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Switch to Forum Live View Quick Observation: Human Racial Bonuses're Outta Whack
10 months ago  ::  Aug 22, 2012 - 8:25AM #31
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417

Aug 22, 2012 -- 8:03AM, EnerlaNet wrote:

As I said we test the game, not the DM, so it should be only determined by the game structure for now. In a normal game I would allow things, but now I shouldn't.

If D&D Next fails to support this by its structure, rules and the social contract that is built around the rules, but I seek exactly these values, then D&D Next isn't the best choice for me. In fact while I can compare other games about how much they support these values and this aproach, D&D as it doesn't realy support this with its structure will be among the worst choices. 


This is why I say my problem is with structure... And this is why I don't praise individual changes now, even if some of them are a big step in a good direction.


Hey, I almost fell out of my chair when I read "big step in a good direction."  I might be wrong (I haven't read every post you've offered), but it is the first positive thing I can remember reading from you about their efforts in Next. 


Now on to the topic.

You can't divorse the DM from the game.  It's impossible.  This isn't a game run by pre-programmed scripts and data.  It's a game run by people.  If the DMs aren't using the material as intended, it's a good indication that the material as presented isn't clear enough or detailed enough to accomplish what they are striving for.

And this is an absolute fact at this point.  There are a lot of conflicting, vague, or missing rules in the playtest packet right now.  It's important for us to report on them so they can clean it up going forward.

As to the point at hand, I contend that they aren't giving you enough to feel free to rule as you want as a DM with the Improvise Action.  I had no trouble allowing for creative players to improvise different actions that weren't standard.  You did.  If your experience is the common one (and even if it isn't, really), then they need to be more detailed and broad in their description so that you don't feel so restrained.

Or if my willingness to allow actions (with associated skill checks) isn't how they want to see it work, they need to clamp down hard on the rules such that I don't read "only limits" are imagination plus DM approval and run with it.

I ran with it.  I ran with a very open-mind and desire to reply to "can I do..." with "yes, but..."

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10 months ago  ::  Aug 22, 2012 - 10:37AM #32
EnerlaNet
Date Joined: May 18, 2010
Posts: 189

Aug 22, 2012 -- 8:25AM, ShadeRaven wrote:

 
You can't divorse the DM from the game.  It's impossible.  This isn't a game run by pre-programmed scripts and data.  It's a game run by people.  If the DMs aren't using the material as intended, it's a good indication that the material as presented isn't clear enough or detailed enough to accomplish what they are striving for.



You are wrong here. Very wrong. Why? Because if D&D would offer far more freedom and immersion than MMOs a lot of people who want that would come over. I seen many people on RP servers in various MMOs who tried D&D and said it is a ****ing strategy game. We need to avoid that. And for this our rules shouldn't depend on an experienced DM. They should help out the newbie DM who is coming from an RP server seeking freedom and immersion. 


That is a significant target group.


But they don't have anyone to overrule the rules in book. They need help from the rules. 


There is another group of newbies. Who have 0 background, and how they play the game is defined by the rulebook they are trying to follow and understand. If the rules as is (as interpreted by the worst rules lawyers) then D&D teaches those new DMs to be bad DMs. 


We are playtesters. We playtest the written version of rules, and not our modified rules in our head, so we should go by the book. Even to the last letter. Rules lawyering is a must. As if we fix these actions now with proposals, then they will work well, and won't have to be overwritten by DM judgement later. 

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10 months ago  ::  Aug 22, 2012 - 10:59AM #33
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417

Aug 22, 2012 -- 10:37AM, EnerlaNet wrote:

You are wrong here. Very wrong. Why? Because ifD&D would offer far more freedom and immersion than MMOs a lot of people who want that would come over. I seen many people on RP servers in various MMOs who tried D&D and said it is a ****ing strategy game. We need to avoid that. And for this our rules shouldn't depend on an experienced DM. They should help out the newbie DM who is coming from an RP server seeking freedom and immersion. 

That is a significant target group.


But they don't have anyone to overrule the rules in book. They need help from the rules. 


There is another group of newbies. Who have 0 background, and how they play the game is defined by the rulebook they are trying to follow and understand. If the rules as is (as interpreted by the worst rules lawyers) then D&D teaches those new DMs to be bad DMs. 


We are playtesters. We playtest the written version of rules, and not our modified rules in our head, so we should go by the book. Even to the last letter. Rules lawyering is a must. As if we fix these actions now with proposals, then they will work well, and won't have to be overwritten by DM judgement later.


You are right in regard to the need for the rulebook to be clear and concise, I agree.  It needs to be easy enough to read and not daunting to a new player or DM.

And you are right that it's important for us to report on areas of vagueness or even outright poor structure or in-game application.

Part of the problem is that they just are prepared to release a finished product for us to read in its entirely and comment on as a whole.

But, yeah, I am probably just filling in the gaps because of so many years of experience.  It is important to have some attention given to the possibility that there are completely new to D&D playtesters.

So when someone reports that they can't do what they want because Improvise doesn't allow for much, they need to listen and make sure they adjust the documentation to reflect what they fully intend it to be. 

Still, to say that the DM isn't important to how those rules are applied is not seeing the obvious.  God, I hate disagreeing with you because you'll take this personally, and I am really trying not to make it personal.  The point I am trying to make is that the DM's interpretation of the rules is vital to how the game will be played. 

It's why I said, and I quote, "If the DMs aren't using the material as intended, it's a good indication that the material as presented isn't clear enough or detailed enough to accomplish what they are striving for."

Obviously, you think I am wrong.  Very wrong as you say, quoting my assertion.

I just don't understand why.  You talk about newbies needing help from the rules, then tell me I'm wrong because I say that they need clear and detailed rules.

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10 months ago  ::  Aug 22, 2012 - 11:21AM #34
Aehrlon68
Date Joined: May 24, 2012
Posts: 177
OK, kids, fight nice Wink!  Both points are valid in their own way.  I think the most important points for a complete newb DM would be the paragraphs you see at the beginning of most of the hardcover sourcebooks & in the modules themselves.  "use this material as a guideline and alter or change it to fit your story, campaign world & specific game.  The game you are running as a DM is yours to fabricate".  And the core rules and any other material can be used as a basic framework to base some adventures on.  Test the rules as written, but if you do houserule something (due to a need or you find that something doesn't work) go for it... and please post it on here for the rest of us.
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10 months ago  ::  Aug 22, 2012 - 12:26PM #35
EnerlaNet
Date Joined: May 18, 2010
Posts: 189

Aug 22, 2012 -- 11:21AM, Aehrlon68 wrote:

  Test the rules as written, but if you do houserule something (due to a need or you find that something doesn't work) go for it... and please post it on here for the rest of us.



It isn't about testing as written - and testing the same rules with this. 
It is about how we handle problems. If D&D Next would be a finished product we would have one option: Try to make the bug less visible by overlooking things, fudging things, overruling things


Now we can either do that for fun, or can do something else to help fixing the issue.


Build an encounter where the bug can become visible. Where an attack and a trip action would happen in same round, because the players can improvise. Where you can see sometimes improvise need to include not just one, but two actions described in that section. 


Present this case to developers.


Present a potential solution.


Explain why this is a problem.


Let them fix it.


And play with a fixed rule in next docket. 


Here instead of overlooking problems, we should present them in pronounced form. You should run encounters where the problems you see can become highly visible if your players don't avoid the problem themself, gather feedback about them, analyze the results. You can even ask them to play the game with specific expectations, etc. without revealing what bug you test. If a lot will see an issue as a bug, then by all means report it. 

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10 months ago  ::  Aug 22, 2012 - 12:52PM #36
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417

Aug 22, 2012 -- 12:26PM, EnerlaNet wrote:

Where an attack and a trip action would happen in same round, because the players can improvise. Where you can see sometimes improvise need to include not just one, but two actions described in that section. 


Hate to beat a dead horse but...

Trip isn't an action unto itself.  Maybe there's a foreign version that's got different rules?  I don't know.  All I know is that you are restricting Improvised Actions in your playtests because you seem to think that just about everything is covered by some other rule under Actions in Combat.

What you have brought to light very often, though, is the importance of clarified rules and good examples because not everyone is going to be able to run with vague suggestions and "leave it to the DM" rules.  Some DMs are going to need as much in writing as possible because if it's not literally listed, they aren't likely going to allow it.

This is a bit exaggerated, but it's to the point.  No where in Actions in Combat does it say you can hold your breath.  Or cover your nose and mouth with a cloth to avoid a bad odor.   Or do a stop, drop, and roll to try to put out a natural fire that's been set to you.  It's going to almost be impossible to list every practical action a character could perform in combat.  Scratch that, no almost about it.  Once you add in creative, dramatic, cinematic, imaginative, or just-for-flair actions, you'd be lucky to get even a handful of good examples compared to the innumerable whole.

At some point, for better or worse, they are just going to have to give the best description they can  in as few words as possible, and leave the rest up to the DMs to make use of as they see fit.
 

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10 months ago  ::  Aug 22, 2012 - 7:19PM #37
SoylentGrn
Date Joined: Feb 23, 2008
Posts: 21
Can I just say I don't understand why there are so many bonuses for stats, both for humans and Demi's.  In the old days you had to roll minimums to play a certain class or race now you get bonuses to reflect the races natural apptitudes, why? Why not just roll and play with what you get?  I think stat bonuses based on racial types just pushes players towards min/maxing vs. just roleplaying.  Not all players, but many.
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10 months ago  ::  Aug 22, 2012 - 8:52PM #38
ShadeRaven
Date Joined: Jul 15, 2008
Posts: 1,417

Aug 22, 2012 -- 7:19PM, SoylentGrn wrote:

Can I just say I don't understand why there are so many bonuses for stats, both for humans and Demi's.  In the old days you had to roll minimums to play a certain class or race now you get bonuses to reflect the races natural apptitudes, why? Why not just roll and play with what you get?  I think stat bonuses based on racial types just pushes players towards min/maxing vs. just roleplaying.  Not all players, but many.


There is some truth to that.

No matter how many times I say "just pick a race you want to play", inevitably, they choose one that has a Stat Bonus to match their class.

I don't mind the +STAT options for Classes at all, though.  Reflects the training that went into getting through the apprentiship for it. 

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10 months ago  ::  Aug 23, 2012 - 12:27AM #39
pauln6
  • Stampeding Hybrid
Date Joined: Jan 21, 2004
Posts: 2,295
Some people do but that's never been my experience.  We would roll the stats and then decide what race and then decide what class.
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10 months ago  ::  Aug 23, 2012 - 12:39AM #40
Jenks
Date Joined: Apr 4, 2008
Posts: 2,497
I've seen this subject pop up all over the place :P 

Humans seem OP right from the start, just because they get stat bonuses and alot of them. But really, I'm not exactly sure it's that great. I've run two sessions with the new playtest packet now, and I will say that our human fighter got jealous real quick of the dwarf's enchanced damage. Because of that, the dwarf cleric was easily able to keep up with the fighter in damage.

It seems to me that they are making the races more like they used to be in 1e/2e, kind of specialized. They get bonuses in certain areas that really help certain classes, but not all. Humans on the other hand get kind of a generalist blanket, but nothing too amazing for any one class either. Plus they do not gain an extra feat in this version, which is a HUGE hit, and the reason most people played human to begin with in 3.X and 4e.

From my two sessions, at least, humans seem like they could use a little tweak sure, but they don't seem overpowered. Not when the other races are taking advantage of their racial abilities. 
My two copper.



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