TTRPGs should punish people who play DMFs.

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Post by Username17 »

nockermensch wrote: I guess my experience here is skewered because I only played with people who I was already friends with. If I, as a person, don't have reasons to like the person behind the zany useless character already, then I understand it can suck to carry their weight in a fight.
The point is and always will be that the people saying that people claiming that the DMF players are having "harmless fun" are fucking lying. It is not harmless, they are moochers. Their "fun" is that they are showing up to get rewarded for the dragons being slain and the princesses being saved while not actually contributing to those goals. They are asking, nay demanding that the Clerics set aside spell slots that could have been spent seeing the future or summoning angels on healing their ass because they chose to play a character that routinely loses hit points during combat and has no intrinsic means of recovering them.

The Melee Fighter's contribution to the game is that Cleric gets to see less of the future and summon less angels. Seriously, that's his contribution. It's not harmless fun. It's showing up to restaurants without your wallet and expecting your friends to pay your way. For fun.

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Post by echoVanguard »

Stubbazubba wrote:Isn't this K's soapbox? Is he renting it out?
I lol'd. To be fair, though, I think nockermensch is presenting his argument a lot more effectively than K typically does. Unfortunately the problem of differing play styles is still get swept under the carpet - the fact is that some groups really do play in a merciless style where bringing a suboptimal character to the table ruins the game for everyone. A lot of groups are highly committed to objective difficulty in their games and play for keeps, and a lot of groups prefer to go a softer route and dynamically adjust the difficulty.

Personally, I think Frank is most correct in this argument, but for the wrong reasons - classes should empower the players to contribute in every situation, and players should have the ability to take advantage of those opportunities, or not, as they see fit. The fact that a fighter-type character cannot contribute to the game past a certain point is unambiguously a problem with both the system and the concept, but it doesn't make people who want to play fighters the enemy of a good gaming experience - it makes the concept of a fighter who can't contribute an unworkable entry into the game's framework. In D&D, high-level play is essentially influenced by how many limitations you can declare irrelevant to you, and virtually all of the avenues to do so involve magic that grossly violates most of the core concepts of equitable opposition. For example, think about how different high-level play would be in D&D 3.X if a Fly spell had a chance to spontaneously end whenever the subject was hit by an attack, or if Teleport had a 10-round casting time and made all subjects vulnerable for a few rounds after arrival, or if decent rules existed for directly translating combat prowess into social clout. It's like a wargame where one side has sticks and the other side has orbital plasma cannons - there's a tremendous problem with how the basic equity of conflict is designed from the ground up. Some people (usually the people with the orbital plasma cannons) are quick to say "Well that's how it would really work!" but that dodges the fact that the core goal is to make a game that's enjoyable for all involved, which requires both equity and agency.

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Post by Mr. GC »

nockermensch wrote:
Mr. GC wrote: MMOs have dumb enemies that behave in a scripted manner and that usually attack the person least capable of hurting them.

D&D has smart enemies with dangerous abilities.

Which of these is, and is not like a video game:

A. Enemies use what they believe are their best abilities.
B. Enemies act randomly/hold back/otherwise do not go all out and play smart?
A. This looks like a videogame (on hard mode, probably). The monsters just follow a script, that can be as merciless as the programmer wants.
B. This looks like how D&D usually ends being played. The enemies don't use focus fire (while the party IS using it), dragons and giants don't grapple, monsters don't aggressively stop spellcasters from casting and everybody acts as if the AC 28 fighter had some kind of aggro drawing power.
Wrong. Most video games have either an AI roulette or they act in a fixed pattern that is not the best pattern. So when you circle strafe the Taurus Demon and stab it in the back, and then it spins around and tries to attack you and you move out of the way and then you do the same thing again it doesn't attack where you're going the second time... or the third, or however many other times it takes. Not only is the AI weak and predictable it's deliberately designed that way.

Which is exactly like having the creatures that are fighting for their lives not act as if they are fighting for their lives.

Just because most people play D&D as a bad video game doesn't mean they should.
Here's the thing: If the DM "plays fair" the party fucking dies. "smart enemies with dangerous abilities" actually acting smartly do things like "not losing", using the same active tools the party has at its disposition to win.
Only if the party sucks a barrel of cocks. For example a core only party would likely lose to enemies being played intelligently because there are only two party members capable of doing anything at all... so if they go down, that is an automatic loss.

If the party does not suck a barrel of cocks, then they can deal with smart enemies with dangerous abilities and not die very much at all.
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Post by nockermensch »

Lord Mistborn wrote: What make D&D intresting to pople who would otherwise be playing Diablo is the enimes can be smart. I.E. not dumb mobs runing on a script
This is false and betrays a lack of understanding of how far scripts can go. And any DM that actually understands what the spells DO (DMs who already played batman wizards, for example) will sandbag himself when playing the so-called smart enemies, anyway.
Lord Mistborn wrote:
nockermensch wrote:Today, the actual selling points for a RPG should be the things that computers still can't do: the world building, story creating, knot cutting, MTPing (yeah, even the MTP) aspects.

So, contact other planes, illusions and tome fighters are good to the game, because they bring actual knot cutting. The Den gets this, awesome.
This is mostly correct. Except about MTP, If MTP is the main attraction to your game your game is bad and you should feel bad
Who are you quoting when you say "main attraction", motherfucker? MTP isn't intrinsically bad. What it is, is cheap. As in, kids do that shit naturally, so you shouldn't sell a RPG that rely on MTP instead actual mechanics. But you actually need the MTP in any game with more involvement than "lets pretend we're playing Diablo."
Lord Mistborn wrote:
nockermensch wrote:<snip masterful defense of DMFs>
but here is where you collapes into bullshit and failure. The DMF is bad because they can't interact with what make RPG enganging. As for the Druid sniffing flowers in combat that's bad, the player is bad, and the DM is bad for not kicking him out of the game. Stormwind mother-fucking Fallacy retard, having somone weave baskes in combat under no cirumstance engages people in the game. When it's combat time and you win or you die, and if you think not trying to win is somehow roleplaying then go suck a barrel of cocks you basket weaving lowlife.
I guess I've been OWNED4LIFE. Is this the right place for using a cool_story_bro.jpg?

You'll realize once you take the dozens of cocks out of your mouth and eyes that a DMF can engage just fine in world building and shared story-telling which are two of the selling points of a RPG. We know this for sure because there's basically one of them in every and each fantasy story ever told. As for "problem-solving", yeah, we define the DMF as explicitly weak at this, but even then, if anything else fails and such a guy is a total incompetent, they're still providing a foil to the guys who are actually solving the problems, so it's not if they even lack a dramatic role.

As for the peacenik druid, you're likewise mistaken. Your "under no circumstance" fails to consider lots of games being played right now and talked about on those forums the Den loves to hate, so I'll chalk it up to another case of cock-induced blindness. Zany characters only become "wrong" if one or more people come to the table actually believing that D&D is an objective, competitive game (protip: it isn't, it's just sold as so on the game package for legacy issues).

Also, cocks. Suck more of them.

FrankTrollman wrote: The point is and always will be that the people saying that people claiming that the DMF players are having "harmless fun" are fucking lying. It is not harmless, they are moochers. Their "fun" is that they are showing up to get rewarded for the dragons being slain and the princesses being saved while not actually contributing to those goals. They are asking, nay demanding that the Clerics set aside spell slots that could have been spent seeing the future or summoning angels on healing their ass because they chose to play a character that routinely loses hit points during combat and has no intrinsic means of recovering them.

The Melee Fighter's contribution to the game is that Cleric gets to see less of the future and summon less angels. Seriously, that's his contribution. It's not harmless fun. It's showing up to restaurants without your wallet and expecting your friends to pay your way. For fun.

-Username17
This is kind of confusing the issues. Your complaint is better served at the feet of the D&D Fighter, a class that we all know is weak. If you say, instead, that the "Fighter Plus" has Fast Healing, then he remains being a DMF and suddenly the cleric has more reasons to smile.
Last edited by nockermensch on Fri Sep 21, 2012 6:24 pm, edited 1 time in total.
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Post by K »

echoVanguard wrote:
Stubbazubba wrote:Isn't this K's soapbox? Is he renting it out?
I lol'd. To be fair, though, I think nockermensch is presenting his argument a lot more effectively than K typically does.
Now you made me laugh.

Nockermensch and I only share a premise: that DMs sandbag encounters. The fact that we have opposite arguments derived from that premise was perhaps not made entirely clear.

He wants to justify bad design because "It's just an RPG and it doesn't matter," and I am pointing it out as an example of things that people do to correct bad design that ruins the play experience.

I'm actually surprised that Nockmensch hasn't already reached the "but the DM can give the fighter an artifact sword" response. It's the next step in this argument (and I know this because I've had and seen this argument play itself out for over a decade... there really is nothing new in this thread).
Last edited by K on Fri Sep 21, 2012 6:38 pm, edited 3 times in total.
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Post by Wrathzog »

ishy wrote:I get that you didn't understand what I was saying and thus felt the need to insult me to hide your insecurities so I'll try to explain it for you in more detail why I think these solutions still show that a fighter is not a legitmate play style.

A) ... B) ... C) ...
So you see with each option, the fighter makes everyone else have to do more and takes away options from all other players. And a playstyle that takes away the options from other players in such a severe degree is something I just cannot support in a ttrpg because I'm not that big of an asshole.
And you're not reading what I'm saying. It still depends on each individual group. Unoptimized Fighters aren't a problem in my group because I tell people not to play them. If they persist, I will kill them in the second session because I'm too busy trying to keep the rest of the party challenged to coddle them. You can put that down as Solution D if you want.
Yes, maybe the guy who brought a fighter to my table will cry about it a little bit, but I'm going to be too busy saying, "I told you to play a Warblade," to listen. But that's MY Group and we keep new players informed about how we roll so that when he dies, at least it isn't a surprise. (Addendum, I guess we really don't play 3E D&D as much as some sort of houseruled abomination, but I think that that's everyone)

There is probably a group out there who plays D&D at a Tier 3 level (they may not recognize or label it as such) from 1-20. That's their choice and they probably fun with it (otherwise they wouldn't be playing it). If I find myself playing with this group for some reason, then I'm going to play a Tier 3 character. It's that fucking easy and no one complains about it but the people here.

So, here is my compromise: I say that playing a Fighter Can be disruptive in certain groups and you say that playing a fighter can be Not disruptive in certain groups. Then we get ice cream.
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Post by Mistborn »

Lord Mistborn wrote:
nockermensch wrote:<snip masterful defense of DMFs>
Pleas don't masturbate in public it's unseemly
nockermensch wrote:I guess I've been OWNED4LIFE. Is this the right place for using a cool_story_bro.jpg?

You'll realize once you take the dozens of cocks out of your mouth and eyes that a DMF can engage just fine in world building and shared story-telling which are two of the selling points of a RPG. We know this for sure because there's basically one of them in every and each fantasy story ever told. As for "problem-solving", yeah, we define the DMF as explicitly weak at this, but even then, if anything else fails and such a guy is a total incompetent, they're still providing a foil to the guys who are actually solving the problems, so it's not if they even lack a dramatic role.

As for the peacenik druid, you're likewise mistaken. Your "under no circumstance" fails to consider lots of games being played right now and talked about on those forums the Den loves to hate, so I'll chalk it up to another case of cock-induced blindness. Zany characters only become "wrong" if one or more people come to the table actually believing that D&D is an objective, competitive game (protip: it isn't, it's just sold as so on the game package for legacy issues).

Also, cocks. Suck more of them.
In D&D there is combat. In D&D combat you win or you die. If the party dies because you charater is being dead weight then you are making the game less fun for the other players i.e. you are being an asshole.

If a players only contribution is to MTP they are doing it wrong end of story. Bringing up works of fiction to make a point about TTRPG is full retard DMFs in fiction only accomplish anything due to plot contrivence aka DM pitty, and that's terrible.

This is Den 101 learn it then go suck a barrel of cocks.
Last edited by Mistborn on Fri Sep 21, 2012 6:51 pm, edited 2 times in total.
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Post by nockermensch »

K wrote:
echoVanguard wrote:
Stubbazubba wrote:Isn't this K's soapbox? Is he renting it out?
I lol'd. To be fair, though, I think nockermensch is presenting his argument a lot more effectively than K typically does.
Now you made me laugh.

Nockermensch and I only share a premise: that DMs sandbag encounters. The fact that we have opposite arguments derived from that premise was perhaps not made entirely clear.

He wants to justify bad design because "It's just an RPG and it doesn't matter," and I am pointing it out as an example of things that people do to correct bad design that ruins the play experience.

I'm actually surprised that Nockmensch hasn't already reached the "but the DM can give the fighter an artifact sword" response. It's the next step in this argument (and I know this because I've been had and seen this argument play itself out for over a decade... there really is nothing new in this thread).
Since I personally hate the over-reliance on items that characterizes D&D above the very low levels, you can just keep waiting. I tried a couple of different approaches to magic items so far and I found what you guys wrote a good enough solution (there's a "magic sword". the bonus on it depends on the wielder's level)

One thing that may not be clear right now is that I also hate the Fighting classes as they appear in 3.X D&D. In fact, I started following the Den after noticing that you guys had wrote Races of War and such. (As an aside, I started here due to that and to the loose moderation used here, I cannot withstand forums like GitP or EN World where everybody is falsely polite. My experience on RPG forums went from r.g.f.d to nothing to /tg/, which was the only other place I bothered to post until I learned about the Den. I cannot belong to a place that can't tell me to fuck off and die.)

So, again, I think we should define things better: I'm against mechanically weak classes that require help to do their thing. This is straight up disempowering to the player that likes the concept the class represents and wants to play the game fully.

But I'm for people playing up to the point they feel confortable (which can mean a character that doesn't contribute out of the combat minigame) and I'm for more people coming to the realization that a tabletop RPG isn't an objective combat game, it only roleplays being one (so that everybody isn't forced to pull the same amount of weight).

Regarding the interest level every player brings to the table, ideally you'd want a table full of players interested all the time, but this is not an ideal world, so deal with it. It's pretty much the same thing regarding everybody pulling their weight (Frank used a moocher metaphor, but aimed at the DMFs) it's even more utopic to expect everybody contributing equally. Different people simply aren't equally creative, proactive and such. Some people actually arrive at the restaurant to eat without money, and if you're already their friend, they do in fact eat for free because you enjoy their company.

In a perfect world, D&D should come out of the box with character classes that were all more or less equivalent in power and flexibility, changing only things like flavor, recharging mechanics, whatever. They all should have ways to be awesome in combat and solve problems. People could then use the game as the platform both for a war game (objective difficulty, kill or be killed mode) and for the world-building, shared storytelling game (like OotS, people will have equal spotlight time no matter if they're optimized or no). I won't even say these games modes exist in opposition to each other, because you need the diablo-like substrate to create the expectations you'll play with when telling a story.

What we have instead is a game that starts failing on delivering the balanced classes system, and people have to do their best with the shitty available tools.

So, to be 100% clear, people advocating cheap fixes like giving the artifact sword to the fighter (ie: having classes running on DM pity alone) need help. A mechanically sound and balanced game as proposed by the Den is the next best thing, because at least here we have a coherent ruleset to infer the game worlds. Having this bare minimum, each group should then decide how confortable they are with stuff like people only caring for combat, people not pulling their weight and such (the druid sniffling flowers is a silly extreme of the later. For the actual version, if we sort all the druid's possible actions from the most to the least efficient, my bet is that everybody here will have a different personal limit below which they'll call bullshit to whatever the druid is doing. That right there will cause strife in a group if everybody isn't on the same page).

Some groups will decide that their tolerance to these antics is very close to zero and then they'll play the game pretty as written. If everybody is happy with that, MORE POWER TO THEM. Other groups will be confortable with a lot of zaniness, which includes things like "Fighters at a 15th party". If everybody is happy with that, MORE POWER TO THEM.

To wit, there's a difference between a group that doesn't know what's happening when the fighter is sucking monster cock during the fight and then the MC in despair has the guy find the Sword of Kas so that everybody can go back to the monster kicking ... and a group that knows exactly what a fighter represents (a liability) and then works with it. I think the first group needs help, because they seem ignorant about a lot of factors at work in a game. The second group seems fine and can have a great time, despite the Den standing outside their door, barrel of cocks at hand.
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Post by echoVanguard »

Lord Mistborn wrote:In D&D there is combat. In D&D combat you win or you die. If the party dies because you charater is being dead weight then you are making the game less fun for the other players i.e. you are being an asshole.
This is actually incorrect - you're being bad at the game, not willfully inconsiderate of other players. In other words, failure to prove mens rea.
If a players only contribution is to MTP they are doing it wrong end of story. Bringing up works of fiction to make a point about TTRPG is full retard DMFs in fiction only accomplish anything due to plot contrivence aka DM pitty, and that's terrible.
This argument is kind of specious in that any character in fiction only accomplishes anything due to plot contrivance. But I agree that bringing up works of fiction to make a point about TTRPGs isn't the best of ideas - genre works should inspire us, not constrain us.

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Post by Mistborn »

echoVanguard wrote:
Lord Mistborn wrote:In D&D there is combat. In D&D combat you win or you die. If the party dies because you charater is being dead weight then you are making the game less fun for the other players i.e. you are being an asshole.
This is actually incorrect - you're being bad at the game, not willfully inconsiderate of other players. In other words, failure to prove mens rea.
Wait wat. If the party dies because you're off in in Lala land chaseing butterflies then yes Virginia you are being an asshole to the other players. Now what should happen is the other players stop enableing the gimp and let him die like a bitch.
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Post by Username17 »

There is perhaps a legitimate complaint that my position is akin to Mitt Romney or Ayn Rand's position that the world is made of "makers and takers", that the powerful are good and the weak are bad and nothing should be shared or transferred from one to the other. And yet, I do think that it is right and moral for the guy who has a computer job to pay for gas and pizza while the unemployed guy hangs out and mooches. I don't have a problem with that, and don't see why anyone would. In life and in gaming groups the aphorism "From each according to ability, To each according to need" is much better than digging up a 24 paragraph about gold coins and the virtue of selfishness.

But here's the thing: in D&D, unlike in life, everyone is given the same amount of levels. Their ability to contribute is all the same. If someone declines to chip in for pizza (in this case being represented by pulling your damn weight in the fight against the Otyughs), it is not because they can't, it is because they have chosen not to. That is a very large ethical distinction. People do not, by and large, choose to have shitty or no jobs. But people do choose to play Monks and Fighters.

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Post by Ice9 »

Ok, to start out with, I'm not in favor of the 3E or PF Fighter - I don't think anyone here is. However, I disagree that being suboptimal in combat is strictly a problem - if everyone knows what they're getting into. Difficulty is somewhat arbitrary already - for a given party, the GM could throw difficult combat they barely survive or easy stuff they faceroll. And it's already going to vary from party to party. For two fairly optimal groups, a bunch of Shadows could be trivial to one and barely possible for the other.

Likewise, players can choose to play things in such a way that makes their lives a little harder - always giving foes a chance to negotiate, or leaping into the thick of things in a flashy manner, for instance. And if they can handle the difficulty that creates, then why not? So really, how is having a combat-weak party member any different? It's a handicap, but if the group is fine with that then who's getting hurt? And if they aren't fine with it, they can just let the dead-weight get killed.

I don't think that "weaker in combat" should be a function of picking a particular class, however. Just playing a lower level character would make the intention clearer, be less prone to happening by mistake, and is easier to change if necessary.
Last edited by Ice9 on Sat Sep 22, 2012 12:54 am, edited 1 time in total.
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Post by ishy »

Wrathzog wrote:And you're not reading what I'm saying. It still depends on each individual group. Unoptimized Fighters aren't a problem in my group because I tell people not to play them. If they persist, I will kill them in the second session because I'm too busy trying to keep the rest of the party challenged to coddle them. You can put that down as Solution D if you want.
Yes, maybe the guy who brought a fighter to my table will cry about it a little bit, but I'm going to be too busy saying, "I told you to play a Warblade," to listen. But that's MY Group and we keep new players informed about how we roll so that when he dies, at least it isn't a surprise.
(...)

So, here is my compromise: I say that playing a Fighter Can be disruptive in certain groups and you say that playing a fighter can be Not disruptive in certain groups. Then we get ice cream.
Edit:I'm saying that a non-magical sword gal is disruptive in mid/high magic games. What certain groups find disruptive or not is not really relevant, because there are lots of things that pretty much everyone can agree on that are bad, that certain groups would enjoy anyway.

And since you are seriously stating that the non-magical sword gal is not fundamentally bad because you can not play it, or die till you pick another class, I'm going to ask if you're trolling. So, are you trolling?

And just to add, there is nothing worse in a TTRPG then getting killed because the DM thinks you picked the wrong character class at the beginning of the game. It is behaviour that could be fine and fun in your group, but that should never ever be near any actual game that you expect people you do not know to play.
nockermensch wrote:What's "true" is that nobody wrote a level appropriate 20 level swordguy class up to now.The Tome Fighter is a good jab at that, but Foil Action needs to advance to a version where the Fighter takes control of the effect he interrupted and it needs all new powers, like a "defeat means friendship" one where he can leave an enemy he just killed alive, but now the enemy non-magically and permanently likes him.
That is because one can't exist in a high level magic setting like 3.5, unless you allow swordgal class to have magical abilities. And slightly off topic, but a power where if the princess wants the love of the prince she has to beat him up every week is a weird game.

In fact, the reason I say you shouldn't have a non-magical sword gal class in your game is because at high levels the class just doesn't actually do anything. And in a class based game, your class should fucking do something.
Last edited by ishy on Sat Sep 22, 2012 1:18 am, edited 4 times in total.
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Post by CapnTthePirateG »

nockermensch wrote: I guess my experience here is skewered because I only played with people who I was already friends with. If I, as a person, don't have reasons to like the person behind the zany useless character already, then I understand it can suck to carry their weight in a fight.

In any case, how was the actual party dynamics? The useless guys at least recognized you two were saving their lives encounter to encounter and gave you props for it? Did you guys created some substory about it, like the incantatrix teaching the sorcerer how to be more deadly or something?

Your shitty experience for me happened because people (including the DM) had different expectations about what game they were playing. Fundamentally, were you REALLY carrying the party? Suppose you were playing an incantatrix that sandbags all the time and the warblade had a shitty maneuver selection (stone dragon, whatever). What would actually happen when everybody, DM included, looked to a combat in course and noticed that "fuck, there's no way the party can survive this"? This is not a rhetorical question, I'm really wondering about this.
I will be fair to my friends (yes, they still are, don't worry) and admit we got some pretty funny stories about it (like the time my incantatrix essentially SOLOED THE ENTIRE DAMN ENCOUNTER while they looted the rich lady's house), but there were still moments of frustration when people brought shitty characters. Mainly because these people should have known better. Keep in mind I was sandbagging IMO - using fireball as a base and not persisting.

To further answer the dynamics question, I got a bit of ribbing for being cheesy, the cleric (now I remember, he was a diplomancer) was basically at that "I'm waiting for the uber-build to mature" stage, the sorceror gave me that stupid line about how if he wanted to optimize, he'd play Pun-pun, and a lot of our sessions became Magical Tea Party with one encounter a session. I'm not really sure why we had so many gimps when the idea was to literally save the universe from undergoing a big crunch, but what do I know?

And, IMO, if a party can't handle a CR-appropriate encounter, well, I suppose the next party stands ready to avenge them.
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Post by Koumei »

ishy wrote:And slightly off topic, but a power where if the princess wants the love of the prince she has to beat him up every week is a weird game.
Without bringing up Stockholm Syndro-DAMNIT, I should point out that it's not that uncommon in fiction, really.

I was going to link to a separate anime couple with each word there, but the very first result of Akane harming Ranma linked to the article, which should give you all the examples you need.
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Post by Wrathzog »

Ishy wrote:I'm saying that a non-magical sword gal is disruptive in mid/high magic games. What certain groups find disruptive or not is not really relevant, because there are lots of things that pretty much everyone can agree on that are bad, that certain groups would enjoy anyway.
Wait. Mid/high magic or mid/high level?
If it's the first one, we don't have any issues.
If it's the second, we gotta fight.
And since you are seriously stating that the non-magical sword gal is not fundamentally bad because you can not play it, or die till you pick another class, I'm going to ask if you're trolling. So, are you trolling?
Oh, no, I'm totally saying that fighters are a bad idea. They are a badly implemented idea in a shit game. Only a fool would actually argue that.
What I'm saying is that it's not fundamentally WRONG to play the fighter.
That is the difference.
And just to add, there is nothing worse in a TTRPG then getting killed because the DM thinks you picked the wrong character class at the beginning of the game. It is behaviour that could be fine and fun in your group, but that should never ever be near any actual game that you expect people you do not know to play.
I only agree with you if it comes out as a surprise. Like I said earlier, I keep my players informed about what kind of DM I am and what kind of games I run well before the first session ever starts. I like to keep things "challenging" which has a tendency to weed out weaker characters if there's a wide disparity in character power.
I do what I can to keep that from happening before the game ever starts but I can't actually force people to do something. If they want to play a gimp, then they can totally do that. If their intent was to be the party mascot or something, then I can support something like that. If their intent was to bring in X levels of fighter and expect to be treated as the peer to a multi-classed monster murdering machine, then I will do exactly that.
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Post by Username17 »

Ice9 wrote:Ok, to start out with, I'm not in favor of the 3E or PF Fighter - I don't think anyone here is. However, I disagree that being suboptimal in combat is strictly a problem - if everyone knows what they're getting into.
Wrathzog wrote:Oh, no, I'm totally saying that fighters are a bad idea. They are a badly implemented idea in a shit game. Only a fool would actually argue that.
What I'm saying is that it's not fundamentally WRONG to play the fighter.
That is the difference.
And here is where I think the problem lies. Yes, it is possible to have a game where a character can be bad at combat and still a functioning member of the party. For example, you could be playing in a game where combat was just one of a long list of potential challenges and one that could be handled by having only a limited set of the team be bruisers of some kind - like how not every character has to be good at trap finding or haggling or library research. Yes, it is possible to have a game where a character is "not magic" and still a functioning member of the party. The character could excel in some other areas that make them useful to the team in a non-magical way - usually restricted to social or ambush combat spheres, but it depends on your magic system (if your game even has one).

But you still can't have a Fighter, because a "Fighter" is pretty much defined by what they can't do. And that list is in turn most of the game space. It's like playing a mundane in a party full of vampires and werewolves - the game may let you do it, but it's never going to be a viable choice - and obviously so.

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Post by DSMatticus »

Mr. GC wrote:If the party does not suck a barrel of cocks, then they can deal with smart enemies with dangerous abilities and not die very much at all.
This is not a true or safe assumption in the context of D&D. Dangerous enemies in D&D have save-or-dies. Intelligent dangerous enemies use them to the best of their ability. At that point, it's just a matter of time; even if it 'only' kills you 10-25% of the time, once you're hit with enough of them you die. Definitionally, a perfectly symmetric encounter is a coin flip; both sides have an equal chance of walking away. That would make for a very boring game, because each campaign would last ~2 such fights.

D&D encounters are very much not symmetric. Players can and should have favorable odds; otherwise you're playing a meatgrinder and most people don't enjoy that at all. A significant portion of the challenge should be illusion.
nockermensch wrote:The second group seems fine and can have a great time, despite the Den standing outside their door, barrel of cocks at hand.
D&D is a game people do just fine with and have a great time playing, your's truly included. That doesn't mean it isn't actually... very shitty, in retrospect. You cannot, under any circumstance, handwave away a problem as not being a problem because it's a problem you can work around! It literally does not fucking make sense. Read it. You cannot begin from the premise 'is problem' and reach the conclusion 'but is not problem.' If people are having fun in spite of a game's flaws, those flaws do not magically become not flaws. They are still flaws, and their removal can bring more fun to the table. That's what in spite of means.

Giving fighter 15 abilities on par with cleric 15 means they no longer have to fun in spite of the suckiness of their fighter; they can just play a fighter, not suck, and still have fun.
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Post by Mr. GC »

DSMatticus wrote:
Mr. GC wrote:If the party does not suck a barrel of cocks, then they can deal with smart enemies with dangerous abilities and not die very much at all.
This is not a true or safe assumption in the context of D&D. Dangerous enemies in D&D have save-or-dies. Intelligent dangerous enemies use them to the best of their ability. At that point, it's just a matter of time; even if it 'only' kills you 10-25% of the time, once you're hit with enough of them you die. Definitionally, a perfectly symmetric encounter is a coin flip; both sides have an equal chance of walking away. That would make for a very boring game, because each campaign would last ~2 such fights.

D&D encounters are very much not symmetric. Players can and should have favorable odds; otherwise you're playing a meatgrinder and most people don't enjoy that at all. A significant portion of the challenge should be illusion.
That sounds like a very compelling reason to be affected less than 10-25% of the time. Say, 0%. Or at most 5%. Because if you don't have that, if you don't have those favorable odds from a good party then it is as you said. People are going to be going down faster and more frequently than cheap whores.
FrankTrollman wrote:The Melee Fighter's contribution to the game is that Cleric gets to see less of the future and summon less angels. Seriously, that's his contribution. It's not harmless fun. It's showing up to restaurants without your wallet and expecting your friends to pay your way. For fun.
K wrote:Rogue is a bad choice because the game can't handle a whole party that uses stealth or a whole party doing sneak attack.
Kaelik wrote:...the party having even a chance of dying is bad, not good.
:rofl:
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Post by Previn »

FrankTrollman wrote:If someone declines to chip in for pizza (in this case being represented by pulling your damn weight in the fight against the Otyughs), it is not because they can't, it is because they have chosen not to. That is a very large ethical distinction. People do not, by and large, choose to have shitty or no jobs. But people do choose to play Monks and Fighters.
I think it's important to note that you get 2 type of people who generally do this; those who have stuck their heads in the sand and refuse despite all the facts to admit that the fighter is bad, and those who aren't as familiar (or play at lower power/optimization level) with the game where the fighter actually seems to work just fine.

The first group is a problem, the second is not.
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Post by hyzmarca »

FrankTrollman wrote: But here's the thing: in D&D, unlike in life, everyone is given the same amount of levels. Their ability to contribute is all the same. If someone declines to chip in for pizza (in this case being represented by pulling your damn weight in the fight against the Otyughs), it is not because they can't, it is because they have chosen not to. That is a very large ethical distinction. People do not, by and large, choose to have shitty or no jobs. But people do choose to play Monks and Fighters.
In a fight against Otyughs, he could probably be more useful by hanging back long enough to take a dump on a plate and then making a diplomacy roll with a favorable DC modifier for bringing fresh food.

But shitting on a plate isn't exactly a protected role. A wizard could do it, too.

Of course, someone could create a specialized Otyugh Master prestige class for that.

FrankTrollman wrote: But you still can't have a Fighter, because a "Fighter" is pretty much defined by what they can't do. And that list is in turn most of the game space. It's like playing a mundane in a party full of vampires and werewolves - the game may let you do it, but it's never going to be a viable choice - and obviously so.

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That's really terrible, because the Fighting Man, in reality, is a very versatile archetype. He doesn't just sword things. He's also combat engineer, because your medieval soldier is totally shit if he can't build siege-works and fortifications. He's a leader, a strategist, a linguist, a diplomancer, And he should get UMD because a wand is just a gun that shoots magic.

If you take your Fighter's role from real-world infantry, you get something like "The role of the Infantry is to seek out and close with the enemy, to kill or capture him, to seize or hold ground and repel attack, by day or night, regardless of season, weather or terrain."

That's a rather broad mission statement, with little specification in regards to methods and weapons. It leaves a lot of wiggle room. Of course, wizards can complete that mission to, which is problematic, but that's more an issue with game design than the archetype itself.

Of course, a PC Fighter isn't really infantry. He's special forces, which is a heck of a lot more versatile than that. Special forces do things like jump off of perfectly good flying carpets over enemy territory and make contact with local resistance (diplomacy, linguistics) and plan sabotage operations.

Honestly, the fighting man should be able to do a lot of stuff that's generally relegated to the rogue, like detecting and disarming traps (infantry on room-clearing duty need that particular skill)
Last edited by hyzmarca on Sat Sep 22, 2012 4:48 pm, edited 1 time in total.
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Post by Fuchs »

How common are D&D campaigns where fighting is not the main thing?

We've been running a campaign for over 10 years now, weekly, and we have one fight per evening, tops, and usually a quick one at that.

That said, I'd consider someone "Not pulling their weight" if their actions or inactions detract from the fun of others. I don't have a problem with someone not playing a combat capable character, or a character incapable of anything, as long as it added to the enjoyment of everyone else, no matter how it's done.
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Post by John Magnum »

You're kind of hitting on it, Hyzmarca. In D&D, there's a lot of stuff we might want "A buff grizzled dude who uses swords and shit instead of wands and lasers and shit" to be able to do. Except... Well, he can't do any sneaky black ops stuff because that's Rogue territory. He definitely can't do any Party Face stuff because that's Bard stuff, or Sorceror stuff, or some other high-Cha class, and anyway Fighters Are Dumb. He can't do berserker rage stuff because that's reserved for the Barbarian. He can't do any army-building stuff because designers hate Logistics & Ledgers. So you're left with a guy whose purview is "Nothing but fighting*" with an asterisk "*99% of interesting fighting is reserved for other classes".
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Post by Whipstitch »

It's a nice thought to call a D&D Fighter special forces, but if you say the word "fighter" out in the world at large people will think of some dude in trunks who slaps around another dude until the bell rings. And in the hobby world, the Fighter's roots lie in a bullshit class that you were stuck playing if you didn't roll well enough to merit bothering to create a last name for your character. Fighters are only elite compared to NPC warriors and are only all-encompassing in the same sense MTPers think a blank character sheet means your character actually has limitless possibilities and can paint with all the colors of the wind 'n' shit. It's a really dumb class name and I don't really see any sense in defending it. It's too bad that adventurer isn't available as generic class title because as far as I'm concerned people may as well skip the bullshit and make the default mundo class a full BAB rogue.
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Post by Mistborn »

Whipstitch wrote:. Fighters are only elite compared to NPC warriors and are only all-encompassing in the same sense MTPers think a blank character sheet means your character actually has limitless possibilities and can paint with all the colors of the wind 'n' shit. It's a really dumb class name and I don't really see any sense in defending it. It's too bad that adventurer isn't available as generic class title because as far as I'm concerned people may as well skip the bullshit and make the default mundo class a full BAB rogue.
You've reached the truth. The fighter classes's conceptual space is basiclly limited to having proficency in more weapons and auto attacking better than everyone else. That shit just doesn't fly in a modern style RPG.
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