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1 year ago ::
Apr 20, 2012 - 12:26PM
#11
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Date Joined:
Sep 26, 2001
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As I read through various threads here one thing that keeps popping up but never really gets defined is who should be in control of the game. The quick answer is the DM or the DM along with the players but one of the less articulated changes in the game is how the players have gained more control up to third edition at least. I am not that familiar with 4th and the system is very different from the previous ones so I cannot accurately comment on it.
4th edition countinued the trend of 'empowering' (stupid word) players and making the DM's job easier. In 4e, players can make/buy items more or less at whim and provide the DM with a wish list. The DM didn't need to worry about what items they were getting much (beyond keeping current on errata), since items were no longer game-breaking (in Essentials that's slightly less the case, with uncommon and rare items returned to the DMs domain, and requiring some DM oversight lest they prove imbalancing). In 4e, every aspect of your character - stats, class, race, skills, feats, spells/exploits/prayers/etc, background, description, even in-game rationales for how any of those 'work' - is under your control. You play the character you want and describe it as you envision.
With the players taking care of so much on their end, 4e is also the easiest game to DM. DMing is still much more involved then playing, but it's great to see more people taking up that challenge now that it's a bit less daunting.
And, with the 'plot power' of dailies in the hands of every player (Essentials: almost every player), that new power ('narrative control') to the players is also shared out among the players. You don't see one player out of a group dominating play so often with 4e. Even when you do, it's a matter of personality not usually backed up by mechanical dominance of the character the assertive player has chosen.
So my question is where should 5th edition fall on this scale? I'd like to see it stay over on the far end towards having the players share as much of the 'burden' (and fun) of exerting narrative control as possible.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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1 year ago ::
Apr 20, 2012 - 12:35PM
#12
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Date Joined:
Jan 11, 2012
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In first edition the DM controlled the most. The DM had all the attack and save tables the players did not. The DM controlled all aspects of treasure and what wizard spells a wizard could get including the starting spells.
For what it's worth, these are not quite accurate. The official TSR character sheets for AD&D, for example, provided spots to record the scores needed to save, so there was certainly no expectation that players would not have this information. Likewise, there were spots to record the modifications for weapon vs. armor class/type, which at least in practice was used by many to record actual rolls needed to hit. To be sure, this information was in the DMG, but in play it did not seem assumed that this information was secret.
The initial spells for an MU is more complicated, since the PHB and DMG give different approaches. In the PHB, the method is for the player to roll for each desired spell from the list based on his chance to know spell (derived from intelligence) until he either reached his maximum or else had gone through the list and reached his minimum. This was later modified to make a distinction between spells known and in the spell book, and the DMG (in this approach) provides the randomized initial spell option (i.e. more the the DM's hands). Still, this tended to vary from table to table.
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1 year ago ::
Apr 20, 2012 - 4:42PM
#13
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I find it very interesting that far and away the largest response was people who wanted more control/knowledge on the player end (like the later editions). The character development piece is the most complex to me. I like all the options and the ability to create a character any way I wish. With all the variety, comes a lot of headaches for the DM and other players. Balance becomes an issue for some players and certain builds negate some challenges that a DM may want to use. Also once you have exposed the player base to this variety it is kind of hard to put the genie back in the bottle. I think it is this dynamic that seems to have the folks concerned with balance unhappy yet to forego dynamic character classes would leave a bunch of other folks unhappy. Also for all the concern I have seen about spell casters it seems that having the selection of spells controlled by the DM is not a path that people want to go. With the players “empowered” this relives the DM of control and shifts it to the players who receive it from the system its self. This means that the primary limiting factor is what is published. So does that mean that people would prefer a huge number of available options, which would by its very nature create problems with balancing? Or would it be preferred that the number of options be reined in which would be less dynamic but more balanced?
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1 year ago ::
Apr 20, 2012 - 4:51PM
#14
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Date Joined:
Oct 28, 2008
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I think it really depends on the group.
I feel the ideal level of control is what Salla says, "in that Everyone has it."
That said, I have been a DM for some groups that if I didn't crack the whip and make things happen, things wouldn't happen. The stunning part is that they prefer it this way, and the more control I exerted the better they felt the game was.
Being a micro manager is not how I like to DM, for I have no issue in giving over the reigns of power when called for since it makes for a better game and makes my job as DM easier. Still, I have actually been called a bad DM for giving players too much control and freedom on a couple of occasions.
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1 year ago ::
Apr 20, 2012 - 5:29PM
#15
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Date Joined:
Jun 22, 2010
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Give control to the group by making the game easy to understand, but add depth, choices and versatility to keep everyone interested for a long time.
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1 year ago ::
Apr 20, 2012 - 5:45PM
#16
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Date Joined:
May 17, 2009
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I find it very interesting that far and away the largest response was people who wanted more control/knowledge on the player end (like the later editions). The character development piece is the most complex to me. I like all the options and the ability to create a character any way I wish. With all the variety, comes a lot of headaches for the DM and other players. Balance becomes an issue for some players and certain builds negate some challenges that a DM may want to use. Also once you have exposed the player base to this variety it is kind of hard to put the genie back in the bottle.
It is hard to put the genie back in the bottle, yeah. But I, at least, don't want to. I've found the shift to player controlt o be quite nice both as a player and a DM. As a player it's really nice to be able to customize my character. I mean, I still check with the DM as to what books are acceptable, but it's mainly a courtesy to make sure that whatever I'm looking at fits the campaign world. As a DM, I value players being able to make those choices without relying on me. When I was younger I had the time and the patience to carefully place magic items and spells for the players that would keep them (hopefully)happy while also making sure relative balance was maintained, but nowadays I can let them pick their own spells and give me ideas on what magic items they want, and all that extra time and energy can go into coming up with awesome stuff for the camapaign world.
I think it is this dynamic that seems to have the folks concerned with balance unhappy yet to forego dynamic character classes would leave a bunch of other folks unhappy. Also for all the concern I have seen about spell casters it seems that having the selection of spells controlled by the DM is not a path that people want to go. With the players “empowered” this relives the DM of control and shifts it to the players who receive it from the system its self. This means that the primary limiting factor is what is published. So does that mean that people would prefer a huge number of available options, which would by its very nature create problems with balancing? Or would it be preferred that the number of options be reined in which would be less dynamic but more balanced?
In my experience, there's no such thing as "Balance OR Options" it's neither or both. I played 3.5 for most of its run, and every DM I played with so scared of the ever-present imbalance that they controlled options with an iron fist. 3rd party splats may as well have not existed. Dragon magazine? Not even on the table for negotiation. We played with the core three, maybe a setting book, and maybe, just maybe, you could convince a DM to let you use something from the Complete books. Book of Nine Swords and Tomb of Battle were myths. It wasn't until 4e that we started using even the range of printed options, because the balance allowed DMs to say, "Sure, go ahead" to an element before analyzing it five ways and nt having a headache.
Seriously, though, you should check out the PbP Haven. You might also like Real Adventures, IF you're cool. | Knights of W.T.F.- Silver Spur Winner | | 4enclave, a place where 4e fans can talk 4e in peace.
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1 year ago ::
Apr 20, 2012 - 7:38PM
#17
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Date Joined:
Sep 26, 2001
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This means that the primary limiting factor is what is published. So does that mean that people would prefer a huge number of available options, which would by its very nature create problems with balancing? Or would it be preferred that the number of options be reined in which would be less dynamic but more balanced?
Large numbers of options aren't innately imbalanced, it's just that each new option presents the designer with a challenge: make the option unique, make it desireble, and keep it - and each interaction it may have with any other option - balanced. In order to make a new option unique and desireable, it's easy to just make it better. At that point, adding the option reduces the number of real options, by crowding out existing ones.
So the question is never 'more options' or 'more balance,' it's 'more balanced options,' or 'fewer meaningful options.' There is never 'more options but less balance,' because lack of balance destroys options faster than it creates them.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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1 year ago ::
Apr 20, 2012 - 7:44PM
#18
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So on the DM side what should they control? In my opinion a DM needs some mechanisms to keep the mystery and build tension. If everything is out in the open for the PCs to see then I think the game loses something. For example I do things like make them stock rolls which I use for things like sense motive checks or saves versus an unobservable effect. I also like to have them make rolls at random just to keep the mystery. What other options/tricks of the trade would be useful. Additionally what mechanics would help to enable the building of mystery and suspense?
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1 year ago ::
Apr 21, 2012 - 6:41AM
#19
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Date Joined:
Jun 16, 2004
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I say let the players keep the power, that's too much crap for me to keep track of.
A-freaking-men. Having them keep track of their abilities also keeps them engaged and focused in the game, and really lets the party synergy show.
Last session, my party's Runepriest gave the Fighter "the shinies" (like a +4 or +6 to AC or something), and there was much high-fiving. Especially when the Fighter pretty much ignored the attack of three enemies on the field. But, the Runepriest kept track of his buffs, and reminded the other players when they applied, which often changed their choice of tactics.
Gold is for the mistress, silver for the maid Copper for the craftsman, cunning at his trade." "Good!" said the Baron, sitting in his hall, "But Iron -- Cold Iron -- is master of them all." -Kipling Defenders: We ARE the wall! I've replaced the previous Edition Warring line in my sig with this one, because honestly, everybody needs to work together to make the D&D they like without trampling on somebody else's D&D. Miss d20 Modern? Take a look at Dias Ex Machina Game's UltraModern 4e! I am a hero, not a chump.
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1 year ago ::
Apr 21, 2012 - 12:21PM
#20
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Date Joined:
Mar 21, 2001
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Because I think the idea of a divide between Player and DM is a thing of the past. Telling Players to not read the DMG or MM is silly, because most of them will also be DMs!
These things are very group dependent. The fact that DMing is "easy" or "requires less time" doesn't make it any more likely that all player will end up DMing. I know a number of players (especially the more "casual" gamers) who expect the DM to entirely handle the rules (i.e., they don't read even the PHB). Even if several players are DM, it doesn't mean they need to run the same game system.
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