they happened to spam a bare handful of those powers, they still feel different because of how they are flavored/implemented ('cause, you know, I encourage my players to actually get in to describing how they implement their stuff -- 'cause, at least from what I"ve read, that's one of the game's basic expectations).You did NOT just 'roleplay not rollplay' me. I'm going to pretend you didn't say that.
None of the above. Surprisingly enough, those examples have absolutely nothing to do with my actual criticism of WoF.SO?? Do you cry if you used Mass Cure Major Wounds on an earlier encounter in a Vancian system and an encounter where it'd be even more useful comes up? Do you ragequit if you roll minimum dice on the random cure roll, which leads to you barely getting killed next round anyway? Are you going to throw a hissy fit if it gets counterspelled or the monster reveals an 'absorb beneficial spell' ability?
Oh, and what it is with you and Frank assuming that I'm so susceptible to temper-tantrums? Is it because I just jumped on in here full of bluster and bravado? Am I a little too combative for you? I certainly don't think that I've said anything that would indicate any of the things that you two have suggested. Here's a little secret -- I'm actually not normally like this (well, not anymore). The truth is, I did some lurking before I registered; and given who I knew I'd be debating with, I just figured that this was part of the baseline expectation -- I'm just trying to keep up. If I've misjudged, let me know.
You're absolutely right -- but you're removing (or, at the very least, severely limiting) the players' capacity to actively "make things happen", so to speak.I mean, c'mon man, even non-WoF systems have the potential for creating situations where you're boned if the best case scenario just isn't there.
And as for implementation: You're having to manipulate the narrative to fit the mechanic -- you've got it backwards.
And as an example of where this happens elsewhere: just off the top of my head .... WoD does this shit all the time -- and I absolutely hate it.
You know, if you wanted to design a series of 1-off adventures around this, and literally title it "The Fickle Finger of Fate", then I'd totally be on board. But that's as far as I'm willing to go.
