TarkisFlux wrote:dkfather wrote:Remember, no game can force good play or even that the spirit of the rules of the game are followed.
This is trivially true, but also missing the point of the complaints in this thread. Games can align the incentives (in-game rewards, advancement) with playing in a particular way. The complaints here suggest that the game does not do this, but instead puts advancement somewhat at odds with playing the game to tell a story. If it's better for my advancement to go off and climb a wall 100 times instead of following the story, then it makes sense for me to just go do that if I want to gain power for whatever reason.
This makes sense, if the rules allowed it. They do not except in absurd ways (for example, a year to advance a level with the expense and danger of getting the task done) so I would instead turn it around and say, why should a writer prepare for cheating game masters and cheating players?
But let me pose a counter question. Why should I shoot my qualifications for barricades at the 100 meter line? I can just run up to the line, set my muzzle on the target, and score 10x every time and get a 450. My score would be better, and everyone would think I was a perfect shot. I instead shot 281 at 100 and found out my off hand relay was poor. Maybe I am not interested in violating the rules even though no one can really stop me from doing it. I am more proud of my 281 fired in hard conditions than a 450 contact score.
TarkisFlux wrote:This is the heart of the defeated warlord complaint, that it is better for the warlord to go play games in the pub than it is to do warlordy stuff to advance in power.
Not true according to the rules, but I understand this point.
TarkisFlux wrote:And rather than dispute that as the optimal way for him to grow, you just say "sure, whatever". What people in this thread are looking for is an indication that doing the pub thing is not the optimal way for him to gain power again,
It is not - but then again I cannot stop a game master prepared to ignore the rules in place from doing this.
TarkisFlux wrote:but that doing warlordy stuff and following a story or plot is a better one, preferably supported by the written rules. You suggest that this is somehow against the rules and a slow motion way to do it, but haven't really put forth any alternative scenarios in which he performs better than if he just hung out in a pub all day long.
Actually I have. 36 rolls per point average (actually a little less, but lets keep it simple). 10 points per level makes a year. 5 years in the pub gives him a nice bounce of 5 levels. And he is not prepared for the good guys after this debauch - he deserves to die.
Instead he could terrorize villagers for a year (+1 level), raise a Zombie army of 72 zombies (+1 level), attack two neighboring villages (+2 levels) trap and ward his evil lair (1 level), fight the priest alcuin (1 level), pervert the Hada clan of the alcheries (1 level) and gate the demen certis into the plane (1 level if he gets lucky). No single activity is able to be repeated over and over, but each makes him stronger to face his enemies in both levels and fighting power.
One issue is time and money. Climbing a wall costs money and makes none - where does all this cash to support the professional wall climber come from, especially when their hobby stretches past 100 years.
TarkisFlux wrote:I admit to not having read or even glanced at the rules, so I don't know if there is a more optimal way for him to make his come back (assuming he's a player or bound by the same rules and doesn't get GM fiat advancement). But it would be nice to know if there is one, and if so what it is.
DM fiat is the way I often see it done, but the rules do suppose that the bosses be treated in all ways as adventurers, and it was how it was written.