Posted: Tue Oct 18, 2011 2:00 am
It's kind of sad how many people do not understand a fucking children's movie.Gx1080 wrote:My opinion that is highly lame aside, the price for making everybody special is that nobody is.
Welcome to the Gaming Den.
http://www.tgdmb.com/phpBB3/
It's kind of sad how many people do not understand a fucking children's movie.Gx1080 wrote:My opinion that is highly lame aside, the price for making everybody special is that nobody is.
Nitpicking? You didn't understand a children's movie, because its moral is the exact opposite of what you said. He says that and then the rest of the movie is the spotlight rotating between each character using their specialty to stand out despite the fact that they're all special.Gx1080 wrote:Your nit-picking aside, the point still stands.
This is not nearly so one-sided as you imagine. Min-maxers and munchkins can be just as immature at the table as basket-weavers, but as to why you insist that problems only come from basket-weavers, who are apparently universally attention-whores, you are completely unclear. You cater your games to people who game the system to stay on the high end of the level curve, and those who don't get killed repeatedly, and you're trying to say that the latter are somehow inferior because they prefer a different play-style than you. Now I am not K, and I will agree that immature players who can't conform to the play-style of the group are in the wrong group. But I disagree with you in that immature DMs who won't conform to the play-style of their players are also in the wrong group. The point is it's not "player entitlement" causing problems around the table, it's immaturity, which can come from anyone, be it a munchkin, basket-weaver, player, or DM, who is more concerned with getting their way than cooperating with the group for the best shared play experience.Shadow Balls wrote: Again, the problem is not the nature of the lose condition, but the reaction to it. That and that's also going to annoy the players that are not inept, which is obviously undesirable.
No, it isn't. It is possible for the GM to throw the Tarrasque at a level 1 party, and it is possible for the GM to throw a pair of hobgoblins at a level 4 party, and in both cases the outcome of the battle is pretty much pre-determined. But it is also possible for the GM to make an encounter against which the PCs are fairly evenly matched, and to determine in advance roughly how they're going to be run, such that if the PCs don't adopt the correct strategy against them, they will most likely lose. In fact, the only reason I'm in favor of a potential non-death outcome of a fight is so that I can throw these kinds of encounters at my players more often without risking a TPK literally every single session.K wrote:When can the players choose which monsters they fight and which tactics those monsters use? Until they can do that, their success is entirely up to the DM.
I know that people want RPGing to be players defeating objective challenges, but it just isn't.Chamomile wrote:No, it isn't. It is possible for the GM to throw the Tarrasque at a level 1 party, and it is possible for the GM to throw a pair of hobgoblins at a level 4 party, and in both cases the outcome of the battle is pretty much pre-determined. But it is also possible for the GM to make an encounter against which the PCs are fairly evenly matched, and to determine in advance roughly how they're going to be run, such that if the PCs don't adopt the correct strategy against them, they will most likely lose. In fact, the only reason I'm in favor of a potential non-death outcome of a fight is so that I can throw these kinds of encounters at my players more often without risking a TPK literally every single session.K wrote:When can the players choose which monsters they fight and which tactics those monsters use? Until they can do that, their success is entirely up to the DM.
Yes, my point was that triggering the failure conditions will cause the basket weavers to whine, even if it is their fault, regardless of what those failure conditions are. And that by making it something other than death, you are giving them legitimacy they do not deserve. Not to mention keeping them out of the game longer....You Lost Me wrote:This is for A Man in Black, it's the Shadow Balls quote that you responded to originally, emphasis mine.
Perhaps I'm reading that wrong, but it seems to me that his point was that getting knocked out and getting killed with result in the same amount of complaining. Now if you're arguing something else (and you definitely seem to be), you really shouldn't have quoted him and talked about strawmanning. It seems like a legit point if there ever was one.And alternative failure conditions would not make any difference. The basket weavers would whine that they have to sit out because their inept character got killed off with one punch and "had to sit out of the adventure until they got raised or replaced", and the basket weavers would still whine because their inept character got knocked out in one punch and "had to sit out of the adventure until someone stormed the prison they were being kept in". Either way the problem is that the inept character is easily defeated, and that they blame anyone but themselves for that defeat. Changing what defeating and being defeated means makes no difference at all here.
Dying: Whenever Captain Basketweaver is hit and then not Revenanced/Revivified within a minute a level.A Man In Black wrote:You are reading that wrong, and I am attacking that nonsense (and it has appeared elsewhere in the thread). He is saying that being captured would happen in the same circumstances, and both are equally disruptive to play. They wouldn't both happen in the same circumstances: dying would happen every time Captain Basketweaver got hit, and kidnapping/arrest would only happen when the entire party was forced from combat without the opportunity to save Captain Basketweaver. The latter is a TPK, and a prison scene is preferable to "Welp. So much for that party."
A munchkin is a cheater. Of course you should kick cheaters from your group. That goes without saying. A min maxer is simply someone making the most of limited resources. Often they are simply an inferior form of optimizer, but they're still easy to deal with as their characters are one trick ponies.Stubbazubba wrote:This is not nearly so one-sided as you imagine. Min-maxers and munchkins can be just as immature at the table as basket-weavers, but as to why you insist that problems only come from basket-weavers, who are apparently universally attention-whores, you are completely unclear. You cater your games to people who game the system to stay on the high end of the level curve, and those who don't get killed repeatedly, and you're trying to say that the latter are somehow inferior because they prefer a different play-style than you. Now I am not K, and I will agree that immature players who can't conform to the play-style of the group are in the wrong group. But I disagree with you in that immature DMs who won't conform to the play-style of their players are also in the wrong group. The point is it's not "player entitlement" causing problems around the table, it's immaturity, which can come from anyone, be it a munchkin, basket-weaver, player, or DM, who is more concerned with getting their way than cooperating with the group for the best shared play experience.Shadow Balls wrote: Again, the problem is not the nature of the lose condition, but the reaction to it. That and that's also going to annoy the players that are not inept, which is obviously undesirable.
No meaningful participation is the same as no participation from any functional standpoint. I did not bother to spell this out as I assumed that everyone involved understood basic intellectual and optimization principles. None of that changes the fact that the guys who beat you when you were in a much better position now have you in a much worse one.None of that changes the fact that your example not only ignores the realities of an RPG, but also the exact examples of participation on the part of players who have lost a combat encounter which you quoted. When you and your buddies lose a fight, even if you are the only one who gets captured, you are still playing an RPG, and you can tell the DM, "I try to overhear the guards' conversation," or "I try to pull a Joker and provoke the guard into attacking me," or, "I try to seduce the guard," or, "I look around at the other prisoners, how many of them are there? I try to get them to help me break out," or whatever else your basket-weaving mind can think of. The only way the PC is unable to participate is if the DM arbitrarily denies the player all action ("There are no guards," "There are no other prisoners," "The bars are adamantine," "You remain unconscious indefinitely, OK?"), at which point non-participation is no longer the player's "fault" by any stretch of the imagination.
Then you take out the effects which exist to turn incapacitation into death or removal from the game, like quick coups de grace or "unconscious is willing". 3e Plane Shift and "unconscious is willing" paired with teleport effects is just as toxic as defeated-is-dead and for the same reasons, but they're much more easily excised from the game.Shadow Balls wrote:Dying: Whenever Captain Basketweaver is hit and then not Revenanced/Revivified within a minute a level.
Captured: Whenever Captain Basketweaver is hit and then Dimension Doored off the field.
I'd say both are about equally likely assuming the first group was aiming to kill and the second to capture.
Deal with? Why are you trying to deal with your PCs like some kind of mob boss trying to insulate his protection racket?Shadow Balls wrote:A munchkin is a cheater. Of course you should kick cheaters from your group. That goes without saying. A min maxer is simply someone making the most of limited resources. Often they are simply an inferior form of optimizer, but they're still easy to deal with as their characters are one trick ponies.
Only by using the Stormwind Fallacy. If a basket-weaver was a Druid, they would not be underpowered, or if they played Tome Monk, etc., as you yourself have pointed out. Just because you take roleplaying options doesn't mean you can't also be effective at what you do. It's not 100% optimizing, but that is rarely necessary, unless that's the game the players and the DM all want, otherwise, it's just your dick DM trying to teach you how to play his game. Again, an immature basket-weaver, like the one you describe, is a problem, the same way an immature anything is, up to and including the aforementioned dick DM.Basket weavers on the other hand are attention whores. I do believe I explained why already, but I will do so again. They make their characters weak intentionally and refuse help because this draws attention, and then they insist that having an incompetent character makes them better roleplayers which is also an attention grab, and then they try to story lawyer their way to victory because they lack any actual abilities that would allow them to succeed at anything, even and especially those things that they are supposed to be good at. And if the party responds by trying to protect the basket weaver from themselves? Attention. A basket weaver is a powergamer that can't be fucked to actually learn how to powergame. Not only does that make them the worst kind, but it takes your basket weaver style argument and sinks it like a battleship.
You clearly don't; optimization means that you maximize utility given an often arbitrary set of constraints; if you are stripped of all your gear and in a prison cell you can't break out of, then your optimal choice is to capitalize on your social skills to either manipulate the guard or the other prisoners into bringing you one step closer to escape. That's optimization, right there. Of course it's not 'optimal' to be in that situation in the first place, but that's not what optimization means. Optimization is context-dependent. If you can change the context you could always have infinite utility, but that's not what optimization means!No meaningful participation is the same as no participation from any functional standpoint. I did not bother to spell this out as I assumed that everyone involved understood basic intellectual and optimization principles.
Which leaves you with... enemies that nicely ask you if they can sacrifice you to their dark gods? I am not sure which is more stupid right now - the basket weaver arguments, or yours. I am not sure if there is a difference.A Man In Black wrote:Then you take out the effects which exist to turn incapacitation into death or removal from the game, like quick coups de grace or "unconscious is willing". 3e Plane Shift and "unconscious is willing" paired with teleport effects is just as toxic as defeated-is-dead and for the same reasons, but they're much more easily excised from the game.Shadow Balls wrote:Dying: Whenever Captain Basketweaver is hit and then not Revenanced/Revivified within a minute a level.
Captured: Whenever Captain Basketweaver is hit and then Dimension Doored off the field.
I'd say both are about equally likely assuming the first group was aiming to kill and the second to capture.
Not only that, but Captain Basketweaver is killed in the lethal game unless the enemy makes extra effort to not do so, while he is only kidnapped in the non-lethal game if the enemy takes extra efforts while under fire to do so. That is a major difference.
Also, "being knocked out doesn't magically teleport you to a prison" wasn't attacking a strawman.
When someone claims that types of players other than basket weavers can be problems, pointing out that they are not problems and wouldn't be a big deal if they were problems is called a rebuttal. Though do continue with the ridiculous misunderstandings. They are very entertaining.Stubbazubba wrote:Deal with? Why are you trying to deal with your PCs like some kind of mob boss trying to insulate his protection racket?Shadow Balls wrote:A munchkin is a cheater. Of course you should kick cheaters from your group. That goes without saying. A min maxer is simply someone making the most of limited resources. Often they are simply an inferior form of optimizer, but they're still easy to deal with as their characters are one trick ponies.
Basket weaver =/= roleplayer. There were no gales blowing, other than an odd whooshing sound over your head.Only by using the Stormwind Fallacy. If a basket-weaver was a Druid, they would not be underpowered, or if they played Tome Monk, etc., as you yourself have pointed out. Just because you take roleplaying options doesn't mean you can't also be effective at what you do. It's not 100% optimizing, but that is rarely necessary, unless that's the game the players and the DM all want, otherwise, it's just your dick DM trying to teach you how to play his game. Again, an immature basket-weaver, like the one you describe, is a problem, the same way an immature anything is, up to and including the aforementioned dick DM.
Which clearly didn't help when you and your party encountered them. Of course, it's also as (il)logical as the rest of your arguments.You clearly don't; optimization means that you maximize utility given an often arbitrary set of constraints; if you are stripped of all your gear and in a prison cell you can't break out of, then your optimal choice is to capitalize on your social skills to either manipulate the guard or the other prisoners into bringing you one step closer to escape. That's optimization, right there. Of course it's not 'optimal' to be in that situation in the first place, but that's not what optimization means. Optimization is context-dependent. If you can change the context you could always have infinite utility, but that's not what optimization means!
...Or they just cast Glitterdust, which is what they would do anyways.Furthermore, the distinction between meaningful and non-meaningful participation is still largely in the hands of the DM. If he throws a Tarrasque at a level 3 party, there is no meaningful participation, even from the most powerful classes, or the players who are "applying the most effort." If he throws a boss with a bunch of SR at your level 4 party of casters, all of a sudden their participation becomes much less meaningful compared to their ability to affect melee monsters, etc., etc.
It's interesting you say that, given just how bad Rogues are at traps. But none of that has anything to do with this topic, and is even more irrelevant than all of this talk about alternate and more severe failure conditions.This goes to explain K's point about spotlight-rotating; traps exist to give the rogues spotlight, monsters have different strengths and weaknesses to make different classes more effective against them. The DM can always choose encounters such that certain classes are shut down, even level-appropriate, unbroken classes.
Yes, damn that DM! It's all his fault that the encounter that defeated 4 of you and captured 1 is impossible for that 1, who is now at a crippling disadvantage to defeat!If, after being captured, or in any other scenario, the PCs cannot functionally contribute whatsoever, that is largely the DM's fault.
Interestingly enough, the effective characters do not need a personal babysitter in order to function. Interestingly enough, the effective characters find ways to be useful in a variety of situations. Now I know that thing called putting some thought and effort into it is hard for you, but it really is not a difficult concept.The system might share the blame, as in the case of the Core Monk, where there are very, very few encounters which play to its strengths (because it has none), but largely, the DM chooses the encounters to rotate that spotlight time, and in the case of the captured defeat condition, contributing at a reduced rate temporarily is a perfectly acceptable alternative to having your character removed from the game. It's the same idea as Ability damage, which exists and works just fine; you keep playing, but not quite as powerful as you were, for a time. It's a temporary setback, like a defeat or failure should be, except at dramatically appropriate moments when life or death should be hanging on the line and you know it.
No, it leaves you with enemies that have to wipe out the entire party to sacrifice you to the dark gods. Also, it means that any combat which is not with enemies who have the explicit agenda of kidnapping a single person will not give you a result of "Player sits out for a period exceeding a single combat."Shadow Balls wrote:Which leaves you with... enemies that nicely ask you if they can sacrifice you to their dark gods? I am not sure which is more stupid right now - the basket weaver arguments, or yours. I am not sure if there is a difference.
The easy revival patched into 3e is a (kludgy) way of implementing reduced lethality. I'd like to see it taken further than that.If Captain Basket Weaver dies, you have a minute a level to raise him cheap and easy. It is only if that doesn't happen that he does not get raised and has to sit out for a while. If Captain Basket Weaver gets snatched up, you have far less time to react to that. That means that if Captain Basket Weaver dies and stays dead, it's because no one deemed him worth the effort to raise. Now this isn't very surprising given the circumstances, but if they couldn't be bothered to throw two Standard actions on him what makes you think they're going to be breaking him out of a capture scenario even if you get past the fact he'd be sitting out longer even if they did come and break him out?
Or they just kill you. Because the nonlethal bullshit is in fact bullshit. But again, that is not the point.A Man In Black wrote:No, it leaves you with enemies that have to wipe out the entire party to sacrifice you to the dark gods. Also, it means that any combat which is not with enemies who have the explicit agenda of kidnapping a single person will not give you a result of "Player sits out for a period exceeding a single combat."Shadow Balls wrote:Which leaves you with... enemies that nicely ask you if they can sacrifice you to their dark gods? I am not sure which is more stupid right now - the basket weaver arguments, or yours. I am not sure if there is a difference.
I'll ignore that this is even more on topic and ask why you would possibly want to remove the consequences of a given action, particularly since given the track record so far of the anti deathers you would probably do it the Paizo way.The easy revival patched into 3e is a (kludgy) way of implementing reduced lethality. I'd like to see it taken further than that.
It's stupid because it's stupid. I see.Shadow Balls wrote:Or they just kill you. Because the nonlethal bullshit is in fact bullshit. But again, that is not the point.
I'll ignore that this is even more on topic and ask why you would possibly want to remove the consequences of a given action, particularly since given the track record so far of the anti deathers you would probably do it the Paizo way.
Smarter DMs can run smarter monsters with better tactics. That's true, but isn't particularly relevant. The goal isn't to set a game where any two groups playing Keep on the Shadowfell experience the same level of challenge. Challenge is going to vary from DM to DM based on the DM's own tactical know-how.K wrote: What constitutes "smart tactics" is completely at the whim of the DM, making anything other than a "no contest" fight into an exercise in DM agency. I mean, people usually end up with an RP excuse like "well, he's bloodthirsty so he melees" for choosing tactics that favor or kill certain players, but at the end of the day it's the DM who chooses who gets targeted.
And the GM chooses the monsters and the interests, so there's not going to be a murderous, tactically-inclined pit fiend unless the party can handle that.Swordslinger wrote:The goal is that the DM should be running the monster as a roleplaying encounter where monsters act as they would in their best interest.
Says who?A Man In Black wrote: And the GM chooses the monsters and the interests, so there's not going to be a murderous, tactically-inclined pit fiend unless the party can handle that.
Avoiding a fight is handling a fight. It's not good for the game for challenges to be "You guessed wrong how to handle this? Then rocks fall and everyone dies."Swordslinger wrote:The DMG (Yes even the beloved 3E DMG) actually encourages DMs to put in encounters that the party can't handle from time to time, specifically designed that the party is supposed to avoid them. It also encourages you to use some close fights. Not every fight is supposed to be a sure win.
The DM can't always predict what PCs will do, so there's a chance that the PCs run into an encounter they can't handle. And whether this happens or not all the DM's fault. The PCs should get options with how to deal with the encounter. Yes, sometimes they may do something stupid, get unlucky, whatever. And yes they may have some people die. If they're unlucky and make bad decisions, they may all die.A Man In Black wrote: Avoiding a fight is handling a fight. It's not good for the game for challenges to be "You guessed wrong how to handle this? Then rocks fall and everyone dies."
Didn't one of the splatbooks have that as a use for Sense Motive?RadiantPhoenix wrote:Something the game needs: A game-mechanical way for the PCs to determine when something is over their heads. Maybe it can even tie in to {the/a better} intimidate mechanic!
Or, you could redesign the game so that the default defeat condition is something less than homicide, so that it isn't part of the game.Swordslinger wrote:The DM can't always predict what PCs will do, so there's a chance that the PCs run into an encounter they can't handle. And whether this happens or not all the DM's fault. The PCs should get options with how to deal with the encounter. Yes, sometimes they may do something stupid, get unlucky, whatever. And yes they may have some people die. If they're unlucky and make bad decisions, they may all die.
That's just part of the game.
There's certainly an argument to be made for making D&D less deadly, especially 3E and prior editions. D&D also suffers (mostly due to the battlemap influence) of making it notoriously difficult to run away once battle has started.A Man In Black wrote: Or, you could redesign the game so that the default defeat condition is something less than homicide, so that it isn't part of the game.
I don't know..... I mean, "drag your unconscious body back to their lair to eat later/feed someone else/eat you somewhere in peace" is just as reasonable, and it gives PCs a chance to escape.Swordslinger wrote:There's certainly an argument to be made for making D&D less deadly, especially 3E and prior editions. D&D also suffers (mostly due to the battlemap influence) of making it notoriously difficult to run away once battle has started.A Man In Black wrote: Or, you could redesign the game so that the default defeat condition is something less than homicide, so that it isn't part of the game.
However, there are some points when the story pretty much calls for some kind of death. If you end up getting defeated by ghouls, hydras or other vicious creatures, they're probably just going to tear you apart and eat you. Death is just going to be a logical unavoidable consequence sometimes.
Well yes, assuming you allow in your combat system for a high probability of a PC being dropped but alive, like in 4E, then TPKs are about the only situations you have to worry about in general, but you have to accept it as a possible outcome, even if it's a rare one.K wrote: Of course, in anything less than a TPK situation you don't even need that. The enemies will just turn and focus on the standing enemies after a PC drops.