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3 years ago ::
Aug 30, 2010 - 7:28PM
#61
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Date Joined:
Feb 11, 2006
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You are a much better person than me because you are leading me to believe that it would not bother you that those players that you consider as the worst players have the same rewards, levels, loot as your characters. It also leads me to believe that it would not bother you if those characters were dragged, given, slacked, challenge downgraded basically had a much easier time to achieve what your characters have achieved.
It would bother me at work and it bothers me here... if that is arrogant, then so be it.
Consider the question the other way...Why does it bother you that so-called "worst" players get the same rewards and levels as your characters do? I mean, it's not really hurting you. It seems like what you're looking for is to everyone you play with to immediately recognize how great you are at D&D. I'm not sure what that does for you. It sure doesn't do anything for the people you're playing with.
And I agree. I would be upset if that happened at work. That's why I make sure to separate my work from my fantasy role-playing game hobby.
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3 years ago ::
Aug 31, 2010 - 1:59AM
#62
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Or are we just worried that it will take the DM too long to figure out that the encounter is too hard (i.e. near-TPK) before toning it down?
Considering the complaints on the more difficult adventures on these boards and other locations: yes, that is exactly the worry.
As for upgrading difficulty, that is usually not that hard. The easiest and often most effective method for me is changing tactics. It does not work well with the optimized well-organized groups, but in that case you can add hit points, bringing in reinforcement (works especially well with minions), modifying intiative modifiers up, increasing damage output and make recharge a bit easier. Sure, not entirely within DME rules, and not something I do very often, but as long as those at the table give permission (and most do), you are not getting complaints. Mind you, I have had players also do things such as Keithran mentioned, setting some personal challenge levels, like: not using dailies unless they make sense due to the situation, not using healing words, etc. 
@Tiaranmal: On the extreme sides of the equation you usually know how things are going early on. In fact, more often than not I can point out these tables the moment they sit down and describe their characters. It is the majority of the middle were I get surprised occassional, especially since for them dice tend to have a huge impact on the game. Nobody wants a TPK, but many players who want a challenge want to walk that edge just before a TPK/deaths and the line between those two points is thin 
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3 years ago ::
Aug 31, 2010 - 5:31AM
#63
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Or are we just worried that it will take the DM too long to figure out that the encounter is too hard (i.e. near-TPK) before toning it down?
Considering the complaints on the more difficult adventures on these boards and other locations: yes, that is exactly the worry.
As for upgrading difficulty, that is usually not that hard. The easiest and often most effective method for me is changing tactics. It does not work well with the optimized well-organized groups, but in that case you can add hit points, bringing in reinforcement (works especially well with minions), modifying intiative modifiers up, increasing damage output and make recharge a bit easier. Sure, not entirely within DME rules, and not something I do very often, but as long as those at the table give permission (and most do), you are not getting complaints. Mind you, I have had players also do things such as Keithran mentioned, setting some personal challenge levels, like: not using dailies unless they make sense due to the situation, not using healing words, etc. 
@Tiaranmal: On the extreme sides of the equation you usually know how things are going early on. In fact, more often than not I can point out these tables the moment they sit down and describe their characters. It is the majority of the middle were I get surprised occassional, especially since for them dice tend to have a huge impact on the game. Nobody wants a TPK, but many players who want a challenge want to walk that edge just before a TPK/deaths and the line between those two points is thin 
It just seems a lot easier to me to change tactics in a way that reduces difficulty instead of increases it. For example, if an effective party stuns the BBEG it's not like the DM can just pretend that the guy is not stunned. Or if the controller locks a guy down in the corner it's not like the DM can just ignore the fact that he's immobilized and have the guy walk up and attack a striker (unless the DM starts using severe DME to give the guy a teleport power or something - which the players will likely call shennanigans on). Many players looking for a challenge are not interested in the DM "cheating" to ignore/circumvent their cool powers. And if we're worried about the DM not being able to properly judge table challenge, adding reinforcements sounds like a bad idea. Maybe the DM thinks the table is having an easy time of it so they add some extra guys, but now the players struggle because they already used their cool tricks on the first wave and it turns into a grind (or a TPK). And the DM can't do much at that point to lessen the difficulty again. Especially since 4e has the "bloodied" condition, the DM can't just have the monster die whenever it's convenient (Player: "I do 10 damage." DM: "Ok, it's dead." Players: "Wha?????? But it wasn't even bloodied!"). Players have to suspend their disbelief a lot in D&D. It seems easier to justify reducing the challenge by using worse tactics, like: "It's an ooze. It just mindlessly attacks the closest thing."
If combats in LFR need to be on the easier side because that is what the majority of the players want/need, that's fine. I'm one of the players that enjoy more of a challenge, but if I am in the minority I can accept that the needs of others outweigh my own (and I'll figure out a way to make the game fun/challenging for me). I just don't buy the argument that the challenge level should be set low because it's easier for the DM to increase the challenge than decrease it. It might be helpful if future adventures had more tips for "DME" to make each encounter more or less challenging. I haven't seen "Glory Tier" in action, but perhaps it successfully fills that need.
Lori Anderson WotC Freelancer, LFR author @LittleLorika
CALI3-3 The Agony of Almraiven (co-author) NETH4-1 Containing Shadow (co-author) CALI4-1 Plain of Stone Spiders (author) QUES4-1 Liberation (co-author) EPIC5-1 Plaguewrought Prism (co-author)
TotalCon: http://www.totalcon.com/RolePlaying.html
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3 years ago ::
Aug 31, 2010 - 5:44AM
#64
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Date Joined:
Sep 26, 2008
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You are a much better person than me because you are leading me to believe that it would not bother you that those players that you consider as the worst players have the same rewards, levels, loot as your characters. It also leads me to believe that it would not bother you if those characters were dragged, given, slacked, challenge downgraded basically had a much easier time to achieve what your characters have achieved.
It would bother me at work and it bothers me here... if that is arrogant, then so be it.
Consider the question the other way...Why does it bother you that so-called "worst" players get the same rewards and levels as your characters do? I mean, it's not really hurting you. It seems like what you're looking for is to everyone you play with to immediately recognize how great you are at D&D. I'm not sure what that does for you. It sure doesn't do anything for the people you're playing with.
And I agree. I would be upset if that happened at work. That's why I make sure to separate my work from my fantasy role-playing game hobby.
It invalidates the accomplishment and reduces the reward to no value since anyone can get it. Why invest any effort into playing the game when you will be rewarded irregardless of how well or how poorly you do in the game?
That is not the right environment for the leadership to encourage in my opinion. Its a welfare gaming system of sorts and it seems many people here on these forums are ok with that.
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3 years ago ::
Aug 31, 2010 - 5:51AM
#65
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Date Joined:
Jul 16, 2002
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Sure, there are players I personally would consider good, better, best and worse or worst.
You are a much better person than me because you are leading me to believe that it would not bother you that those players that you consider as the worst players have the same rewards, levels, loot as your characters. It also leads me to believe that it would not bother you if those characters were dragged, given, slacked, challenge downgraded basically had a much easier time to achieve what your characters have achieved.
It would bother me at work and it bothers me here... if that is arrogant, then so be it.
It's a game. And a non-competetive one at that. So who cares? And yeah, at work is a different story where rewards are real and tangible. This is a game with fake rewards. I'd be pissed at a crappy co-worker getting a promotion over me. I could care less if Bob the crappy rogue gets xp from a mod.
And people wonder why many perceive the RPGA to be a bunch of elitist snobs.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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3 years ago ::
Aug 31, 2010 - 5:57AM
#66
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Date Joined:
Apr 25, 2002
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It's a game. And a non-competetive one at that. So who cares? And yeah, at work is a different story where rewards are real and tangible. This is a game with fake rewards. I'd be pissed at a crappy co-worker getting a promotion over me. I could care less if Bob the crappy rogue gets xp from a mod.
And people wonder why many perceive the RPGA to be a bunch of elitist snobs.
But what if Bob who plays the crappy rogue is also the crappy co-worker?
NETH4-1 Containing Shadow (co-author) Handbooks
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3 years ago ::
Aug 31, 2010 - 5:59AM
#67
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Date Joined:
Apr 25, 2002
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And if we're worried about the DM not being able to properly judge table challenge, adding reinforcements sounds like a bad idea. Maybe the DM thinks the table is having an easy time of it so they add some extra guys, but now the players struggle because they already used their cool tricks on the first wave and it turns into a grind (or a TPK). And the DM can't do much at that point to lessen the difficulty again. Especially since 4e has the "bloodied" condition, the DM can't just have the monster die whenever it's convenient (Player: "I do 10 damage." DM: "Ok, it's dead." Players: "Wha?????? But it wasn't even bloodied!"). Players have to suspend their disbelief a lot in D&D. It seems easier to justify reducing the challenge by using worse tactics, like: "It's an ooze. It just mindlessly attacks the closest thing."
There are a couple of issues: The DMs who don't adjust at all, regardless of what the table is doing. They're out there - the harder the base challenge of the mod, the more likely they TPK tables.
Reinforcements. These are actually pretty easy to modulate - there's a reason the reinforcement wasn't with the main group - they're not the enemies expecting to get into combat(even if they're tougher than a minion) - when they go bloodied, that's an obvious surrender point for them, even if the combat is going well for the monsters. Or they don't die when hit(because they're not a minion), but as soon as their turn shows up, they run away. Not every monster has to fight to the death.
I would like to see one or two no or one combat mods. Just warn people playing that they might not like it if they have to play combats. It might be interesting to have such mods in one specific story area - a story area about political intrigue, structured similar to the QUES1-1 mod. Players who don't want to play the mods don't have to play them.
Now if only someone known for doing things like that was in charge of a story area...
NETH4-1 Containing Shadow (co-author) Handbooks
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3 years ago ::
Aug 31, 2010 - 6:53AM
#68
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Date Joined:
May 29, 2004
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You are a much better person than me because you are leading me to believe that it would not bother you that those players that you consider as the worst players have the same rewards, levels, loot as your characters. It also leads me to believe that it would not bother you if those characters were dragged, given, slacked, challenge downgraded basically had a much easier time to achieve what your characters have achieved.
It would bother me at work and it bothers me here... if that is arrogant, then so be it.
Consider the question the other way...Why does it bother you that so-called "worst" players get the same rewards and levels as your characters do? I mean, it's not really hurting you. It seems like what you're looking for is to everyone you play with to immediately recognize how great you are at D&D. I'm not sure what that does for you. It sure doesn't do anything for the people you're playing with.
And I agree. I would be upset if that happened at work. That's why I make sure to separate my work from my fantasy role-playing game hobby.
It invalidates the accomplishment and reduces the reward to no value since anyone can get it. Why invest any effort into playing the game when you will be rewarded irregardless of how well or how poorly you do in the game?
That is not the right environment for the leadership to encourage in my opinion. Its a welfare gaming system of sorts and it seems many people here on these forums are ok with that.
I don't think of it as welfare gaming - I think of it as a team game. So my 19th-level artificer only does around 20 damage per attack, because I didn't spend any feats or item slots on my damage. Does that make me "worse" than your rogue who's hitting for 200? What if that same artificer is handing out 40 temporary hit points to two different people three times a combat and has most of the party at least at +3 to attack and +10 to damage for most of the fight? What qualifies the worse or better player or character? In 4th edition more so than 3.5 (can't really speak to editions before that), the entire group needs to contribute to succeed or fail at the mission. So yes, the entire group should receive the rewards for that effort.
John du Bois Living Forgotten Realms Writing Director, Netheril story area
Follow me on The Twitter: @JohnduBois Follow my presence on The Intertubes: johncdubois.wordpress.com
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3 years ago ::
Aug 31, 2010 - 7:16AM
#69
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Date Joined:
Sep 26, 2008
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You are a much better person than me because you are leading me to believe that it would not bother you that those players that you consider as the worst players have the same rewards, levels, loot as your characters. It also leads me to believe that it would not bother you if those characters were dragged, given, slacked, challenge downgraded basically had a much easier time to achieve what your characters have achieved.
It would bother me at work and it bothers me here... if that is arrogant, then so be it.
Consider the question the other way...Why does it bother you that so-called "worst" players get the same rewards and levels as your characters do? I mean, it's not really hurting you. It seems like what you're looking for is to everyone you play with to immediately recognize how great you are at D&D. I'm not sure what that does for you. It sure doesn't do anything for the people you're playing with.
And I agree. I would be upset if that happened at work. That's why I make sure to separate my work from my fantasy role-playing game hobby.
It invalidates the accomplishment and reduces the reward to no value since anyone can get it. Why invest any effort into playing the game when you will be rewarded irregardless of how well or how poorly you do in the game?
That is not the right environment for the leadership to encourage in my opinion. Its a welfare gaming system of sorts and it seems many people here on these forums are ok with that.
I don't think of it as welfare gaming - I think of it as a team game. So my 19th-level artificer only does around 20 damage per attack, because I didn't spend any feats or item slots on my damage. Does that make me "worse" than your rogue who's hitting for 200? What if that same artificer is handing out 40 temporary hit points to two different people three times a combat and has most of the party at least at +3 to attack and +10 to damage for most of the fight? What qualifies the worse or better player or character? In 4th edition more so than 3.5 (can't really speak to editions before that), the entire group needs to contribute to succeed or fail at the mission. So yes, the entire group should receive the rewards for that effort.
Apples and Rocks.... very bad analogy.
We are not talking about proficient players playing their role in the party and the differences of damage output. We are talking about players who can play the game and the players who plainly suck getting the same rewards, accomplishments and loot. By the way, that is the definition of welfare gaming, everyone getting the same rewards irregardless of how well or how poorly one plays. John, if you have never seen a bad player at a table, then I would consider yourself lucky or you play in a tight group of players. I happen to roll solo at conventions and happen to see many plainly non skilled players. I also disagree with you that the entire group has to contribute to succeed in LFR, it is my opinion that two optimized characters with three corpses can be successful scaling for 5 in most LFR mods. It would be a challenge but very do-able. Three optimized characters can carry three knuckleheads with any LFR mod.
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3 years ago ::
Aug 31, 2010 - 7:40AM
#70
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We are talking about players who can play the game and the players who plainly suck getting the same rewards, accomplishments and loot. By the way, that is the definition of welfare gaming, everyone getting the same rewards irregardless of how well or how poorly one plays.
There are, of course, plenty of non-tangible rewards and/or punishments (mainly social) based on the level of player skill.
If a player is truly terrible, people will simply stop playing with them. Or maybe the cleric will choose to heal the injured "good player" instead of the injured "bad player." Or the warlord will give all the fun bonuses/extra attacks to a better player. Or other players might give them dirty looks or make mean comments about how terrible they are. (Not that I'm encouraging bullying or an anti-teamwork atmosphere. I'm just saying it does happen.)
On the other hand, really great players will get socially rewarded, as Mommy_was_an_Orc so eloquently explained. Players will actively seek out tables that an awesome player/DM is at (based on their own individual definition of an "awesome player"). Players will say things like "Wow - that's an awesome character! It's a really cool concept and it's also very effective!" Or "Hey, your character didn't use anything cheesy and it's still awesome!" Or "I had a ton of fun playing with you. Can I join your next table?"
I'd personally much rather have the players around me tell me that I'm a good player and/or that I have fun/interesting/effective characters than have a piece of paper (that, by the way, anyone would be able to print off the internet) "proving" that I'm a good player.
Lori Anderson WotC Freelancer, LFR author @LittleLorika
CALI3-3 The Agony of Almraiven (co-author) NETH4-1 Containing Shadow (co-author) CALI4-1 Plain of Stone Spiders (author) QUES4-1 Liberation (co-author) EPIC5-1 Plaguewrought Prism (co-author)
TotalCon: http://www.totalcon.com/RolePlaying.html
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