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Switch to Forum Live View I am opposed to 'DM Empowerment'...
1 year ago  ::  Feb 17, 2012 - 11:37AM #221
Pashalik_Mons
Date Joined: May 17, 2009
Posts: 7,102

Feb 17, 2012 -- 11:29AM, DavidArgall wrote:


     Same answer.  What you are saying is "I really really want to play a dragonborn, and here is my excuse." 



No, what he's saying is "I really want to play a dragonborn.  Can we find a compromise on this issue that allows for the integrity of your setting to be maintained while allowing for to play the character I want?"

 

Seriously, though, you should check out the PbP Haven.  You might also like Real Adventures, IF you're cool.
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1 year ago  ::  Feb 17, 2012 - 11:53AM #222
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,861

Feb 17, 2012 -- 11:29AM, DavidArgall wrote:

Feb 16, 2012 -- 10:42PM, jonathan_sicari wrote:

OK, but how about if I play a human who through mystical training, special breeding or just a little trick involving flammable liquid (or whatever) can breath fire *edit* once an encounter and is a little more charismatic and strong/tough? In other words, OK, I can't play a Dragonborn Dragonborn (no scales or whatever, no decent from the nobles of Arkoshia etc) but can I use the mechanics of a Dragonborn to represent my human PC?



     Same answer.  What you are saying is "I really really want to play a dragonborn, and here is my excuse."  And it is the DM's duty to tell you no when he feels this would be bad for the game, just like it is his duty to say no to your desire to start with +20 to every roll you make. Your desire simply has no standing the DM need respect. 
     The DM also has no special standing, and his own desire for artistic integrity must also meet the same standard of being good for the game.  Happy players rank higher.  But players are not made happy by being granted whatever they want.  They become bored and leave.  So the DM must say no at times, and whatever excuse is offered is going to be overruled.





Actually in this case I'd probably be like okay before I say yes I want an excellent backstory for this guy.  If you can make me feel that it is okay and come up with an explanation of where/how you got the breath weapon, and the lineage to be able to have all those other traits I will give it to you.  You look human but you more than a normal human.  I can roll with that but to me that player needs to earn that bend.  I'm not saying give me shakespear and write me a 20 page backstory. I'm just saying spitball me some ideas here which I might change to affect the overall story or give you some places where I can attach a hook that is based upon this whole your a special human deal because now this is gunna come up in the campaign.  I now thank my player for accepting he can't be a giant lizard man, but we can still work out a reason why he still has all those bonuses mechanically.  Some of the players here though make it seem like a DM that would do that is a despot that needs overthrowing.

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1 year ago  ::  Feb 17, 2012 - 12:43PM #223
daVALESian
Date Joined: Oct 9, 2011
Posts: 155
Dearest player, you walked over a weight trap and didn't trigger it because you're a small sized creature. You sepcifically walked to the door and said I'm looking for traps. You didn't see the weight trap behind you, it's not where you declared you were searching for traps. You already walked over it with no issue, so why would you turn around and investigate the evidently safe to you area? The floor 10' behind you falls away dropping half the party into a pit of starving hungry dogs. I'm sorry that you felt the need to yell at me, pull vauge non-helpful examples from the rulebook just so you could then cross your arms in a huff for the next hour of play while everyone else found the event a rush and a great intro to the first real fight of the campaign. It happens. The party survived, and I once again forced people to use their second winds. Good! it was a hard fight for you, at level 1, still a novice adventurer. Now that you've had this experience, it'll make you a better adventurer (aka NOT level 1) and you'll be more cautious.

If I didn't have the spine, or the "empowerment" to go, "No, you didn't see this." Sometimes there is no "but" and as a DM you have the authority when needed (so very rare) to say it. The rules in this scenario were vague enough there was an arguement that bit into game-time rather than let it happen and then approach during a break. If your players cannot trust you the DM to make it hard but worthwhile, you don't have players. You have angry-gamers in waiting. Did I kick that player off my table? Of course not. He's a good friend and once we talked things out it became apparent that external facotrs were driving his negativity. This is part of the DM-Player Social Contract that allowed me to pull him aside 1-on-1 and let him vent. He needed it.

All because I'm allowed as the DM to say "No" sometimes.
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1 year ago  ::  Feb 17, 2012 - 12:44PM #224
Dopkalfar
Date Joined: Jul 9, 2008
Posts: 66

Feb 5, 2012 -- 2:39AM, jonathan_sicari wrote:

And I'm normally the DM. Having just finished typing everything below, I feel the need to say it is somewhat of a rant, but as such, it is heart felt.

I've been seeing some posts concerning 'player entitlement' and 'we need to reempower the DM' recently and it makes me ill. These posts usually reek with an elitist attitude, a promotion of favoritism (do things the way I like and you'll get bennies, play the game the way its written and I'll punish you).

I started playing with the basic box sometime around 1982. My friends and I moved on to 1st Edition and when I joined the army and went to Germany that's what I played D&D wise until 2nd came out (I also played TSR's Marvel Superheroes (basic and advanced), Top Secret and Top Secret S.I., Buck Rogers in the 25th Century, D.C. Heroes, James Bond from Avalon Hill, and Cyberpunk 2020, various Palladium Games, Rolemaster, Chivalry and Sorcery, and Aftermath came after I returned to the states, White Wolf and other games after Desert Storm). The groups I played with generally tried to make the game work out of the box so to speak (somethings were dropped as too time consuming, weapon vs. armor type chart for example) so instead of complex plans involveing spiked open doors and 10' poles, we actually tried to get by with a thief using his find/remove traps, Open Locks, etc. (perhaps backed by certain magic items, these are some hazy memories at this point).

The biggest source of arguements for us was always a DM(GM/ST/Narrator) saying "because I said so." Yes, that is printed in the books but I honestly believe that was one of the biggest errors that was ever made in the history of our hobby.

I forsee one arguement already, "somebody has to be in charge". Well, yes, but to paraphrase an important historical document, "governments are instituted among nations deriving their powers from the consent of the governed". There is already a movement amongst gamers for more player driven narrative in many games (I think John Wick's Houses of the Blooded is an excellent example, I'd love the game if it were not for John's primary premise, that your character will ultimately always fail, its about Tragedy and I guess I just don't get it, just like I don't get behind the personal horror aspect of White Wolf's games).

I actually like that Dnd finally succeeded in becoming a truly cooperative game between all the players (ultimately, the DM is just another player, no more, no less) and for it to backslide into encouraging petty tyranny and arbitrary 'because I said so' causes me to be concerned with the new edition.

I am hoping that there will be sufficient outcry during the playtest against this approach that it will be reconsidered once open playtest starts but what I fear will happen is people who oppose this form of gaming will just drop out of the playtest, WoTC will recieve the type of feedback that they hope to, and then we will end up with the New Coke of RPGs (I worked for a short time in Market Data Research, one of the horror stories told to us as new employees to emphasize the importance of following the testing protocols was that the firm that Coke retained to test the New Coke formula failed to do so and the result was that Coca-Cola expected New Coke to be a hit, not the bomb it was).

My ultimate point is the myth of the ultimate power of the DM needs to be taken out behind the chemical shed by a detail of five men and shot.

Thank you for reading.


Wait...  What does DM empowerment mean?

---   ---   ---
DM Control over Players' Characters:

1st edition:  The spells the wizard knows at character creation are the DM's choice.  Other spells are found as the game progresses.

2nd-4th edition:  The spells the wizard knows are the Player's choice.

Does 1st edition empower the DM more because the DM determines what a Wizard character can do? 

---   ---   ---
DM Control over Magic Items:

3rd edition:  Magic items can be crafted by PCs, using a very complicated system that many players liked because they could do all kinds of creative things.

4th edition, Original:  Magic items in the books can be crafted by PCs

4th edition, Essentials:  Common magic items can be crafted by PCs; Uncommon with DM permission; Rare by major story device / not at all.

Does Essentials empower the DM more?  Does 4th empower the DM more than 3rd?  Just comparing within 4e, does item rarity actually empower the DM more? 

If that's what empowering the DM means, that implies DM empowerment means "preventing players from going overboard with the power creep that we published" and the best way to empower DMs then is to publish less junk (this applies to every edition).

---   ---   ---
Character Class choices:
1st Edition:  Name level special classes (e.g. Paladin, Druid) were entered with DM permission and by completing a story objective.  Base classes depended on the 3d6 rolls for your stats.

3rd Edition:  Prestige classes.  Players can just take them.  Take several of them in fact.  You could take any base class any time.

Does 1st edition empower the DM more?  Becoming a druid in old D&D, for instance, certainly was a mommy may I game.  Your character's future career was in the DM's hands.  But it also created a story, when done right.  But that kind of DM was never adversarial, never felt the need for "empowerment" anyway.

---   ---   ---
Ease of Writing vs. Customization:

3rd edition:  Monsters are built out of hit dice which work like character levels, so custom monsters and NPC villains took a lot of work to write.

4th edition:  Monsters are built out of pre-determined attack bonuses, damage, defenses, hp, etc. based on role and level; and powers could be custom made or pulled from other similar-level monsters.  NPC villains are built like monsters.

Is 4th edition more empowering for the DM because it's easier to make custom monsters and villains?

Or is 3rd edition more empowering because you can use the layered levels/HD system to build all kinds of bizarre versions of the same monster or villain at the same level?

Or is 1st edition more empowering because XP value was just based on Hit Dice plus a bonus to the XP value based on the monster's powers?

---   ---   ---

To me, DM empowerment is "I can whip up an evil high priest in ten minutes" (the things 4e did to make it easier for DMs to design encounters) not "I get to say no to players" (my other examples above).

To me DM empowerment is shipping Reavers of Harkenwold with almost all the maps I need for the encounters, and tokens for all the monsters and villains.  To me DM empowerment is giving me modules that tell stories and arrange encounters in a variety of ways that demonstrate all aspects of the roleplaying game.

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1 year ago  ::  Feb 17, 2012 - 1:42PM #225
Azzy1974
Date Joined: Dec 12, 2011
Posts: 851

Feb 17, 2012 -- 12:44PM, Dopkalfar wrote:

If that's what empowering the DM means, that implies DM empowerment means "preventing players from going overboard with the power creep that we published" and the best way to empower DMs then is to publish less junk (this applies to every edition).




Ooh... I like your method of DM empowerment. Yes, less glut, please. WotC really needs to find a way of creating product that doesn't involve going nuts on rules expansions. THe more of that, the les the consumer can keep up and the greater likelihood of introducing broken crap.

Does 1st edition empower the DM more? Becoming a druid in old D&D, for instance, certainly was a mommy may I game. Your character's future career was in the DM's hands. But it also created a story, when done right. But that kind of DM was never adversarial, never felt the need for "empowerment" anyway.




Agreed.

To me, DM empowerment is "I can whip up an evil high priest in ten minutes" (the things 4e did to make it easier for DMs to design encounters) not "I get to say no to players" (my other examples above). To me DM empowerment is shipping Reavers of Harkenwold with almost all the maps I need for the encounters, and tokens for all the monsters and villains. To me DM empowerment is giving me modules that tell stories and arrange encounters in a variety of ways that demonstrate all aspects of the roleplaying game.






Nice post.

I really think the idea of "DM empowerment" from the article in question was to create rules guidelines for DMs so that when players (inevitably) decide to do something that isn't expressly covered in the rules the DM already has the tools available instead of saying no or scrambling through rulebooks to find something comparable or winging it with a complete lack of certitude.

Playtest or get off the playtest boards.

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Vindication for every suffering and hurt
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1 year ago  ::  Feb 17, 2012 - 1:47PM #226
greatfrito
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Dopkalfar, I would like to echoe:

Nice post.

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No, I'm not going to wait for you to tell me when it's okay to start expressing my concerns (unless you are WotC).

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1 year ago  ::  Feb 17, 2012 - 2:09PM #227
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,861
I think I have to say as far as what Wizards or any publisher can actually do to help empower a DM Dopkalfar has pretty much hit a lot of the points on the head.  

Point of contention though that a lot of people missed many of the prestige classes in 3.x that had requirements that were entirely story based.  One such prestige was the drunken master prestige in which you had to find a group of guys that were already drunken masters and go out drinking with them for a night and live to see the next day outside of a jail cell.  Or more precisely without being incarcerated.  Frankly you could make that the premise for an entire nights game.

While I could get really nitpicky on Dopkalfar's post and pick into the parts I like and dont like I'd rather just go with saying your main point that they should publish less required rules is a good one and that the best thing they can do is to publish comprehensive settings for adventures that give the DM a reason for everything, but with enough open holes that they can change it if they want to. 
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1 year ago  ::  Feb 17, 2012 - 3:02PM #228
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

Feb 17, 2012 -- 8:31AM, daVALESian wrote:

Feb 17, 2012 -- 3:59AM, Kalnaur wrote:



Feb 17, 2012 -- 12:23AM, SleepsInTraffic wrote:

I have done this and will continue to do so.  If I have a player who's character is dropping everything that comes at the party I will in fact curtail their damage without telling them, usually by a fixed ammount and not a large one.  Sometimes as the DM you should change the flow of the game itself to give people other than the best power gamer in the room the kill shot and the spotlight.  This can also be done by upping the monster's hit points.  I have for at least one encounter I was running had a preferred end of the encounter.  Namely that a certain member of the party kill the big bad guy that had been the main villain for a short arc.  This was to wrap up one of that character's tie in stories and the big bad guy was her nemesis.  I invented a mechanic in the middle of the fight whereby the big bad guy started killing off his own followers in order to gain their vitality.  I invented this because one of the other players on the table managed to drop it to within about 100 hit points of dead...four turns in a row.  Once from under bloodied, twice from full health, and once from bloodied.  That was an elite brute 3 levels over the party's level.  I told all of my players about this after the game session and they all agreed that it was an awesome addition to the fight.  Sometimes a DM should have the right and ability to bend or even break the rules of the game to provide an awesome scene for his players.  Even if that scene is a loss for them to make the win your going to basically hand to them later even better.




I would not specifically reduce a player's damage output mid fight because they were killing "another person's nemesis".  If they are all fighting that nemesis, they have taken that nemesis on as their own.  The probability of the party wizard or cleric dealing enough damage to take down their mortal foe is great in theory, but unlikely in practice.

That said, I do think that the "kill my followers, take their life" mechanic you invented was less about lessening damage and more about finding a way to extend the life of the monster to apreciable levels.  Hell, there's quite a few monster powers with exactly that mechanical impact.  One that springs to mind is a one two punch of a power to gain Temp HP from "eating" minions, and minions that gain extra defenses when close to the one who will eat them, effectively making both targets more important, and neither one is able to be ignored. 

Instead of lessening damage, you invented a more horrible monster, one willing to sacrifice the lives of its minions to live. 

Basically, willfully gimping a player because it's not going "how you planned" = bad.  Changing up a fight that was supposed to be epic but is starting to either drag or be way too fast = good.  I'd personally say you "did good", but what you suggest, gimping a person's damage . . . if I ever found out a DM was doing that, I'd never trust them again, and I can't game with people I don't trust.

Then again, I expect the DM to cheat on their side, not mine.  Not reducing the damage I do without telling me, but changing the HP of the monster.  The monster is their province, but if I roll 18 damage total and they reduce it to 13, that's cheating me.  If instead they let me know that the monster has damage resistance, or adds HP to the monster, that's OK with me.  The DR might even be something the monster gained whn it first hit bloodied (regardless of if it actually had that power before or not). It might be a matter of semantics to some, but to me, it's OK for the DM to fudge their dice, their rolls, but never fudging the player's dice and results.  The DM has more than enough tools, but applying Character specific DR should never be one of them.  At least from the philosophy I come from.





I know I'm going to push someone's button but so long as the reduction in damage by the DM is never revealed and you already said you're okay with the monster's HP being increased at will by the DM, what, is the mathematical difference if the 18 damage was only recorded as 8, versus simply adding 10 health to the monster? Functionally, the 18 damage went in, but really only knocked off the new health that was spontaneously added.

I know it's a terrible tactic for the DM to make on the fly changes to a stat block like this. It's fickle and immediate punishment for the player based on the whimsy of the DM and how crisp his beer might be that day, and that's not fair to the players at all. And I'm totally, 100% guilty of doing it as well.

As Sleeps and I game together, I remember the fight in question, I remember having to temporarily take over the Changleing Assassin and end up ghosting and replacing one of those minions - it was a great fight, and I didn't notice or care that the BBEG in the fight seemed to be regenerating all that much. Frankly, it made the final blow when it came from the Player and her NPC companion that much more built up and incredible. There are so many little pieces of that fight that I still remember, and I think that's more important than the fact that rules were fudged to ensure the cinematics weren't destroyed.

That said, I think that's a matter of the party. If your players are more mechanical and love the number crunch and have no care for the feel of the fight more than simply "mmm, delicious XP and loot packages" then doing something like what Sleeps and I have done is going to upset the players. (Thankfully) we play in a group that loves to ramp up into the cinematic combat, so sometimes things seem to last a bit longer. If I as the DM ever ask a player to go into detail about their strike during a combat, it's my first big clue to the players that this fight is not about the dice, it's about the roleplaying. They love it. I've run entire D&D sessions without the dice hitting the table save for wanting to hear dice. I did it so my players thought there was some random chance factor involved, and not some pre-ordained story elements being triggered. I had a player last night recant to me a game I ran almost a year ago, a one-shot arena style game with my core group, where the only sound of dice hitting the table was from behind my DM screen and I never even looked at the numbers. That game was incredible, and I didn't need to worry about hit points, armor class, non-armor defenses, damage roles - they were all out the window.

They won, because they figured out how to win. They worked together with cinematic re-telling of their attacks, and I reacted to each with my own.




I have no problem with the modification of the monster stat block on the fly.  What I would always have a problem with is, "I don't like that that specific character is dealing to much damage, in my mind, so I'm going to gimp them", which is what the poster before sleep was alluding to.  Now, with regard to what sleep appears to have done, it's different because they did it within the purview of DM tools.  They changed the monster.  They could have also introduced dangerous new terrain, brought in a second wave of monsters that made the big bad immune to attack until they were killed, sprung traps, etc.  What a DM should never do is targeted damage resistance because the (whatever class) is dealing too much damage.

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Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  Feb 17, 2012 - 3:37PM #229
warrl
Date Joined: Apr 16, 2009
Posts: 5,267

Feb 16, 2012 -- 10:42PM, jonathan_sicari wrote:

OK, but how about if I play a human who through mystical training, special breeding or just a little trick involving flammable liquid (or whatever) can breath fire *edit* once an encounter and is a little more charismatic and strong/tough? In other words, OK, I can't play a Dragonborn Dragonborn (no scales or whatever, no decent from the nobles of Arkoshia etc) but can I use the mechanics of a Dragonborn to represent my human PC?


This touches upon the area where I have a hard time with refluffing: when you want to refluff A as B, when both A and B exist in the world.

Not saying it can't be made to fit - just that it's harder. 

There are no dragonborn, but we'll explain how a human can have the mechanics of a dragonborn instead of the normal mechanics of a human? Okay, if it's a good explanation and you accept all the mechanical consequences.

There ARE dragonborn, but there's a human running around with the mechanics of a dragonborn? People are going to think he's a dragonborn shapeshifted into human, and creatures shapeshifting into other creatures bothers people. Even if we have an absolutely solid explanation of how it's really a human with dragonborn mechanics, there will be a negative impact.


"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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1 year ago  ::  Feb 17, 2012 - 3:37PM #230
CaladorSucks
Date Joined: Jun 9, 2009
Posts: 11

Feb 5, 2012 -- 2:39AM, jonathan_sicari wrote:


My ultimate point is the myth of the ultimate power of the DM needs to be taken out behind the chemical shed by a detail of five men and shot.





You just need a half way decent DM, either that or you need to play a different game...try Descent if you want the DM to be just a player. One rules lawyer nitpicking every move is in my experience far worse than a DM making judgement calls to keep the game moving. The elf monk from dorkness rising comes to mind here.

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