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1 year ago ::
Apr 03, 2012 - 5:30AM
#1
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Date Joined:
Apr 23, 2009
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This came up on another thread and I got some positive feedback about starting a thread so I decided to take the plunge. Now before I start I realize that D&D can be many things to many people. I am not saying that one group cannot play a skill game and another a different sort of game. Roleplaying really is wide open. What I am asking is your own take on the game. Do you as DM or as player have expectations? So then me explain a bit more and then give me your opinion. A game of skill is one that challenges the mental and physical faculties of the players. Basketball is a game of skill for example. Typically it is really only a game of skill though if it is at least challenging if not hard. Is hard fun you say? Sure hard can be fun. It is hard to beat a skilled tennis player at tennis but it would be fun to do so. The process of stretching yourself to the limit to overcome the challenge could be fun. But D&D is a cooperative game, and we all know any DM halfway competant will win everytime if it is a player vs DM showdown. So in a skill game of D&D the enemy is not the DM. Rather the DM is like the Soduku puzzle maker. Solving Soduku puzzles can be challenging. The puzzle maker makes easy, medium, and hard puzzles if he is writing a book. But what if the puzzle maker knew he was making a puzzle for Emerikol. Well perhaps he would watch me do other puzzles and he would learn my strengths and weaknesses and then he'd design a puzzle that was just at the edge of my ability to solve. I'd have to work hard to beat it but I could do so. That is the role of the DM in a skill game. So if you had a table of completely new players who'd never cracked a book before, you would definitely start them off slow and easy. That would still be very challenging for them. If you have a bunch of grizzled grognards who know the rules inside out then of course you would start them off with a much harder scenario. In a way this is the beauty of a DM. On the flip side, you have people I believe who really don't want a challenge. They are tired after work and they just want to imagine great deeds. So the DM in this case might make the challenge level easier (not nonexistant mind you) so that the point is not to exercise skill but rather to just be heroic and to roleplay. A good example provided by Kalnaur is - what level do you play your video games on? Do you like to set them on easy and just wade through bad guys in a glorious slaughter or would you prefer something that tests your skill. So here are some ways a simulationist/sandbox DM might challenge his group. Keep in mind that I am NOT saying other types of playstyles can't be hard or easy. There may be tendencies within those groups but I'd guess that you could find any level of hard within all the other camps. There is correlation but not causation. 1. Preparation - The right spells chosen, The right equipment purchased including food and water. The right escape plan in some instances. 2. Cascading difficulty with commensurate rewards. Meaning you sprinkle the sandbox with a variety of monsters of varying levels and the treasure you hand out is for the monster difficulty not for the groups level. This has to be tempered by common sense of course. 3. Monsters play smart and react to what the characters do. If you attack them and don't finish them off you can expect countermeasures. So anyway. I know it's probably impossible but if you can just explain your playstyle without damning all the others that would be nice. EDIT: Also please note this is not a question of do you or don't you roleplay. I am assuming you are roleplaying either way. If you are not roleplaying at all I suggest you try it sometime.
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1 year ago ::
Apr 03, 2012 - 5:56AM
#2
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Date Joined:
Oct 24, 2007
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Everybody's tastes are different in terms of how difficult they like games to be. Some people don't mind losing frequently and having a hard time beating tough odds, others hate losing and would just as soon win every time. Neither play style is wrong, it's just a matter of taste.
There's also a question of how much work you are willing to put into the game in order to increase your odds of winning. Personally, for instance, I can't stand spending valuable play time quibbling over minor details like counting ammo and trail rations. If the game is so hard that you need to discuss every copper piece and every minute decision then it's not fun to me. I'm the say way in MMOs, I hate doing big raids where everybody is constantly going on about doing everything in a precise certain way in order to fully maximize chance of success. I'd much rather just go in, beat some virtual monsters up and have fun doing it. It's not just a matter of new players versus old players either. I've been playing D&D for a really long time and I've always felt the same way.
So in my case I think that while it's possible to make the game too easy I'd rather err on the side of a game being too easy than too hard. I think in general it takes longer for people to get bored in an easy game than it does for them to get frustrated in a hard game. Just my opinion.
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1 year ago ::
Apr 03, 2012 - 6:04AM
#3
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Date Joined:
Nov 19, 2007
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It can be a game of skill on the part of the players and on the part of the DM.The DM has to craft adventures and situations and an overall campaign that will challenge the players in the way the group likes to play. And then the players have to overcome the challenges the DM puts on the table. Success is achieved when everyone around the table finishes the session with, "Wow, that was great!" and are eager to come back for the next one
In memory of wrecan and his Unearthed Wrecana.5e should strongly stay away from "I don't like it, so you can't have it either."
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1 year ago ::
Apr 03, 2012 - 6:13AM
#4
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The best part was "everyone around the table". Too many players want to be elite at the expense of the other players, and generally they are the ones who call for sweeping changes to the system they feel they will be able to exploit.
I play D&D for the story. The combat is one element of the story, and the only part that is hard to make up as we go along. So we use rules for that. The call for more rules about stuff out of combat strikes me every single time as someone looking for a way to one-up the people they play with.
When you can use rules exploits to get away from role playing, and most elitist power gamers do, and then cry that they needthose rules because D&D is a role playing game, and not a board game; they are refuting their own argument, and it's silly how often it gets said.
Co-operation is something most gamers don't like and don't want.mthat doesn't mean that D&D needs to go back to the more competitive play style of bygone years. Except we have a Dev team and forums full of competitive gamers, so whether we need it or not, we are likely to get it.
My thoughts on what works and what doesn't in D&D and how D&D Next may benefit are detailed on my blog, Vorpal Thoughts.
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1 year ago ::
Apr 03, 2012 - 6:30AM
#5
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As a DM, I challenge myself to provide adventures that push my players, and their characters, to their limits. As a player, I expect to be challenged by the DM. This does not mean that a session is continuosly building pressure, instead there are ebbs and flows. Everyone needs a break from the action every now and again.
My game world will also react to the players' actions should they become a threat, to the point where the NPCs plot against the players. This is not to be confused with the DM plotting against the players; the DM should always be working with the players. Instead, the NPCs have their own agendas, intelligence, relationships, and limits in resources. All of these are taken into consideration.
To each their own, but I don't see the point in having such a complex and thorough rule set such as D&D provides if you are just going to make all of the adventures easy. The rewards you receive (sense of accomplishment and fun) are parallel to the risks you take.
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.
Default module =/= Core mechanic.
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1 year ago ::
Apr 03, 2012 - 6:30AM
#6
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Well there is real skill and a kind of false skill. For instance real skill is using clever tactics during the fight, getting flanking bonuses, and, working as a team. False skill is going to the message boards and finding the "build" or heavy metagaming (I know Joe uses lots of undead, so focus on undead hurting abilities).
Then there are things that have no connection to skill, like random chance (Save or something bad happens).
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1 year ago ::
Apr 03, 2012 - 6:35AM
#7
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Date Joined:
Nov 19, 2007
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I don't have a problem with there being rules (i.e., a method to quantify decision-making) about things other than combat. Non-weapon proficiencies, skills, etc., can all be quantified, but there's still the imagination of the people to create all kinds of interesting things.
Say a good cleric sees an evil altar with an avatar on it, and the avatar is holding a candle and a book. The cleric enlists help to get high enough to reach the candle and book to take power away from the altar. A dex check for the cleric and a strength check for the helper will help the DM moderate how well they managed it. No combat involved, it fully supports the roleplay, and the numbers on the character sheet directly influence the action the players thought up.
In memory of wrecan and his Unearthed Wrecana.5e should strongly stay away from "I don't like it, so you can't have it either."
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1 year ago ::
Apr 03, 2012 - 6:57AM
#8
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Date Joined:
Jan 12, 2012
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I like decission making in my D&D, and this goes for all the pillars of the game: Combat, exploration and social interaction (with NPCs) and riddles. But I also want my DM to adapt the challenges to the group. If we cannot solve the riddles, then we should get easier riddles and so in. I am probably more of a simulationist and a gamist than a narrativist en.wikipedia.org/wiki/GNS_Theory
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
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1 year ago ::
Apr 03, 2012 - 7:07AM
#9
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Date Joined:
Apr 23, 2009
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Sorry if I didn't make this clear. I'm talking about skill in playing. Of course DMs need all sorts of skills to make a good world and thats true even if the players want a less skill oriented game. I'm also not talking about build skill. That is another topic. I'm talking about what you do in game as a character. How much challenge or difficulty in that regard?
Ok sorry for not making this clearer.
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1 year ago ::
Apr 03, 2012 - 7:07AM
#10
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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It's all player skill. It's always player skill. Unless the game is on automatic, with everything being determined randomly, player skill is a factor. The only issue is what sort of player skill does the game reward.
Optimization: How important is the time spent building your character before play even starts? How much time should a player be expected to spend poring over lists of feats, skill synergies, and magic items to maximize his ability to overcome obstacles? How much should the game, in short, reward system mastery?
Preparation: How important is it to spend game time preparing for adventure? Vancian spell memorization, scry-and-die, Streetwise rumor checks, visiting sages, all reward time spent in careful preparation, but at the same time take away time spent on the actual adventure. How important should careful preparation be to overcoming future obstacles?
Logic Puzzles: How important is it for the player to be able ferret out mathematical or verbal puzzles? Puzzles does not only involve sphinx' riddles, and sliding puzzle traps, but also all the logistical minigames like encumberance, ammunition, and carrying enough rations.
Gaming the DM: How useful is it to be able to get into a DM's head? If you know the sort of arguments that your DM finds more convincing, that's a benefit to overcoming the DM's obstacles. Heck, in some games, that's the only way to defeat some obstacles. This can be particularly true in social encounters, though it is often a factor in explorationa nd combat as well.
Strategy: How important is battlefield strategy? Combat can sometimes resemble a chessboard, and skill in being able to coordinate battlefield strategy can make a huge difference in overcomign obstacles. A well-coordinated team can accomplish a lot more than a group of people doing their own thing. However, too much emphasis on strategy can result in longer combat, with characters carefully considering every action as if it were a Grandmaster tourney. How much should the game reward strategic thinking?
Lorekeeping: Some players just want to sit down and play. Some players want to inhabit a world. One way they can inhabit a world is by piecing together bits and rumors planted from earlier sessions. When you suddenly realize that the street urchin with the green left eye has an aversion to sourdough bread, and was always being followed around by that mangy alleycat, which means he must be the reincarnation of the legndary Great Druid of the Wild and that mangy cat is in fact the polymorphed animal companion of that druid, waiting for the urchin to remember his destiny, your lorekeepign players feel pretty damn special. But how much shoudl the game require or even reward such meticulous tracking of lore?
Aggressive Roleplay: This is akin to gaming the DM, but with a twist. The game might reward characters who give their players quicks, quests, and quandaries. Saying "Yes" might mean that the player who gives the DM more story hooks is rewarded by being the center of more game plots, which means more spotlight time and more roleplaying time. To what extent should the game encourage characters to seek the spotlight? To what extent should the game discourage such behavior?
Personally, I'm not a fan of optimization or preparation. My players are very busy. They don't want to spend time away from the table dwelling on the game. They don't want to spend time at the table doing something other than adventuring. When I was younger, and could spend 12 to 14 hours playing at a stretch, I could spend entire sessions on back story and divinations. Not any more, though.
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