Lago wrote:It's always going to reduce to 'it's magic!' at some point if you try to explain some kind of phlebtonium without using technobabble. [and other stuff along this line]
How does the fighter swing his sword? Contraction of muscles? Why do those muscles contract? Does he fire off each one individually or not? What sort of power source do these muscles use? How does it work? Can you explain the minutae of microcelular anatomy? Probably not, and you don't need to. People get "You swing a sword" because it's somewhat relatable. We move muscles every day. Saying "it's magic" and nothing else leaves the person with no reference point.
Beyond this, "because it's magic" is no justification at all. It's saying "I cannot explain this." It carries no connotation of good or bad, no genuinely meaningful response. If i create a game where we subvert the usual trope and wizards suck ass, and a player asks me "why are wizards an unplayably bad class that fails to function at anything other than incompetently making broomsticks into animate slaves that carry water in a fashion that is notably worse than the wizard's own ability to carry water?" My response can be "it's magic!" and be just as (in)valid of an explanation.
Frank Trollman wrote:Not necessarily. It will mean that different characters will respond differently to long or short encounters or adventuring days or something, but if you have it balanced for the "average" encounters and can clearly explain what kinds of characters win and lose from what kinds of deviations from the norm, the different recharge mechanisms can be an invaluable way for the DM to show some love to an underperforming character.
A. Varying recharge mechanics in combat only help if your recharges are faster than average combat rounds... For instance, "every 4 rounds" in a 3.5 game would be nigh-useless. This also means you'll need to balance your combats in the system around an expected length, which you may wind up having to artifically inflate to make it longer just to make things work--I didn't like dragging combats in older versions of D&D or other games, and it was my biggest complaint about early 4e design.
B. If a character is underperforming you must now either artificially shorten or lengthen fights (neither of which is particularly satisfying in most cases) which also goes towards telling other players "fuck off, Danny chose a class the developers didn't like so he needs some face time."
C. Isn't it far more expedient to just do your best to avoid ways for players to build charaters that will underperform in the first place?
Frank Trollman wrote:But the means that the classes recharge don't have to be different. They could all work on roughly the same system, it just has to be a system that is explainable for all the characters who use it.
And I agree completely.
Frank Trollman wrote:And that means explaining it for the Fighters, because as previously noted the Wizards can get by with absolutely any power recharge schedule because "It's Magic" is actually a sufficient explanation for why it works however it does.
Fine. Fighters recharge as they do because 'It's Fighters.'
Snark aside, why are you relying on the mechanics to dictate your imagination? "Surely he can ONLY use that ability once a day because the mecahnics say so!" As opposed to "Surely he can attempt that damned maneuver all day long but the enemies are really only going to fall for the old rope-a-dope once, and the rest of the time he just manages to asspull something else vaguely useful out of the situation." (I actually had a player describe his character very much like this.)
Frank Trollman wrote:Daily actually works perfectly fine for things that can be explained away as some form of exhaustion. As such, if all the Fighter Dailies were stances of some kind, people wouldn't really have a problem with it. The statement "I'm going to need to soak my feet and have a lie down before I do chicken stance again" actually works fine. People don't have a problem with that. It's when your dailies start including shit like "an attack exactly like your normal attack except that it does 9 more damage" that the "stamina" metaphor breaks down.
Except that it doesn't work just fine. It works just fine for allowing your brain to shut down while a designer tells you what's an okay story to tell, and what is an acceptable level of imagination to have within his carefully crafted permissions... But it's shit as a gameplay mechanic for a number of reasons, not the least of which is:
Frank Trollman wrote:There are problems with the Daily Resource Schedule - like how it encourages the five minute workday that many people find insulting.
Does it work okay for people who want to be told what they're allowed to imagine whether or not it actually results in a shitty game? Yeah. Does it work okay as a part of a game where "day" is a highly variable amount of actual gameplay and effectiveness? No.
Frank Trollman wrote:Meaning that actually the 4e Barbarian makes enough sense to not be insulting. All his dailies are him flying into weird totemic rages, so it's actually explicable why he can only do that a limited amount of times before falling asleep and eating a heavy meal.
Why? The source of the rage is totemic, why aren't they empowering him to rage all day long and fueling his body with magic totem power? It's magic, after all, so it's cool, yo.
Frank Trollman wrote:It's a little weird that he can do each type of rage exactly once, but you could even accept that with a little bit of handwaving about how they used different muscle groups and were mentally exhausting in different ways.
Amazing how far a little handwaving will go when you're not being a prick about the very specific ways in which you will let fighters have nice things. (And i know text doesn't covey it well, so let me point out that I'm
teasing here.)
Frank Trollman wrote:It's not that it couldn't be made to make sense, see the 4e Barbarian. It's that they didn't bother to make it make any sense.
I think they put in enough work as was needed to make sense without going so overboard as to constrain players with "default descriptions which must be obeyed." I think they probably could have made the presentation a little bit less encyclopedic, but I think some readers could have done a better job of actually reading the book rather than seeing color-coded blocks and noting that you didn't have "push button win classes" anymore and go into mouth-foamy nerdrages.
Frank Trollman wrote:But it works just fine to represent power batteries, fatigue, or Batman utility belts. Anything that is clearly exhausting or which requires out of combat preparation can go on the "uses per day" paradigm and have that make as much sense as it matters.
Frankly, they're far better served (both in narrative and in mechanical playability) by reverting to a "per scene" mechanic, even if that results in "once every two scenes" or somesuch. Much like that caravan your PCs invariably get hired to guard, time in game will always move at the speed of plot, and tying plot-relevant mechanics (and if the mechanic isn't plot relevant, why have it?) to genuine measures of time just winds up screwing things up somewhere.
Seerow wrote:Out of curiosity, what Fantasy literature are you reading that makes Fighter Daily Powers plausible?
Sampson, kills a buncha dudes with an
improvised weapon before he's captured, chained up and blinded. THEN tears down an entire temple on top of himself and his enemies as one great big "up yours." Other heroes chop through mountains, rip the arms off of trolls and beat them to death with them, walk across the heads of an entire enemy army, drop kick ancient dragons, and punch-fuck magical demon bulls to death, because fuck us some magical demon bulls... or something. Most of this is pretty much "one shot" sortof stuff, and they generally don't walk around doing this kind of crazy crap every five minutes.
There's a pretty strong tradition for both "non-wizards" being relatively cool (without being magical coatracks) and for doing some crazy stuff at a rate of about once per day--sometimes just once a week, but we've all got downtime between adventures. The "dumb, lame ass fighter" is mostly a trope brought to the fore and further reinforced by the gaming culture, rather than a pre-existing one that is a genuine storytelling tradition.
"Appreciation is a wonderful thing: It makes what is excellent in others belong to us as well."
-Voltaire... who, if I'm reading most of the rest of his stuff properly, didn't actually appreciate much.