3e: Was there a consumer demand for caster dominance?

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hyzmarca
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Post by hyzmarca »

RadiantPhoenix wrote:So, how can we make the odds better than they look?
By relying on the fact that most people don't actually understand probability and warping it all in a fancy package.


It's the same way you get people to throw away money on scratch-off lottery tickets or casino slots, only the opposite. Instead of warm lights and happy whistles, you use a single bare hanging overhead 40-watt bulb and play a Scottish funeral dirge.
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Post by Lago PARANOIA »

echoVanguard wrote: This statement doesn't make any sense. If the paradigm they choose is substandard, and there's a benefit which makes it not substandard, how is that denial? I agree that the Magic Item Mart Gift Card idea is terrible, but it's terrible for very distinct reasons which have nothing to do with the core viability of the class paradigm.
It's terrible because it's a slapdash fix that sounds good but we know that they won't actually follow through on. It's like when 1980s' Republicans say that we don't have to raise taxes, there's enough that can be trimmed from the budget by trimming programs. It's all well and good, but we all know that they didn't have the will to do what actually needed to be done to drive down spending (namely, slashing the MiC and implementing single-payer UHC) so their kick-the-can-down-the-road solutions like eliminating 'pork' or defunding the HHS or slashing the budget to the NEA was actually worse than not doing anything at all.

I simply don't believe that proponents of Magic Item Mart Gift Cards have the will to take things as far as they need to go. Partly because people focus too much on melee combat when they talk about giving non-casters real superpowers and don't realize that a class feature of 'Have Apparatus of Kwalish' is much more helpful than 'Have Sword of Omens' and also partly because the people who advocate MIMGCs also tend to be the same people who wank to the rareness and preciousness of magical items.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Josh_Kablack »

Well yeah, if you want to give fighter-types magic items that allow them to keep up with the casters, that means magic items which keep up with the casters. It doesn't mean another +1, it means that the weapons are getting abilities on par with the casters.

The Sword of Omens lets you ignore hardness, make energy bolt attacks and scry on friends - which are all really 3rd level or lower spells, so getting to do 3 of them at will makes you maybe on par with a 6 level wizard.

Comic-Thor's hammer calls lightning, and lets you fly by throwing and hanging on it which are both 3rd level spells, but it also makes whirlwinds, offers vague storm summoning weather control abilities and opens dimensional rifts when spun around - which are conceivably high level depending on particulars.

And if the magic mart weapons in the game don't get lists of abilities like that, then getting magic mart weapons is just not good as getting a spell list
Last edited by Josh_Kablack on Wed Jan 04, 2012 8:57 pm, edited 1 time in total.
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Post by Swordslinger »

RadiantPhoenix wrote:So, how can we make the odds better than they look?
Fate/Action points work well for that. Giving PCs a certain edge for being PCs.
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Post by echoVanguard »

The MIGC idea is awful more than anything else because it essentially makes a character less important than their equipment, which is a truly detestable design paradigm. Any other considerations are secondary to that, especially since that's such a huge problem in 3e as it is.

Frank - I totally disagree with the basic premise of what you're saying. People, on average, don't want to play objectively more terrible characters and win anyway, they want their characters to be equally powerful without access to explicit phlebotinum. They want to win using wits, improvisation, and luck, and those are things that class mechanics can provide to characters. Having extra rerolls that spellcasters don't get access to, for example, is statistically similar to "I roll higher because I'm luckier".

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Post by Username17 »

echoVanguard wrote: Frank - I totally disagree with the basic premise of what you're saying. People, on average, don't want to play objectively more terrible characters and win anyway, they want their characters to be equally powerful without access to explicit phlebotinum. They want to win using wits, improvisation, and luck, and those are things that class mechanics can provide to characters. Having extra rerolls that spellcasters don't get access to, for example, is statistically similar to "I roll higher because I'm luckier".

echo
The bold part gives the show away. The people jacking off to VAHs want to win against the odds because of their own clever choices. That is what they want. That is not going to fucking happen, because unlikely events are unlikely. You can beat the odds, but by definition the majority of the time you are not going to.

And that is the beginning and the end of the argument. The mechanics can't provide you with the ability to outwit your opponent. The mechanics can't provide you with the ability the have things unexpectedly go your way. Those are not going to fucking happen. And get this: if you're so fucking stupid that you think that winning by being the underdog and hoping that black swans come and save you is a thing to aspire to: the chances of you outwitting anyone are pretty fucking low.

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Post by echoVanguard »

FrankTrollman wrote:...unlikely events are unlikely. You can beat the odds, but by definition the majority of the time you are not going to.
If you're talking about having improbable events happen that aren't governed by die rolls, you're right. If you're talking about things that are governed by die rolls, you clearly didn't read past the bolded part of my statement.
The mechanics can't provide you with the ability to outwit your opponent. The mechanics can't provide you with the ability the have things unexpectedly go your way. Those are not going to fucking happen.
These assertions are all demonstrably false. If a particular character has a class ability to retroactively subvert an opponent's agents, that's a feasible definition of outwitting them. If a particular character has the ability to keep rerolling a die until it comes up a 20, that's a perfectly valid way to force things to unexpectedly go your way. The list of abilities that can be given to a class are constrained only by the rules of the system and the inventiveness of the designer.
And get this: if you're so fucking stupid that you think that winning by being the underdog and hoping that black swans come and save you is a thing to aspire to: the chances of you outwitting anyone are pretty fucking low.
Are you confusing a character outwitting another character with a player outwitting another player? Because that isn't what I'm talking about at all, and any arguments that say "but that's really the only type of outwitting that's valid" will be completely spurious.

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Post by hogarth »

FrankTrollman wrote:
echoVanguard wrote: They want to win using wits, improvisation, and luck, and those are things that class mechanics can provide to characters.
And that is the beginning and the end of the argument. The mechanics can't provide you with the ability to outwit your opponent.
Probably true, although there have been some pretty sad attempts at doing so (e.g. the d20 Modern smart hero's ability to make a vague "plan" and add a bonus to rolls for the party).
FrankTrollman wrote:The mechanics can't provide you with the ability the have things unexpectedly go your way.
A luck bonus (or whatever) might be in-character "unexpectedly lucky" even if it's clearly not "unexpectedly lucky" out-of-character.
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Post by Username17 »

EV wrote:If a particular character has the ability to keep rerolling a die until it comes up a 20, that's a perfectly valid way to force things to unexpectedly go your way.
No it isn't. you totally expect it because you're doing it.

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Post by hyzmarca »

Outwitting a vastly superior enemy is perfectly plausible. It merely requires the game to be one of wits rather than one of blowing stuff up. Oedipus doesn't need superpowers to walk up to the Sphinx and say "a man".

Of course, that type of puzzle boss is rather extreme. Usually it merely requires the PC to have a source of information that the enemy does not. Lets say that the Dark Lord has the Artifact of Doom that would give him unlimited power if only he knew how to use it. I'm an average peasant and he can vaporize a mountain ranges with his at-will eye lasers. I can't possibly take the artifact from him. But the Artifact of Doom only works if used in one very precise way and failing to use the proper procedures and passwords will result in lethal feedback capable of slaying even gods, no saving throw allowed and I found the only copy instruction book in the hidden in Great Library of Thond (which is why the Black Fliers of Azamorn are after me).

I outwit the Dark Lord by scribing a copy of the book, slightly modified, and destroying the original. When he attempts to use the instructions that I've altered, he dies instantly. The Black Fliers die with him because their unnatural existence is tied to his and I win.


And there's always that trick to insta-kill the demi-lich at the end of Tomb of Horrors with the crown and scepter trap.

It isn't hard. Even Frodo could beat Sauron by just throwing the damned ring into the volcano.
Last edited by hyzmarca on Wed Jan 04, 2012 5:30 pm, edited 2 times in total.
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Post by hogarth »

FrankTrollman wrote:
EV wrote:If a particular character has the ability to keep rerolling a die until it comes up a 20, that's a perfectly valid way to force things to unexpectedly go your way.
No it isn't. you totally expect it because you're doing it.

-Username17
Who is "you"? The player? Or the PC?

By the way, isn't the Tome Fighter's "Foil Action" mechanic just a way to simulate winning by using "wits, improvisation, and luck"?
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Post by ModelCitizen »

Rerolls don't help any more than bigger bonuses do. A fighter can't reroll a check he's not allowed to roll in the first place.

Metagame abilities: I dislike that solution because it makes the world inconsistent and unpredictable, and that makes it harder for all the real classes to use their abilities. Suppose the fighter player can rewrite the story so an NPC likes his character. That's a fair analogue for Charm Person but it only works as long as the NPC's mind is an unopened Schroedinger's box. As soon as the beguiler hits the NPC with a Detect Thoughts, the state of the NPC's mind is known. Then if the fighter uses his metagame thing either it doesn't work or the Detect Thoughts retroactively didn't work. Those two abilities can't coexist.

All the systems I can think of with heavy metagame mechanics (Adventure!, FATE, Cortex) give every player access to them. Giving them to just one or two players creates a tug-of-war between the metagamers who rely a world full of unknowns vs the phlebotinum users who want to gather information and make plans.

MIGCs: While it's bullshit to rely on the DM to hand out items to underperforming archetypes, I don't see a problem with player-selected class feature items. If the fighter can grab herself a free pair of winged sandals at level 7, we've made a character who's completely in-genre for D&D and solves the flight problem. If you don't like the things that implies about your character you can always play something else. There's no reason the game can't have the gadgeteer fighter and also have a weeaboo fighter you can play instead.
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Post by echoVanguard »

FrankTrollman wrote:
EV wrote:If a particular character has the ability to keep rerolling a die until it comes up a 20, that's a perfectly valid way to force things to unexpectedly go your way.
No it isn't. you totally expect it because you're doing it.

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I, the player, expect it. My character doesn't (and more importantly, neither do the other characters).

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Post by Username17 »

echoVanguard wrote:
FrankTrollman wrote:
EV wrote:If a particular character has the ability to keep rerolling a die until it comes up a 20, that's a perfectly valid way to force things to unexpectedly go your way.
No it isn't. you totally expect it because you're doing it.

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I, the player, expect it. My character doesn't (and more importantly, neither do the other characters).

echo
If you think you will satisfy these people by giving their character an additional bonus to attack rolls and armor class that their character officially does not know they have, You Are Wrong.

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Post by hogarth »

FrankTrollman wrote: If you think you will satisfy these people by giving their character an additional bonus to attack rolls and armor class that their character officially does not know they have, You Are Wrong.
Some people are idiots who will never be satisfied by any sensible mechanic. Does that mean that no one should create sensible mechanics?

Does the fact that the Tome Fighter's "Foil Action" mechanic wouldn't satisfy Elennsar mean that it isn't a useful mechanic for simulating non-magical cool fighter tricks?
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Post by echoVanguard »

FrankTrollman wrote:If you think you will satisfy these people by giving their character an additional bonus to attack rolls and armor class that their character officially does not know they have, You Are Wrong.

-Username17
Probably not - and frankly, that's not even close to being equivalent in power to, say, spellcasting as a core class feature. But it might be a workable starting point. I'm also interested in your response to hogarth's question about the Foil Action ability.

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Post by talozin »

People who do not know exactly what they want from their abilities is a problem we can potentially solve.

People who want contradictory things from their abilities is a problem we can't solve.
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Post by CapnTthePirateG »

hyzmarca wrote:Outwitting a vastly superior enemy is perfectly plausible. It merely requires the game to be one of wits rather than one of blowing stuff up. Oedipus doesn't need superpowers to walk up to the Sphinx and say "a man".

Of course, that type of puzzle boss is rather extreme. Usually it merely requires the PC to have a source of information that the enemy does not. Lets say that the Dark Lord has the Artifact of Doom that would give him unlimited power if only he knew how to use it. I'm an average peasant and he can vaporize a mountain ranges with his at-will eye lasers. I can't possibly take the artifact from him. But the Artifact of Doom only works if used in one very precise way and failing to use the proper procedures and passwords will result in lethal feedback capable of slaying even gods, no saving throw allowed and I found the only copy instruction book in the hidden in Great Library of Thond (which is why the Black Fliers of Azamorn are after me).

I outwit the Dark Lord by scribing a copy of the book, slightly modified, and destroying the original. When he attempts to use the instructions that I've altered, he dies instantly. The Black Fliers die with him because their unnatural existence is tied to his and I win.


And there's always that trick to insta-kill the demi-lich at the end of Tomb of Horrors with the crown and scepter trap.

It isn't hard. Even Frodo could beat Sauron by just throwing the damned ring into the volcano.
But that doesn't help fighters. At all. If anything, the casters should be better at this because they're smarter and more charismatic. Hell, even the clerics are harder to lie to because they have wisdom bonuses, and in D&D land, you can call up the God of being Crazy Prepared (Briiu'ce Way''ne) and ask him if there's anything you missed, but only if you;re a caster. Meanwhile the warriors are rewarded more for putting points into physical power rather than mental.
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Post by Username17 »

hogarth wrote: Does the fact that the Tome Fighter's "Foil Action" mechanic wouldn't satisfy Elennsar mean that it isn't a useful mechanic for simulating non-magical cool fighter tricks?
The Tome fighter's Foil Action ability is a useful mechanic for something that has the special effect of doing things through clever swordplay and luck. It does not actually cause people to overcome odds, it causes odds to change wildly in your favor.

So if someone is mature enough to say that they want a character that looks like they skim through things by the skin of their teeth, that sort of mechanic is helpful. What K and I discovered however is that a lot of the Fighter demands are not that they want a grit and luck and trickiness skin on effective level-appropriate abilities, but that they literally want to rely on actual luck and provide the trickiness themselves.

That the Elensarrs of the world are in fact incredibly common, and compromise an actual majority of people who come into Fighter vs. Mage debates to herp derp about how how Fighters aren't underpowered.

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Post by echoVanguard »

FrankTrollman wrote:
hogarth wrote: Does the fact that the Tome Fighter's "Foil Action" mechanic wouldn't satisfy Elennsar mean that it isn't a useful mechanic for simulating non-magical cool fighter tricks?
The Tome fighter's Foil Action ability is a useful mechanic for something that has the special effect of doing things through clever swordplay and luck. It does not actually cause people to overcome odds, it causes odds to change wildly in your favor.

So if someone is mature enough to say that they want a character that looks like they skim through things by the skin of their teeth, that sort of mechanic is helpful. What K and I discovered however is that a lot of the Fighter demands are not that they want a grit and luck and trickiness skin on effective level-appropriate abilities, but that they literally want to rely on actual luck and provide the trickiness themselves.

That the Elensarrs of the world are in fact incredibly common, and compromise an actual majority of people who come into Fighter vs. Mage debates to herp derp about how how Fighters aren't underpowered.

-Username17
That's about what I thought. And that's exactly what I'm talking about - taking a level-appropriate ability and giving it the theme and flavor of using wit, improvisation, and luck to succeed at challenges. Quite frankly, people who want to fight balors as commoners are not and should not be significant factors in TTRPG design beyond the level of core design principles (as in, don't make it easy for players to create unplayable builds).

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Post by talozin »

FrankTrollman wrote:What K and I discovered however is that a lot of the Fighter demands are not that they want a grit and luck and trickiness skin on effective level-appropriate abilities, but that they literally want to rely on actual luck and provide the trickiness themselves.
These people need to play a lot more Champions. As annoying as that game can sometimes be, it's extremely clarifying when it comes to learning to distinguish mechanical effect and special effect.

Or maybe it wouldn't do any good. In which case I refuse to feel bad for not giving them what they want, in the same way I refuse to feel bad for not feeding children strychnine.
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Post by hyzmarca »

CapnTthePirateG wrote:
hyzmarca wrote:Outwitting a vastly superior enemy is perfectly plausible. It merely requires the game to be one of wits rather than one of blowing stuff up. Oedipus doesn't need superpowers to walk up to the Sphinx and say "a man".

Of course, that type of puzzle boss is rather extreme. Usually it merely requires the PC to have a source of information that the enemy does not. Lets say that the Dark Lord has the Artifact of Doom that would give him unlimited power if only he knew how to use it. I'm an average peasant and he can vaporize a mountain ranges with his at-will eye lasers. I can't possibly take the artifact from him. But the Artifact of Doom only works if used in one very precise way and failing to use the proper procedures and passwords will result in lethal feedback capable of slaying even gods, no saving throw allowed and I found the only copy instruction book in the hidden in Great Library of Thond (which is why the Black Fliers of Azamorn are after me).

I outwit the Dark Lord by scribing a copy of the book, slightly modified, and destroying the original. When he attempts to use the instructions that I've altered, he dies instantly. The Black Fliers die with him because their unnatural existence is tied to his and I win.


And there's always that trick to insta-kill the demi-lich at the end of Tomb of Horrors with the crown and scepter trap.

It isn't hard. Even Frodo could beat Sauron by just throwing the damned ring into the volcano.
But that doesn't help fighters. At all. If anything, the casters should be better at this because they're smarter and more charismatic. Hell, even the clerics are harder to lie to because they have wisdom bonuses, and in D&D land, you can call up the God of being Crazy Prepared (Briiu'ce Way''ne) and ask him if there's anything you missed, but only if you;re a caster. Meanwhile the warriors are rewarded more for putting points into physical power rather than mental.
As a general rule, PCs should not be stupider than their players. If the player can think of it, then so can the PC. The DM doesn't get to respond to a clever plan with "no, your character is too stupid to think of that".

The thing to remember is that players do not want to challenge their characters. Players want you to challenge them. The character is superfluous except as an avatar for the player.
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Post by Swordslinger »

hyzmarca wrote: As a general rule, PCs should not be stupider than their players. If the player can think of it, then so can the PC. The DM doesn't get to respond to a clever plan with "no, your character is too stupid to think of that".

The thing to remember is that players do not want to challenge their characters. Players want you to challenge them. The character is superfluous except as an avatar for the player.
While I agree with everything you said, there are a lot of players I know who would disagree.

Namely most supporters of social systems want to turn a lot of the roleplaying encounters into character challenges instead of player challenges. There are even others who advocate using intelligence checks to think of battle plans and such.

Personally I think both of those are bullshit, but there's a lot of support for that sort of thing.
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