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1 year ago ::
Mar 01, 2012 - 2:09AM
#91
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1.) PVP will happen, whether you include rules for it or not. (Just one look at how many threads popped up in the House Rules board trying to make PVP work for 4E will varify that.) The succubus will dominate the Crusader (surprsiningly low Will saves for a holy-warrior) and he'll go after the already half-dead sorcerer. Awesome. The dread necromancer will raise zombies in front of the paladin of Kelemvor. Sweet. Some of the most memorable and fun encounters from some of the most memorable and fun games I've ever played have involved PVP for some reason. I seriously doubt I'm alone. Just because some of you are too narrow-minded to imagine anyone enjoying this for roleplay reasons or any other reason besides being jerk and sabotaging other peoples' fun, doesn't mean we don't or that it should be excluded from the game entirely. Yes, it's a team-based game. But the point isn't just kill the guys the DM throws at us. It's to tell a story, to play a character, and to have fun without imposing on the fun of others. So, if everyone at my table enjoys an opportunity for PVP, I'll give them that opportunity from time to time and it should be accounted for (and yes, balanced for) in the rules. No, the guy doing it just to be a jerk will not be liked. He also won't be invited back to the table (simple enough solution). For those of us with valid reasons to want PVP rules, balance the classes/PCs so that it's viable with the normal combat system or give us special PVP rules. In the PHB1 or the DMG no less.
Thank you, sincerely, to those of you not taking the "I don't like it so it shouldn't go in DND and anyone who likes it is X" approach to this thread that's been all-too-common on these boards for all-too-long. To you I apologize for my ire.
2.) Now, finally, to the actual point of the thread. Balancing the classes is only half the story for making PVP work. It's the half that earlier editions of DND got wrong. Whomever got the initiative won, because the fighter could usually one-shot the mage (or at least stun him) or the mage could turn invisible and start flying around as the DM shouted "CHEAP! Cheap-CHEAP!" Unless it was melee vs. melee, in which case sit back and enjoy a nap for the hour-long slugfest.
But for the most part 4E got this right kinda right. Leaders are at a slight disadvantage because their secondary abilities benefit allies and PVP by definition is usually 1 on 1. Controllers are screwed if they run out of dailies (or if they were fighting a charging barbarian or an archer ranger). In a fight between a defender and striker, both will bloody each other, but barring bad rolls, the ranged striker will win the day and the close or melee sriker will lose. These problems could be countermanded, however, with planning, clever play, and luck.
The problem 4E has is that players just aren't balanced to fight other players, period (partially by dev admission to enforce the dogmatic and paternalistic idea that DND is only for cooperative combat vs. the designated enemy and no one could possibly find PVP rewarding unless they were intentionally being a jerk to sabotage the rest of the party). Sure, a monster with 1500 HP can take the beating a striker could provide, but even a fighter was in trouble in a round or two of PVP because of the way HP and damage were tabulated. And lord forbid any elemental-based character came across another PC with halfway decent resistance. This could be avoided, somewhat, by houseruling that characters who worked together so closely knew each other's moves and could counter some of the damage (PCs engaged in in-party PVP did half damage) but it wasn't a perfect solution, and no solution was ever made core. Even in the book on playing evil characters, AFAIK.
I say, if the devs really want to maximize the number of play styles Next supports as they claim have rules for PVP in the DMG or balance classes so that normal combat is a viable PVP option.
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1 year ago ::
Mar 01, 2012 - 5:53AM
#92
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Date Joined:
Nov 15, 2007
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PvP should not have happened in any edition I've ever played.
It's not a crime against humanity or indicitive of any psychological impairment of the player.
Getting your panties in a twist over PvP being optional is as bad as being the guy who insists on making it happen every game.
With the amount of demanding for un-balanced systems on these boards you think some people would expect your unbalanced views.
Because you like something, it does not mean it is good. Because you dislike something, it does not mean it is bad. Because it is your opinion, it does not make it everyone's opinion. Because it is your opinion, it does not make it truth. Because it is your opinion, it does not make it the general consensus.
Whatever side you want to take, at least remember these things.
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1 year ago ::
Mar 01, 2012 - 6:06AM
#93
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Date Joined:
Nov 15, 2007
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Wow, this got out of hand quick.
There is a time and a place for pvp. It usually isn't something I'm interested in, but if someone and their group wants to do it, what harm does that do you? It doesn't make them sociopaths, or MMO gamers, or 12-year-olds. It just means they enjoy an aspect of the game you don't.
So, in an attempt to get somewhere near back on track, what do you mean, dmgorgon, by having the rules support pvp better? What would that look like?
Well before the chaos of the last few posts, I was saying that it would be nice if my character at least felt as powerfull as the other characters. If every character was capable of doing high damage or playing the striker role then that might correct the problem.
I'm also looking at an old module I have that has few PvP situations in it. This module hinges on the fact that some in the party will be become possessed. In this situation, the DM passes the player note telling him that he is now Chaotic Evil and must not let the other players know this fact. The player is then forced to do things when appropriate which might lead to a party conflict. The final battle has the possessed pcs fight against the party to protect the BBEG.
I think the fact that your only judgement is on character "power" and the only criteria towards that power is if you can kill your supposed friends characters says something.
NONE of the examples for D&D given in this thread to justify PvP have in any way required characters to actually draw weapons and players to actually face off against each other. The fundamental point of the game is cooperation towards a goal. The simple d20 mechanic is enough to resolve any in character dispute because the players should be capable of letting it go at that. Let me restate that to make my point clear. If it really is in character then simply rolling a d20 and whoever gets the higher roll "wins" should be enough. If not something else is wrong and all the PvP mechanics in the world won't help. If you're actually talking about role playing then do that.
Because you like something, it does not mean it is good. Because you dislike something, it does not mean it is bad. Because it is your opinion, it does not make it everyone's opinion. Because it is your opinion, it does not make it truth. Because it is your opinion, it does not make it the general consensus.
Whatever side you want to take, at least remember these things.
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1 year ago ::
Mar 01, 2012 - 9:20AM
#94
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After slogging through several pages of "what would you want to PvP for? only insane characters would do it and only insane players like it" - I just want to tell the OP that he is not deranged. Intra party conflict is usually the high point of my games. First you have the subtle style where they still work together but try to nudge the situation in different directions. And then the direct style where the characters are at a moral impass and there must be blood. These are very dramatic and memorable moments.
We do not allow for this in 4e, because it doesn't work within this system - for reasons already described.
I will enjoy Next more if PvP does work within that system.
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1 year ago ::
Mar 01, 2012 - 10:17AM
#95
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I'd also like to provide another example of a situation where PvP is appropriate. This was in second edition. I was playing a cleric who worshipped no god and instead drew his power from the having signed the Dead Pact (ala Torment). This pact requires him to treat the dead, animate and otherwise, the same as he would treat a living being. So he can fight back against a skeleton that attacks him, but cannot tear around destroying them when they haven't anything wrong and is in fact bound to protect them against people who would. The undead that he animates serve him out of duty adn respect rather then magical compulsion.
So, we come to a dungeon level and find that someone has been killing a ton of undead - docile tomb guardians who weren't hurting anybody. We follow the trail of this guy and find - a lawful good paladin engaged in combat against an anti-paladin. The party shouts in unison "Vile killer, I wil lay you low for your crimes!" but half of us are pointing at the paladin as we say it and half are pointing at the anti-paladin.
This leads into a really excellent fight. Loses on both sides as everyone pulls out all the stops to try and win (not loss of life but various supplies and magic items we had been hoarding are expended). Ultimately both Paladins are killed and we end with a role played scene where my cleric holds a badly beaten fighter by his lapels and says -
"Look, I know this upsets you but it's over. The guy is already dead. Either you can die down here with him or you can let it go and we can finish our mission."
"Fine, but I can never forgive what just happened here. Once we're done, if I so much as see your face again, I'll kill you."
Cleric drops him to the cobblestone floor and stalks out of the room.
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1 year ago ::
Mar 01, 2012 - 1:15PM
#96
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Date Joined:
Oct 11, 2007
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The issue with PvP isn't to do with balancing classes. PvP isn't the aim of the game afterall... just something that may occur along the way. It is a natural consequence of rollplaying an IC disagreement that gets out of hand.
The OP said that many people had a problem because the classes weren't balanced for PvP.
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1 year ago ::
Mar 01, 2012 - 5:00PM
#97
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Date Joined:
Jan 10, 2012
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Just because some of you are too narrow-minded to imagine anyone enjoying this for roleplay reasons or any other reason besides being jerk and sabotaging other peoples' fun, doesn't mean we don't or that it should be excluded from the game entirely Yes, it's a team-based game. But the point isn't just kill the guys the DM throws at us. It's to tell a story, to play a character, and to have fun without imposing on the fun of others. So, if everyone at my table enjoys an opportunity for PVP, I'll give them that opportunity from time to time and it should be accounted for (and yes, balanced for) in the rules. No, the guy doing it just to be a jerk will not be liked. He also won't be invited back to the table (simple enough solution). For those of us with valid reasons to want PVP rules, balance the classes/PCs so that it's viable with the normal combat system or give us special PVP rules. In the PHB1 or the DMG no less..
The reason is that a lot of these 'new' or 'modern' gamers were raised on video games. Terms like ganking and griefing is all they typically think about. They cannot mentaly separate the player from the character he is role playing. These types of gamers immediatly assume that any sort of party infighting is the result of a griefer, who by definition is a player in a multiplayer video game that deliberately irritates and harasses other players.
Thank you, sincerely, to those of you not taking the "I don't like it so it shouldn't go in DND and anyone who likes it is X" approach to this thread that's been all-too-common on these boards for all-too-long. To you I apologize for my ire.
This is very true, what they typically want is for the system to look just like 4e and everything else to be an add/on module that they don't have to buy.
I say, if the devs really want to maximize the number of play styles Next supports as they claim have rules for PVP in the DMG or balance classes so that normal combat is a viable PVP option.
I'm not sure we need a set of rules for PvP. At the very least, it's just a matter of allowing each class to do high damage. Everyone should still have the option of making a non-combat focused character, but for those that want to do high damage they shouldn't be forced into a particular class. High damage options should be available to all classes, just as non-combat options should be.
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1 year ago ::
Mar 01, 2012 - 5:08PM
#98
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Date Joined:
Jan 10, 2012
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After slogging through several pages of "what would you want to PvP for? only insane characters would do it and only insane players like it" - I just want to tell the OP that he is not deranged. Intra party conflict is usually the high point of my games. First you have the subtle style where they still work together but try to nudge the situation in different directions. And then the direct style where the characters are at a moral impass and there must be blood. These are very dramatic and memorable moments.
We do not allow for this in 4e, because it doesn't work within this system - for reasons already described.
I will enjoy Next more if PvP does work within that system.
Thank you. Mature players understand that everyone has a right to role play. When the roleplaying calls for another character to slip a dagger in your ribs it should happen, no hard feelings either.
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1 year ago ::
Mar 01, 2012 - 5:11PM
#99
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Date Joined:
May 19, 2011
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If the roge wants to knfie my wizard in the ribs, fine. As long as he doesn't mind being turned into a snail afterwards.
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1 year ago ::
Mar 01, 2012 - 5:48PM
#100
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Date Joined:
Oct 24, 2007
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Not really a fan of PvP in D&D (or a PvP fan in general). Coincidentally we had a PvP incident in one of my 4e groups this week where a new assassin character was introduced to the party by having him attack us. It went ok, I guess, but I could tell that at least one or two of the other players were kind of annoyed with the fight in general and it felt kind of weird defending against the new character, beating him but then saying "ok, all is forgiven, now you can join us!" Under any other circumstance in that group if he were an NPC he'd be dead, period.
PvP once in a while might be ok, I suppose, but it just seems to cause more friction between players than help the game. Players often seem to take it personally when another player attacks them or rips them off or steals from them, etc. I've even seen more than once a PvP incident lead to a player leaving or getting kicked out of the group.
Personally when I DM I tell the players up front that whatever their character I want them to have a roleplaying reason to get along with the rest of the party. Bickering and arguments are ok, even fun, but I don't want players robbing and attacking each other. It's just not worth it.
P.S. I'm mainly talking here about "voluntary pvp". I don't really have a problem with, for instance, a monster dominating a player character during a combat. It's when players go out of their way to be jerks to one another that I have a problem with.
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