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Switch to Forum Live View On mechanical engagement versus descriptive scale, and the figher/wizard conundrum.
12 months ago  ::  Jun 25, 2012 - 4:12AM #41
Orzel
Date Joined: Aug 22, 2007
Posts: 3,213
It really boils down to whether one not you are okay seeing this written in the books.

"Class A and Class B are more down to earth and thus much weaker than Class C and Class D. If any player wishes to play A or B and another wishes to play C or D, you are recommended to include Module X, Y, or Z in order to boost the strength of the weaker clears or hinder the power of the stronger classes."
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.

Constitution Based Class for Next!
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12 months ago  ::  Jun 25, 2012 - 6:20AM #42
Gurka
Date Joined: Jun 23, 2012
Posts: 309
That might work. Other games that offer more fluid scaling like GURPS, Deadldands, World of Darkness etc (even when the same value characters are in place) typically recommend reaching a consensus between players and GM before you start a campaign on what kind of scale you want the game to take place on and whether you want it gritty or cinematic. Some character styles simply don't have any place in a gritty, low scale game, even if they're both allowed and buildable under the same rules. The reverse is also true. If the consensus is that you want to play epic-scale, then it works best for everybody to build their characters to suit.

There's never going to be perfect parody between the different styles, so it's probably best to be clear about which one is being used and have everybody involved ready for that.
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12 months ago  ::  Jun 25, 2012 - 7:52AM #43
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,468

Jun 25, 2012 -- 12:11AM, Titanium_Dragon wrote:


The problem is that this is utterly impossible. Its not a matter just of balance; its also a matter of time and cannibalism.


The whole modularity idea that they have is just not going to happen. It sounds pretty - oh so pretty - but in reality you have to make decisions. Monster design is dependent on character design, and balance is dependent on what characters can do. Throwing a 2nd edition goblin at a 4th edition character is boring and doesn't work well. So either they write two monster manuals, or half the monster manual isn't going to work for one module or another.



They've already done it.  It was called the 3e Unearthed Arcana.  In it they put out modules for people to use or not use.  They didn't care about game balance in some of those modules.  They just put out things they thought might be fun for some people and if it was, those people used it.  The Gestalt rules for example.  Want to be even more super powered, play the Gestalt module. 

They could very easily build the Monster Manual to work well with the core character design and put out a book with modifiers for monsters that allows the DM to make changes to the monsters that he wants.  They could just as easily put out a book of modules that allow the DM to alter PC mechanics.

It's not impossible at all.  It just can't be balanced as well as you personally like.

Moreover, for those who remember TSR, when TSR tried this sort of thing - making a million campaign settings, trying to make specific products for tons of different competing lines - TSR died.




TSR died, but not from campaign settings.

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12 months ago  ::  Jun 25, 2012 - 6:41PM #44
DavidJProkopetz
Date Joined: Oct 16, 2009
Posts: 22

Jun 24, 2012 -- 11:51PM, Tony_Vargas wrote:

I wonder if we need something between down-to-earth & mythic?  There is, for instance, a big difference in power between the 3.5 caster and the 4e caster, yet the 4e casters are in no way 'down to earth.'  Is there an 'utterly broken beyond description' /beyond/ mythic, or an 'Heroic' between down-to-earth and mythic?


Oh, of course. This is just a thought exercise aimed at sussing out where the useful points of reference are. Everything is a sliding scale in practice. My aim is to examine the entrenched notion that low mechanical engagement equals down-to-earth scale characters, and likewise, that mythic scale characters automatically mandate high mechanical engagement. Certainly, many other games can and have successfully decoupled the two axes; can D&D do the same while remaining recognisably D&D?

Jun 25, 2012 -- 12:00AM, Miladoon wrote:

Nice post.  Would you also note that some of us object to the notion of down-to-Earth Wizards.  I find it interesting that a being that can use magic, at any level, would not be considered supernatural.


I think "supernatural" is a matter of perspective. A fighter slaying an army singlehandedly is just as impossible as chucking fireballs, but we don't describe it as "magic". Similarly, a wizard who mostly uses his magic to perform parlour tricks is certainly doing something supernatural, but I wouldn't call it mythic-scale in the sense that the term is being employed in this thread.

Jun 25, 2012 -- 4:12AM, Orzel wrote:

It really boils down to whether one not you are okay seeing this written in the books. "Class A and Class B are more down to earth and thus much weaker than Class C and Class D. If any player wishes to play A or B and another wishes to play C or D, you are recommended to include Module X, Y, or Z in order to boost the strength of the weaker clears or hinder the power of the stronger classes."


I think this requires a bit of unpacking. Certainly, some settings and styles of play will mandate that different types of characters operate on different scales and demand different levels of mechanical engagement, but from a modularity perspective, what should the baseline be?

Does it make sense to have low-mechanical-engagement fighters and high-mechanical-engagement wizards by default? Alternatively, could they both be low-mechanical-engagement by default? The fact that fighters are low-engagement by default, with the option of adding complexity via modules, while wizards have high mechanical engagement baked right into their basic design and can't go any lower isn't bad game design, per se, but it is making some fairly specific assumptions about how the game ought to be played, and I think there's room for disagreement here.

Granted, making low mechanical engagement the default for all classes would require turning spell lists as long as your arm into an optional module, which may be more of a departure from previous editions than one can reasonably expect.

Jun 25, 2012 -- 7:52AM, Maxperson wrote:

It's not impossible at all.  It just can't be balanced as well as you personally like.


To throw my two cents in on the balance issue, I'm largely indifferent to balance as such. It's generally true that any major imbalance in the abilitiy of various classes to contribute to the party's goals tends to lead to boring play, but mathematically rigorous balance doesn't necessarily lead to interesting play. It can certainly do so for specific game subsystems - for example, grid-based tactical combat, in which rigorous mechanical balance tends to expand the tactical landscape by broadening the range of mechanically viable approaches to any given scenario - but there are many kinds of "balance" in the broader picture, only some of which are particularly affected by how the numbers tot up.

Now, if anyone wants to talk about whether low-mechanical-engagement and high-mechanical-engagement classes can be balanced against each other for a particular purpose, that may be a fruitful avenue of discussion.

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12 months ago  ::  Jun 25, 2012 - 7:32PM #45
Emerikol
Date Joined: Apr 23, 2009
Posts: 4,529
This thread is a pretty clear example of some of the things I hate on these boards.  I dispute it's assumptions and implications.   But the thread is about building on those false assumptions so have fun.  I think it's all balderdash.

Thank you for noting my dissent in advance. 
Here is a great blog by themormegil that explains why we had an edition war.
narrativism vs simulationism
A great blog on the business side of 4e and its impact on WOTC
4e is new coke
What core means and does not mean
HoBby Award Winner
metagame dissonance (plot coupon)    
dissociative mechanics (same as my own metagame dissonance. A great article.)
The Five Minute Workday Fallacy
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12 months ago  ::  Jun 25, 2012 - 7:33PM #46
Titanium_Dragon
Date Joined: Sep 26, 2005
Posts: 7,765

Based on what? I'll absolutely agree with you that just about every system does at least one thing better than GURPS does, but that's kind of the point of it being the Generic Universal game. None of them (that I know of) do everything as well as it does. The biggest problem with it (in my mind) isn't any specific shortcomings, so much as the fact that the game is so expansive that you have to get really, really familiar with the character creation rules in order to build the character you want to play without getting totally overwhelmed. It's not a problem for me, but it's really not kind to new players in that respect.


That and the game has no Style of it's own. It's just sort of inherently boring. A quality system, but boring. Back to the Generic thing I suppose.



Well that's just the problem. Unless you're doing something really offbeat, you always have 1-2 better choices for anything, and possibly more, and the system is full of traps. Making a useless GURPS character is really easy.


That's a concept fairly unique to D&D actually.



Not at all. Every competently designed game is this way. Look at the enemies in Mario, for example - they are DESIGNED to be fought by Mario. Look at enemies in Skyward Sword vs Twilight Princess for another example of what happens when you change the hero's abilities - the monsters change as well to fit those abilties. This is a universal of good game design.


D&D exclusive gamers and designers (in my experience) seem to be a little myopic regarding how to deal with enemies. Hit it until it's hit points go down to zero. In a lot of other games, when confronted with something much more powerful than the players, they either do their best NOT to fight it, or figure out some way to kill it other than poking it with a sword. A lack of Challenge Rating is not the end of the world.



CR is vital for making balanced challenging encounters, which are FUN.


I don't entirely follow the first bit... are you saying that the problem is that they're TOO complex, or not complex enough?



Characters in 3rd and 4th edition are both too complicated. 2nd edition complexity was closer to correct.


On your second statement there, I agree to a point. If the designers do a good job, then they can make the simply packaged character competitive.



Have you actually seen preconstructed characters?


Yeah.


TSR died, but not from campaign settings.



It died from cannibalism and sectionalizing its own player base.

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12 months ago  ::  Jun 25, 2012 - 7:45PM #47
DavidJProkopetz
Date Joined: Oct 16, 2009
Posts: 22

Jun 25, 2012 -- 7:32PM, Emerikol wrote:

This thread is a pretty clear example of some of the things I hate on these boards.  I dispute it's assumptions and implications.   But the thread is about building on those false assumptions so have fun.  I think it's all balderdash.


I'd be curious to what what faulty assumptions you believe I'm making.

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12 months ago  ::  Jun 25, 2012 - 8:17PM #48
nexusvalhees
Date Joined: Sep 26, 2007
Posts: 616

Jun 25, 2012 -- 7:45PM, DavidJProkopetz wrote:

Jun 25, 2012 -- 7:32PM, Emerikol wrote:

This thread is a pretty clear example of some of the things I hate on these boards.  I dispute it's assumptions and implications.   But the thread is about building on those false assumptions so have fun.  I think it's all balderdash.


I'd be curious to what what faulty assumptions you believe I'm making.




You don't believe exactly as he does therefore any assumption you make is faulty

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12 months ago  ::  Jun 25, 2012 - 10:10PM #49
emwasick
Date Joined: Oct 7, 2007
Posts: 4,043

Jun 25, 2012 -- 7:45PM, DavidJProkopetz wrote:

Jun 25, 2012 -- 7:32PM, Emerikol wrote:

This thread is a pretty clear example of some of the things I hate on these boards.  I dispute it's assumptions and implications.   But the thread is about building on those false assumptions so have fun.  I think it's all balderdash.


I'd be curious to what what faulty assumptions you believe I'm making.



His dissent is worth noting, he says, so maybe he's not as good at questioning assumptions as he claims.

Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

Quotation of the moment Show

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?


Quotation of ALL moments Show

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon.

A word of warning though: I'm totally not a level appropriate encounter.
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12 months ago  ::  Jun 25, 2012 - 10:17PM #50
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732

Jun 25, 2012 -- 7:32PM, Emerikol wrote:

This thread is a pretty clear example of some of the things I hate on these boards.


The OP struck me as reasonable and insightful.

I dispute it's assumptions and implications.


It's assuming that there are classes that are complex and others that are simple, and that they've tended to correllate complexity with power and simplicity with 'down to earth' realism and a lot less power.  That sounds prettymuch dead-on for classic D&D.  What to you think it implied that you wish to dispute?  

But the thread is about building on those false assumptions so have fun.  I think it's all balderdash. 


You can think that, but it the absence of any reasoning, I see no reason to give our opinion any weight or consideration.  

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