|
6 months ago ::
Nov 26, 2012 - 7:43AM
#191
|
Date Joined:
Jan 15, 2009
|
garbage
Every choice you make in character design gives impact on what your character is most capable of and less capable of and becomes a very deterministic label with regards to that. The fact that you dont understand it doesnt make it not there. Conflict is the only arena where mechanics are even "really" needed .. that doesnt mean mechanics are the only defintion of a character. Battle field roles are just some of the roles you play but since conflict is really the only arena where you need mechanics XGuild gets that (all the way back to the basic childhood bang you are dead no I am not ) its generally one of the only ones where mechanical roles are appropriate. All team activities involve roles... There are other forms and arenas of conflict but D&Ds mechanics for other conflicts tend to be less elaborated on and so there roles are less elaborated on.
People have natural role tendencies.... but also role knacks... in real life too.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 7:49AM
#192
|
Date Joined:
Sep 19, 2007
|
We aren't talking about the same thing here. Strength is an attribute, it determines how strong you are. If that attribute didn't exist in the game, players would define it narratively and make it exist. Whatever is or isn't part of the mechanic, if needed, is defined. For example you can define that your a prince and have political power. There is no attribute or mechanic that determines that, but in a good role-playing game it still exists.
You can do this in 4E as well. I have a Knight who is borderland nobility. He has some political clout in the northlands. In order to make use of that clout effectively, I trained in Diplomacy, took a background that gave me a bonus to Streetwise, and did not make Charisma my dump stat. If you want your Wizard to be a prince and a political mover and shaker, see how far you get if you don't take the mechanics to support it (in any system, not just 4E). If you dump Charisma and don't take any social skills, your prince is going to look a lot more like Black Adder than Machiavelli (which might be just as, if not more fun to roleplay). When you define your character as was the case in 4th edition where all of his abilities are strictly combat oriented and you do it so thoroughly that there is no room for player invention you do two things at once. Define what he can do and define everything he cannot do. A fighter with a strength of 15 is a generic thing which is than layered by a story created by the player. When you want your fighter to be great at shield bashing, you don't need to take a power for it, you create that aspect of your character narratively because if you add it as a class feature, being good at shield bashing becomes the exclusive right of that character class and becomes something no one else in the game is allowed to do (else its cheating or at the very least makes taking that power useless).
While Fighters have some shield bash powers, much of the stuff a fighter does relating to his shield is represented by feats. Any shield wielding character can benefit from these by MCing Fighter. Or are you going to claim that you want your Wizardto be good at shield bashing when he isn't proficient with the shield at all, because it should be part of the narrative? 4th edition is over defined, as a result, it has created a very limited scope of actions players can take, an unrealsitic limited scope. Its created a world where Im not allowed to boost the morale of my friends unless my class allows it....
You can make an inspiring speech if you want. Tell the DM what you want out of it, see if he'll go for it. 4E does support the "rule of cool." I'd allow you to make a speech as a standard action to give your allies a +1 to the next attack roll they make (after a successful Charisma check). I'd allow you to use Bluff, Diplomacy or Intimidate in place of Heal to allow and adjacent ally to use their second wind (without the +2 to defenses).
That is the definition of a game system designed for everything but not role-playing.
I put it to you that 4E was the first edition that did not get in the way of roleplaying. You say that it is the overdefinition of things that impedes roleplaying. 4E has almost no rules to control your roleplay. You don't need to be 10th level to construct a castle. You don't need to take the leadership feat in order to lead troops in battle. You don't have ten different professional skills and seven different performance skills. You are encouraged to come up with a background for your character, and your DM is encouraged to give you a +2 to +5 bonus to any skill check that relates to your background.
4E freed the roleplayer to define their character, but because there aren't dozens of mechanical fiddly bits and forty skills (30 of which are applicable only in narrow RP situations) to control your roleplaying, the uneducated or uncreative claim that 4E does not support roleplaying.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 7:55AM
#193
|
Date Joined:
May 24, 2012
|
I just threw up a little, builds are for Diablo, not for an RPG.
Stormwind Fallacy. Optimising a character is not mutually exclusive to roleplaying, and similarly, sub-optimal characters are not neccessarily well-roleplayed. Indeed, if you're portraying your character as anything other than suicidal or stupid, optimising your character is extremely well correllated with good roleplaying, because they don't want to die, and they're working in an extremely dangerous profession, so they'd want to reduce the chances of major injury or death as much as possible. And, due to the nature of optimisation, there'll be a limited number of configurations of game mechanics to produce optimal outcomes; these are known as "builds", in RPG game parlance.
So no, builds are not just for Diablo, but are also essential for roleplaying anything other than suicidal idiots.
I'll see your Stormwind Fallacy and raise you a Masked Man Fallacy.
I didn't mean to derail this thread. I got wrapped up in the who's fault game. 4E is being replaced. Maybe its time we all got over it.
I would like to see 5E use all the tools out there to promote the hobby of RPG.

|
|
|
|
6 months ago ::
Nov 26, 2012 - 7:57AM
#194
|
Date Joined:
May 25, 2012
|
Every choice you make in character design gives impact on what your character is most capable of and less capable of and becomes a very deterministic label with regards to that. The fact that you dont understand it doesnt make it not there.
I understand that. I also understand that it is not the place of the game designer to tell me, nor even suggest to me, how to arrange that. It is certainly not the place of Dave Arneson, firefighting teams, or some strange, off-topic graph you cribbed from some self-styled sociologist somewhere.
Again, the point of a role playing game is that the player gets to determine how to design and play the character. Not the game designer. A wizard can be designed as a character that offers major hurt, very quickly, and then peters out, or can be designed to eke out more moderate effects over time, or as a quasi-sneak/diplomat who uses magic strictly for deception, or as a scholar with no combat appropriate spells at all. There is no set appropriate "role" for that character class. Falsely tying one to that class, as though there were only one appropriate way to play her, is wrong.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 8:10AM
#195
|
|
|
A wizard can be designed as a character that offers major hurt, very quickly, and then peters out, or can be designed to eke out more moderate effects over time, or as a quasi-sneak/diplomat who uses magic strictly for deception, or as a scholar with no combat appropriate spells at all. There is no set appropriate "role" for that character class. Falsely tying one to that class, as though there were only one appropriate way to play her, is wrong.
Why did you pick Wizard for your example? Why did you pick the class that has long been considered by many people, including the game's designers, to be too much of a generalist and to able to step on the toes of other classes? Why didn't you pick classes like the Assassin or the Paladin for your example?
Roles do not force a player to play in any specific way, they merely desribe the general abilities of that class using a shorthand notation. For example, I might be a cleric with access to a lot of healing effects, but I can choose not to use them on anyone, I don't even have to use them on myself if I don't want to. My role might be "party healer," but I can choose to ignore that easily enough.
Now, I suppose you are saying that you don't like the game making certain choices for you. For example, if you don't want to be an AoE blasting wizard, you don't want to have to choose those kinds of spells. I suppose that is something to complain about, but with classes something has to be specified since that is the point of a class-based system and the class features have to be defined by something. For example, while a wizard could choose what spells he might have learned (and been given an absurdly large spell list), a Rogue always had access to back stab and couldn't easily trade it in for another feature because they wanted to be a non-combat guy. In 3rd edition, a good Cleric couldn't trade in the Spontaneous Healing even though they wanted to claim that they were totally against healing other people.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 8:19AM
#196
|
Date Joined:
Jan 15, 2009
|
Every choice you make in character design gives impact on what your character is most capable of and less capable of and becomes a very deterministic label with regards to that. The fact that you dont understand it doesnt make it not there.
I understand that. I also understand that it is not the place of the game designer to tell me, nor even suggest to me, how to arrange that.
Classes are big humongous elements of your characters capability with broad reaching effects. Designing them poorly results in what you seem to like CoDzillas and Batman Casters able to do everything better than anyone. That is flawed crappy class design.
Even with that issue.. There is no fighter nor even that wizard able to bing do the healer nor the 4e enabling leader role..why? the class doesnt give you competancy to do it.. You want to be and do that... do you dig through every spell and find no I really cant do that or do you use categorizations to describe the capability.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 8:25AM
#197
|
Date Joined:
May 25, 2012
|
Classes are big humongous elements of your characters capability with broad reaching effects. Designing them poorly results in...
Stop right there. There is no "poorly" designed character, objectively. Not in a game in which the point is TO HAVE FUN, rather than TO WIN.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 8:28AM
#198
|
Date Joined:
Jan 15, 2009
|
Classes are big humongous elements of your characters capability with broad reaching effects. Designing them poorly results in...
Stop right there. There is no "poorly" designed character class, objectively.
I didnt say character... I said class.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 8:31AM
#199
|
Date Joined:
Jan 15, 2009
|
Not in a game in which the point is TO HAVE FUN, rather than TO WIN.
I want to have fun by contributing to the team activities and feel my character and my choices have significant impact on play results.. TPK really are a lose by the way.. a lose for every one around (including the DM usually) because it tends to undermine any developing fun associaed with a on going story.
|
|
|
|
6 months ago ::
Nov 26, 2012 - 8:35AM
#200
|
Date Joined:
Sep 19, 2007
|
Classes are big humongous elements of your characters capability with broad reaching effects. Designing them poorly results in...
Stop right there. There is no "poorly" designed character, objectively.
Stop right there.
He didn't say anything about porrly designed characters. That is all on the player and the group.
He said poorly designed CLASSES. That is all on the designers of the game. Poorly designed classes are traps for unwary roleplayers. Traps that fail to evoke the feel that they are supposed to bring to the table. In 4E, the OAssassin is the perfect example of this. By having it's burst damage be a delayed mechanic often resulted in your allies killing your target before you could invoke that damage. The damage potential was there, but the potential was rarely realized. As a result, the Assassin is a very poor choice for a player who wanted to do what Assassins do, which is kill things. That is the very definition of a poorly designed class.
In a combat light, RP heavy campaign, the OAssassin mechanics would make a terrific spy. Shroud might even be useful with a little help from the DM in such a campaign.
|
|
|