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D&D talk

eagor

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i'm a prize in a cereal box near you, so buy, BUY,
you would be right if fighters did indeed suck, bottom line is it's all up to the player when it comes to making a class effective. that's why i never make bards, shamans or wu jen, but i can however make excellent rangers, fighters, rogues, wizards and psions. so i ask, are you against fighters because you can't make them work? or is there a legitimate pitfall that you are aware of that i am not? and if this pitfall does exist what is it?
 

SpaceYeti

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you would be right if fighters did indeed suck, bottom line is it's all up to the player when it comes to making a class effective. that's why i never make bards, shamans or wu jen, but i can however make excellent rangers, fighters, rogues, wizards and psions. so i ask, are you against fighters because you can
1. They gain power linearly instead of exponentially as do all full casters. Then, that's the same problem all characters who are not full casters have, and the reason Wizards and "CoDzilla"s are the powerhouses who can fill any role better than non-casters.
2. They're front loaded, getting all the things they're useful for right away, giving you no reason to stick around in the class past two or, sometimes, four levels. You already have all the feats you need by then.
3. All the good fighter feats are taken right away, which means you gain nothing besides lesser feats later on.
4. Most gear dependent class in the game.
5. Bad selection of skills, too few skill points.

http://sites.google.com/site/endhavenproject/gaming/d-d-3-5-fighter-analysis

That's a link to a decent paper. Though I disagree with a few points, he still hits the nail on the head. A major disagreement is on the magical item department. Yes, while the game does assume you're gaining magical items, wizards and sorcerers have the ability to negate some to all of your magic (and none of theirs) with a single spell. Ignoring that, it says nothing for the abilities of the class itself to say "Well, you get magic items". If a class needs magic items to keep up with a wholly un-geared other class, there's an obvious imbalance in power.

And for the record, I'm not "against" fighters. They were simply the base class that got the short end of the stick. I've been playing since second edition, and love fighters.

You still haven't given a satisfactory answer to my question about what was wrong with fourth edition.
 

eagor

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listen it's obvious this won't get us anywhere, i am declaring defeat buut i don't agree with you, nut as the saying goes arguing over the internet is like competing in the special olympics, even if you win you're still retarded. i am glad to hear im not the only one who started off on AD&D
 

SpaceYeti

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I didn't say they didn't permit me to do something. I said they were inadequate. As I mentioned later in my post, profession skills are completely missing, so that keeping them balanced is a lot of bother. They tend to really matter in our games, and one of the players has a tendency to want it all their way, so that we have to waste a lot of time arguing over how many profession skills are reasonable and what they let a person do. 3.5 did this much better, and GURPS better still. I'm sure you think this is a failure of our DM to keep control, or something, but without a rule book, the player actually brings up fair questions that need answering, in a consistent way.

That sounds like a problem with that player, then, if they can't be peaceable in their role-playing. It could also be a failure on your DMs part for being unable to answer a question that you claim is fair. There's no reason to argue about how many profession skills is fair to have because it's not part of the game. If someone said "I'm a blacksmith, so can I find somewhere in this town to repair the group's armer and weapons and whatever.". As long as the character has been playing a blacksmith the whole time, no problem. He can either find a place to fix stuff or he can't. That's entirely RPing, as there's no mechanical reason to presume any damage occurred to their equipment, and exactly what he does or doesn't know about blacksmithing is also entirely up to RPing.

Paladins have two major stats, drawn from Strength, Charisma, and Wisdom. The available builds let you pick Strength and Wisdom, or Charisma and Wisdom. Our paladin wanted Strength and Charisma, which was not one of the builds. The rules let him do it, but the powers clearly favored the other two combinations, leaving the character weak by comparison, and where was the balance then? The DM tweaked things a bit, and it worked out, but frankly the system wasn't flexible enough to let him make the character he wanted by the book.
The balance would be in the paladin having a wider selection of competitive powers, whereas most pallies favor one or the other and using the other primary stat powers is unrealistic and underpowered. His strength, then, would be flexibility on power selection.

My point entirely. Why should the DM have to make up a bunch of extra rules, in a system that boasts of its amazing balance?
The DM doesn't. You guys did, but there was no need.

And there is no need to be snide about role playing. Some people do that better, and certainly people do it differently, and you have to be able to mesh styles and skills in a group, or you won't have any players. Saying that role playing is the answer is no answer. If you are going to make the DM do all the world building and rules generation, and base the character skills on the players' role-playing skills, then why pay so much money for all those books?
I'm not fooling myself about combat being a staple of D&D. 4th edition balanced combat, and made it fun for every class of every role. Combat needs rules, it needs balance and it needs to be fun, because it's a huge part of D&D. Role-playing does not need to be governed by rules. However, skills and class powers still bleed over into RPing anyhow, since, you know, you have those powers for a reason, you have those skills for a reason, and they can sometimes be applied outside of combat. The red tape was totally removed from professions and crafting. I don't see how they're important to D&D. They weren't in second edition, after all. And if you miss them so much, it's pretty simple to just say "Okay, professions and crafts are still skills you can take, and I'm even giving everyone two extra skill trainings to use for them.". That way you can spnd your time micromanaging resources, which I guess some people might find fun. I guess it might also make sense that someone who goes out and kills monsters for a living is a better chef than an old man who's been a chef his entire life, who did that for a living. I'm not even going to say such is impossible, but it being the rule, instead of the exception?

Now you can just be all "My mom taught me to sow, my dad taught me to farm, and I taught myself how to burp loudly.", and that's all there is to it.

Many systems encourage that kind of activity. 4e may not discourage it, but it certainly doesn't encourage it.
Okay. Why should it?

Well, perhaps. One of the problems in every version of D&D has been a really shallow treatment of society, economics, morality, history, culture, etc. 4e is the worst so far. I am guessing you never played MegaTraveller in the Shattered Imperium. Now that was good world building. It had major problems, of course, but you could have an online discussion over the viability of piracy for months, because there was enough depth to actually get into it.
I couldn't really say. I do not and have never used pre-made campaign settings. I don't think a discussion about D&D is a discussion about D&D's campaign settings, as they're different things. Maybe the campaign settings do suck. I don't care, because I don't use them. Maybe that is a legitimate problem for some people. However, I also don't consider it incredibly important for a fantasy setting to be supremely realistic. D&D isn't about economy or history or society, it's about heroes. While society and history and economy may be an important backdrop, one the heroes spend all day in, they still aren't the point.

With morality, well, I agree. However, D&D is a fantasy setting. I suspend disbelief for the sake of the story, just like I do with every other form of entertainment. It's fiction, so I can pretend that when someone does some magical activity with negative energy, it actually is a bad thing to do simply because of the negative energy. It doesn't make sense, but it doesn't have to. It's fiction. It's fantasy.

The sourcebooks do spell it out. The drow always murder and backstab at every opportunity, they don't have any relationships that aren't essentially slavery, they don't support their children in any noticeable way, their only pets are poisonous spiders, their only sports are blood sports, and their only crafts are weapons, torture implements, and cursed items. And it is hardly a society at all. We solved this, but it wasn't easy.
I haven't read any of that, but I tend not to use drow anyhow. Could you at least cite your source?

Of course the DM can rewrite stuff, but like I said before, why should he (or she)? What are the books for? Creating a whole society that is playable is a lot of hard work, and we like to use our limited gaming time actually playing, not rewriting crummy sourcebooks.
Well, again, your complaint doesn't seem to be with the system so much as the world-crafting. I totally ignore those worlds except for useful material I want to use for my home-brew campaigns. You might have a legitimate complaint about those worlds. I wouldn't know and, frankly, I wouldn't care. Sorry if that comes off as mean, but I don't understand settling for pre-designed campaign worlds.
 

SpaceYeti

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listen it's obvious this won't get us anywhere, i am declaring defeat buut i don't agree with you, nut as the saying goes arguing over the internet is like competing in the special olympics, even if you win you're still retarded. i am glad to hear im not the only one who started off on AD&D
It's not obvious to me. If you don't want to argue, okay, but I think we could convince one another of any valid points we may have so long as we remain reasonable. That we're on the internet is irrelevant.
 

Trebuchet

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There's no reason to argue about how many profession skills is fair to have because it's not part of the game.

Well, for us it is part of the game. Our characters do other stuff than just run around killing things for XP. For us, the story is really important, and each character has their own story going on. They all have their own background, enemies, quests, and reason for adventuring. What they do outside of combat matters a great deal, because most of their lives are not combat. And the questions can get rather detailed. For example, we might care whether someone who knows how to tailor clothing could also mend a rope, or whether the leatherworker would do a better job, and if they have different chances of success. If you choose not to make non-combat activities an important part of the game, that is fine. You don't have to. But for us, most of the fun is there.

The balance would be in the paladin having a wider selection of competitive powers, whereas most pallies favor one or the other and using the other primary stat powers is unrealistic and underpowered. His strength, then, would be flexibility on power selection.

I don't buy it. If extra choices made up for better powers, then 3.5 wouldn't have been so unbalanced. He didn't get extra powers, just more choices between several weaker ones. The build he wanted was just plain weaker.

The DM doesn't. You guys did, but there was no need [to modify the rules].

Except there was, because the paladin was unbalanced. The other option would be to force the player to create a character he didn't really want.

Role-playing does not need to be governed by rules. However, skills and class powers still bleed over into RPing anyhow, since, you know, you have those powers for a reason, you have those skills for a reason, and they can sometimes be applied outside of combat. The red tape was totally removed from professions and crafting. I don't see how they're important to D&D.

The impression I get is that in your games, non-combat situations are kind of breaks in between the actual plot and character development stuff, which happens during combat. The rest just ties it together.

For us, the non-combat stuff is where the plot and character development take place, and combat is an important but not central part of that. So we clearly have different game styles.

So of course you don't consider profession and crafting skills important, and of course we consider them indispensable.

And if you miss them so much, it's pretty simple to just say "Okay, professions and crafts are still skills you can take, and I'm even giving everyone two extra skill trainings to use for them.". That way you can spnd your time micromanaging resources, which I guess some people might find fun.

Oh, he's pulling out the sarcasm again. I'm hit!

Actually we are trying to avoid micromanaging. It is interesting that you think non-combat rules are micromanaging, while the combat rules are awesome.

I guess it might also make sense that someone who goes out and kills monsters for a living is a better chef than an old man who's been a chef his entire life, who did that for a living. I'm not even going to say such is impossible, but it being the rule, instead of the exception?

I don't really understand your question here, sorry. I get that you are being sarcastic again, but I don't know what point you are trying to make. Is it that adventurers don't know how to cook as well as chefs? If you are in the middle of a dungeon crawl, there aren't many restaurants around, so why would it matter who is better?

Actually, I did once play a master chef adventurer (in RuneQuest) because I wanted to prove you could use cooking as a role-playing skill. It worked, too.

In our current D&D game, cooking usually comes up whenever we meet a hag (e.g. death hag), because we figured out that the DM decided hags are all excellent cooks, and most of the ones we meet are employed running a keep's kitchen. We always make sure we have exotic ingredients with us and can discuss recipes for demon liver sandwiches. None of us is playing a professional chef (though one character is strangely reminiscent of Belkar Bitterleaf in other ways). We just think food is something that is part of people's lives.

Okay. Why should [D&D encourage such activity]?

To add to the fun, and give world-building some structure.

I couldn't really say. I do not and have never used pre-made campaign settings.

Do you have one big campaign setting where all your games take place, then?

However, I also don't consider it incredibly important for a fantasy setting to be supremely realistic. D&D isn't about economy or history or society, it's about heroes. While society and history and economy may be an important backdrop, one the heroes spend all day in, they still aren't the point.

Not for you, apparently. We can suspend our disbelief, but only so far.

Our D&D games are, in fact, about economy or history or society. They are the point. We put effort into maintaining reputations, and propping up the civic leaders we prefer, and developing trade routes to improve the economy and martial resources of the valley where we have our keep. Most of the combat comes from enemies who want to invade or otherwise threaten the area we are sworn to protect.

It doesn't make sense, but it doesn't have to. It's fiction. It's fantasy.

Do you also like to read fantasy? I do. I prefer it to make sense, or at least be internally consistent world-building.

I haven't read any of that, but I tend not to use drow anyhow. Could you at least cite your source?

Well, here is a paragraph from the Underdark book, p. 59:

Pain and suffering are omnipresent. Whether or not an individual drow takes pleasure in inflicting pain, she uses it unquestioningly as a tool of first resort. Acts of cruelty are casually undertaken. Every interaction plays out as a dominance challenge. The strong get what they take; the weak receive the drubbing they deserve.​

I assume that stuff like this is why you don't use drow much. They were part of my character's background, so they got incorporated.

I wouldn't know and, frankly, I wouldn't care. Sorry if that comes off as mean, but I don't understand settling for pre-designed campaign worlds.

Well, I don't understand settling for a bunch of arbitrary rules. But if all you do is combat, then 4e is certainly adequate. I do think you are confusing setting with world-building, though.

World-building is a term for establishing how the world works; it isn't about the name of the tavern. We find it very annoying that a finely made non-magical sword is basically valueless, and that if you pay 4000gp for a magic item, it is only worth 1000gp if you go to sell it. No one would be anything other than a middleman, in that case, and no one would make magic items if they couldn't make enough money to support themselves, so the middlemen wouldn't have any stock to sell. None of the economics of 4e makes any sense, and that is just bad world-building.
 

SpaceYeti

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Well, for us it is part of the game. Our characters do other stuff than just run around killing things for XP. For us, the story is really important, and each character has their own story going on. They all have their own background, enemies, quests, and reason for adventuring. What they do outside of combat matters a great deal, because most of their lives are not combat. And the questions can get rather detailed. For example, we might care whether someone who knows how to tailor clothing could also mend a rope, or whether the leatherworker would do a better job, and if they have different chances of success. If you choose not to make non-combat activities an important part of the game, that is fine. You don't have to. But for us, most of the fun is there.

By "not part of the game", I meant "not part of the rules". In the same way, kings are not part of the rules, yet they definitely exist. Not by necessity, but plenty of games include them, or at least some sort of monarch. I think you're taking all the wrong things from what I'm saying. Plot and character development outside of combat is fun and some of my favorite D&D. However, to me, a character being "really good at cooking" is no different from having some high bonus to rolls made to cook. The example you give works alongside my role-play strategy. You could simply have the DM decide which skill synergises better, you could role checks to see which character proves to do it better, you could have the DM decide what sort of bonus the characters get based on their character's proposed proficiency, or any combination thereof, and all of that can be done on the fly, with no over-arching rules.

I don't buy it. If extra choices made up for better powers, then 3.5 wouldn't have been so unbalanced. He didn't get extra powers, just more choices between several weaker ones. The build he wanted was just plain weaker.

Off the top of my head, the pally you propose isn't significantly hindered in their choice. They get fewer lay on hands than is preferable, but oh well, that's a secondary ability that's not particularly important. He'll get less secondary effects on a few powers if those secondary effects operate on Wisdom modifier. Fine, that can be entirely mitigated by simply not taking those powers. However, the damage dealt from an enemy ignoring his mark is increased and he gets the full benefits of Str based powers. Also, in this case, his increased effectiveness in all pally powers means he can take the power which he judges to be the best one regardless of which stat it's based on, giving him at least slighty better powers over-all. The biggest hit, the one that I'd say actually matters, is in his reduced potential to rebuke or turn undead. Unless it's a highly undeaded campaign, that won't be useful very often anyhow. However, if the character still felt their decision left them underpowered, the DM could come up with a simple solutions such as reversing the uses of Chr and Wis, or Str and Wis. I thought of that just now, and it'd completely fix the problem from focusing on one stat instead of the other.

Incidentally, I made a half-elf pally once. He had a low Wis and a low Str, yet he was still both fun and effective operating only on his high Chr. Was he a tad underpowered? Perhaps, but one of the benefits of 4th is that even less than optimal characters are still good characters, mechanically speaking.

Except there was, because the paladin was unbalanced. The other option would be to force the player to create a character he didn't really want.

I would disagree about the pally being significantly underpowered.

The impression I get is that in your games, non-combat situations are kind of breaks in between the actual plot and character development stuff, which happens during combat. The rest just ties it together.

They do tend to separate into two distinct "sections" of the game, but neither is ultimately more important than the other. I would say combat is the meat of the game, but without context and character it's all meaningless.

For us, the non-combat stuff is where the plot and character development take place, and combat is an important but not central part of that. So we clearly have different game styles.

Yes. One that makes me curious why you'd play 4th edition when, as you said, there are games that deal with that stuff mechanically, and that's what you like.

Actually we are trying to avoid micromanaging. It is interesting that you think non-combat rules are micromanaging, while the combat rules are awesome.

No, not non-combat. Profession and crafting skills.

I don't really understand your question here, sorry. I get that you are being sarcastic again, but I don't know what point you are trying to make. Is it that adventurers don't know how to cook as well as chefs? If you are in the middle of a dungeon crawl, there aren't many restaurants around, so why would it matter who is better?

Going by the mechanics of 3.5, characters gain levels, and so skill points, primarily by killing enemies. Skills are a measure of how good you do something. A chef who chefs his entire life might make level 5 or so of commoner or noble or something, may have a high relevant stat, may spend whatever resources he has learning to cook better. Let's assume his bonus is 12 to cooking. A mighty fine chef. On the other hand, a level 10 wizard who spends most of his time blasting monsters and also pops a skill point into cooking each level does less actual cooking, yet has a bonus of at least +15. Yes, it can be role-played that he spends time outside of combat perfecting his art, traveling the world to become the greatest chef, but that's not how the rules spell it out, and it's an inconsistency in the mechanics of the game. I contend that skill at an art or profession or craft should be based on how much actual experience and knowledge the character would actually have, which is best determined through role-play, not level based bonuses to a skill.

Actually, I did once play a master chef adventurer (in RuneQuest) because I wanted to prove you could use cooking as a role-playing skill. It worked, too.

That's not why I did it, but it's not really something you'd need to prove. The mechanics say you can, and you could just as easily role-play the cooking practice and study. I had a character who did the same, though I had a different reason. This is besides the point.

Do you have one big campaign setting where all your games take place, then?

I did, but then I got sick of all the terrible things happening to that world and retired it. Now I have a new campaign world every campaign or two.

Our D&D games are, in fact, about economy or history or society. They are the point. We put effort into maintaining reputations, and propping up the civic leaders we prefer, and developing trade routes to improve the economy and martial resources of the valley where we have our keep. Most of the combat comes from enemies who want to invade or otherwise threaten the area we are sworn to protect.

And you made it work. You guys want rules to cover professions, so you made some. I've personally ran and have been part of many different types of games of D&D, and combat was generally a central part in them. That's most D&D. There's nothing preventing anyone from playing your kind of campaign. What I contend are that rules are necessary to cover that sort of thing. At least, rules further than what are in the game. Diplomacy, bluff, and insight are pretty much all you need for any social/political encounter, a few different checks depending on circumstances, maybe a utility skill to help out in some way, whatever. Trade routes can be drawn on a map, the dealings to make them being covered by those three skills I listed, etc. Oh, and maybe some streetwise and knowledge checks. Whatever the situation calls for.

Do you also like to read fantasy? I do. I prefer it to make sense, or at least be internally consistent world-building.

Sometimes, and I agree. I don't think you understand my points.

Well, here is a paragraph from the Underdark book, p. 59:
Pain and suffering are omnipresent. Whether or not an individual drow takes pleasure in inflicting pain, she uses it unquestioningly as a tool of first resort. Acts of cruelty are casually undertaken. Every interaction plays out as a dominance challenge. The strong get what they take; the weak receive the drubbing they deserve.​
I assume that stuff like this is why you don't use drow much. They were part of my character's background, so they got incorporated.

Well, that is a pretty dark picture, but I get the impression there's some literary intent, there. Regardless, there's never been enough information to run a proper world in any book I found, so I don't and never have relied on them. I rely on common sense and planning. I actually don't use Drow much because I don't really like the Underdark, and that's where Drow live

Well, I don't understand settling for a bunch of arbitrary rules. But if all you do is combat, then 4e is certainly adequate. I do think you are confusing setting with world-building, though.

World-building is a term for establishing how the world works; it isn't about the name of the tavern. We find it very annoying that a finely made non-magical sword is basically valueless, and that if you pay 4000gp for a magic item, it is only worth 1000gp if you go to sell it. No one would be anything other than a middleman, in that case, and no one would make magic items if they couldn't make enough money to support themselves, so the middlemen wouldn't have any stock to sell. None of the economics of 4e makes any sense, and that is just bad world-building.

Why would a well made and useable sword (which means it's not so fancy that it's made from gold or has jewels all over it, as that would be functionless, albeit valuable) be worth an amount comparable to a well made and useable magic sword?

I agree with the buying and selling thing, though. I simply ignore that rule.
 

Trebuchet

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By "not part of the game", I meant "not part of the rules".

Ah, misunderstood you there.

Unless it's a highly undeaded campaign, that won't be useful very often anyhow. However, if the character still felt their decision left them underpowered, the DM could come up with a simple solutions such as reversing the uses of Chr and Wis, or Str and Wis.

Yep, the entire campaign is crawling with undead. The goddess of undead has made it personal, and we've got necromancers and wights and dracoliches everywhere. Lay on Hands is part of the character's defiance of her.

Your proposed solution is, in fact, the one they player and DM used. My complaint wasn't that it was unfixable, but that a fairly important character class has an unbalanced build, and it wasn't an unreasonable build to want, either. However, it was fixed and that worked out fine.

one of the benefits of 4th is that even less than optimal characters are still good characters, mechanically speaking.

Yes, 4e has it all over 3.5 in that way. I once played a 3.5 dwarven fighter who used a bow, on a lark. She had a good background and everything. What a disaster! Less than optimal characters are not a good idea in 3.5. It was one of the reasons we were eager to switch to 4e, for better balance.

Yes. One that makes me curious why you'd play 4th edition when, as you said, there are games that deal with that stuff mechanically, and that's what you like.

Well, we liked 3.5, except for it being so unbalanced, so when 4e came out, we were pretty excited and willing to give it a real try. We don't mind multiyear campaigns (though this one has gone on much longer than we expected) and this is still our first 4e campaign. Two of the players often have rehearsal for plays or have to go out of town on business, and they live kind of far away, so we switch to Traveller or Cthulhu mini-campaigns if we don't feel like playing without them. We probably won't ever play another 4e campaign, but after all this time, we kind of want to see how it turns out. The DM has a lot of good material now that we are epic level, and we have mostly dispensed with the rules by this point, so 4e isn't getting in the way much.

It is an interesting contrast, since the characters were played, for one session, in 3.5, and then the books for 4e arrived and we started over. Instead of having the world always be 4e, the characters remember the previous world, and figuring out why and how it changed has been part of the story. My wizard sometimes says that she misses Mage Armor and her crossbow. Though she really doesn't.

As for world building, the DM simply doesn't have time to do a complete job. He has had a rough couple of years. But since I have, as he says, DM tendencies, he lets me fill in whatever I like, and he uses it as long as it doesn't break anything he came up with. This late in the campaign, there isn't much left to do, but I wrote a bunch of stuff about eladrin. He came up with the solution for the drow. I don't know if you saw the HBO series Rome (which was wonderful) but we are using the attitudes and behaviors of the Roman nobles in that show as the basic drow society. We decided they are decadent, and of course they work together but outsiders don't see it much. We supplemented it with research on actual Roman society.

Going by the mechanics of 3.5, characters gain levels, and so skill points, primarily by killing enemies....I contend that skill at an art or profession or craft should be based on how much actual experience and knowledge the character would actually have, which is best determined through role-play, not level based bonuses to a skill.

Okay, yes, I agree with that. I certainly don't claim the 3.5 rules handled it well. It was, after all, a completely unbalanced system.

This is one reason I like GURPS, though it isn't perfect. If you have 25 points to spend, you can increase something like Intelligence or Health, or put the points into a skill like physics or skiing, or gain an ally who can do things for you, or obtain some wealth. I'm sure you've heard about the disadvantages (I don't have any hands, so I spent the points on playing piano!), but they do add.

Personally, I think playing weaknesses well is critical to good role playing. In the current campaign, there are a few circumstances where my character has seriously non-optimal responses, and I didn't warn the others ahead of time. It was a major risk, because they could have gone along with the party leader (me) and she'd have ended up dead or lost her soul or something, many times over.

I had a character who did the same [cooked], though I had a different reason. This is besides the point.

Maybe, but it is still interesting. So why did you? My character wasn't actually all about proving that cooking could be useful, but it was certainly a personal challenge I took on. How did you play it?

Now I have a new campaign world every campaign or two.

What is it like?

Trade routes can be drawn on a map, the dealings to make them being covered by those three skills I listed, etc. Oh, and maybe some streetwise and knowledge checks. Whatever the situation calls for.

Well, they can't be drawn on a map through war-torn areas filled with bandits, where the fields have been burned. We had to make the roads safe and negotiate trade agreements between towns.

Regardless, there's never been enough information to run a proper world in any book I found, so I don't and never have relied on them. I rely on common sense and planning.

Fair enough. I've found some books with enough basic world building to run a proper campaign, though of course the DM has to populate it and create plots, and fill in the blanks. None of them could be complete.

I agree with the buying and selling thing, though. I simply ignore that rule.

We do, too. It is really stupid. But it was a pretty clear example of how the economics of 4e simply don't make sense, and why I say the rules aren't truly separate from the world, as you argued.
 

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Just so you know, I'm not about to claim 4th edition is the greatest system possible or that it has no flaws. It has plenty. However, it's a leap ahead from 3.5.
 

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i'm a prize in a cereal box near you, so buy, BUY,
sorry to be that guy but what about pathfinder?
 

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Just so you know, I'm not about to claim 4th edition is the greatest system possible or that it has no flaws. It has plenty. However, it's a leap ahead from 3.5.

I'm pretty sure you never claimed or even implied that it was the greatest. Its relative merits still seem worth discussing, as long as you are having fun with the topic.
 

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a friend of mine told me about it a while back and apparently it's being referred to as D&D 3.75, i never looked into it though. but the point im trying to make is maybe that's the perfect medium, again i wouldn't know.
 

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a friend of mine told me about it a while back and apparently it's being referred to as D&D 3.75, i never looked into it though. but the point im trying to make is maybe that's the perfect medium, again i wouldn't know.
I can't consider it a medium at all. Just like 3.5 wasn't a medium between 3rd and 4th, Pathfinder is also not a medium. Instead of fixing the problem of class imbalance, it swept it under the rug and just altered the 3.5 rules slightly. It's essentially the same game as 3.5.
 

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I'm pretty sure you never claimed or even implied that it was the greatest. Its relative merits still seem worth discussing, as long as you are having fun with the topic.
Of course I am.
 

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Yep, the entire campaign is crawling with undead. The goddess of undead has made it personal, and we've got necromancers and wights and dracoliches everywhere. Lay on Hands is part of the character's defiance of her.

Your proposed solution is, in fact, the one they player and DM used. My complaint wasn't that it was unfixable, but that a fairly important character class has an unbalanced build, and it wasn't an unreasonable build to want, either. However, it was fixed and that worked out fine.

I still disagree that it's horrendously unbalanced. Most classes can't turn undead at all. While that is a benefit of being a paladin, paladins are still as effective as other classes in combat with non-undead, plus they get a bunch of powers with "radiant" as a keyword, something undead are commonly weak against. I understand desiring turn undead, but if you care that much about it, you could easily just give your character a high Wisdom. instead of Chr, or Str. The way I see it, turn undead, while helpful, isn't essential, and there's no actual need to screw around with the mechanics just because someone wants to have a lower wisdom and higher Charisma. It's kind of like having your cake and eating it, too.

"I want to play a paladin with a high Str and high Chr, but I want to be good at Wisdom based stuff instead of Chr based stuff."

"Then what's wrong with having a high Str and Wis and a lower Chr?"

"That's not what I want!"

I mean, ultimately, that solution doesn't imbalance anything, but if the player were so concerned with having a Chr and Str, there's got to be a sacrifice somewhere. In this case, he just sucks with powers based on whichever stat Wis replaced mechanically.

It is an interesting contrast, since the characters were played, for one session, in 3.5, and then the books for 4e arrived and we started over. Instead of having the world always be 4e, the characters remember the previous world, and figuring out why and how it changed has been part of the story. My wizard sometimes says that she misses Mage Armor and her crossbow. Though she really doesn't.
That sounds kind of interesting. I'd wonder why the universe's laws of physics spontaneously changed also.

As for world building, the DM simply doesn't have time to do a complete job. He has had a rough couple of years. But since I have, as he says, DM tendencies, he lets me fill in whatever I like, and he uses it as long as it doesn't break anything he came up with. This late in the campaign, there isn't much left to do, but I wrote a bunch of stuff about eladrin. He came up with the solution for the drow. I don't know if you saw the HBO series Rome (which was wonderful) but we are using the attitudes and behaviors of the Roman nobles in that show as the basic drow society. We decided they are decadent, and of course they work together but outsiders don't see it much. We supplemented it with research on actual Roman society.
How do you not have time to prepare for D&D? Every other time my mind wanders, it's thinking about my D&D campaigns. Maybe it's just a talent. I have a tendency to assume others can do the same things I can with as much ease, unless it requires study or practice or something.

Okay, yes, I agree with that. I certainly don't claim the 3.5 rules handled it well. It was, after all, a completely unbalanced system.
Personally, I think playing weaknesses well is critical to good role playing. In the current campaign, there are a few circumstances where my character has seriously non-optimal responses, and I didn't warn the others ahead of time. It was a major risk, because they could have gone along with the party leader (me) and she'd have ended up dead or lost her soul or something, many times over.
I love characters with a weakness. I once played a xenophobic Paladin. This was in 3.5, back when he had to stick by a code, and because he was so quick to kill non-humanoids he was unfamiliar with his paladin-hood was nearly lost. In World of Darkness, I played a high school kid who had little social grace, who's rudeness to his mother caused him to get grounded and make solving the mysteries far more difficult. Characters are hardly characters if they lack some weakness, since everybody has a weakness.

Except me!

Maybe, but it is still interesting. So why did you? My character wasn't actually all about proving that cooking could be useful, but it was certainly a personal challenge I took on. How did you play it?
I think I talked about him with you before. He was an Eladrin who was into art and beauty and the finer things in life, yet he hated Eladrin society because of all the red tape. His art of choice was cooking. He refused to use magic even slightly to cook (Swordmage), since even if magic could do the job better, it stopped being art if you did it the easy way. He even refused to use the Eladrin teleport thingy unless absolutely necessary, to avoid going into the feywild, and took powers he could teleport with so that he had alternate means of doing the same trick.

What is it like?
Making new campaign worlds every two or so campaigns, or my current campaign? I should update my blog with the details of this most recent campaign if I ever get the opportunity.

Different campaign worlds allow me to come up with new drama and adventure that's well suited to the new environment, and allows for more challenges unique to the new environment. For example, in this new campaign, a lot of the challenge is simple terrain. When the world consists of a bunch of floating islands of near random shapes, it requires more effort simply to get where you're trying to go. Most enemies live in caves found on the floating islands, so finding where their going is also a problem. Granted, diplomacy is difficult with how spread out civilizations are from one another, but that's in contrast with my other campaign, which diplomacy plays a huge role in.

Well, they can't be drawn on a map through war-torn areas filled with bandits, where the fields have been burned. We had to make the roads safe and negotiate trade agreements between towns.
Obviously. You can't just magically say "Hey, there's a trade route through here." I mean, you could, but that doesn't mean there suddenly is. Negotiating one if you're in charge of doing so is assumed. How does 4th fail in that regard? What do you want to do that you cannot do?

We do, too. It is really stupid. But it was a pretty clear example of how the economics of 4e simply don't make sense, and why I say the rules aren't truly separate from the world, as you argued.
I don't mean separate from the world. I simply think social capabilities and fighting abilities should not be something you have to trade one of for the other. Just because you choose a particular class, it doesn't mean you should lack the ability to contribute outside of (or in) combat. Combat effectiveness should not matter outside of combat. You should not have to choose between being a charming diplomat, or a good strategist, or whatever, and being able to fight.
 

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I still disagree that it's horrendously unbalanced.

It's not horrendously unbalanced. The paladin was doing less damage than a paladin ought to, and it was somewhat unbalanced. The powers selection annoyed him rather than interesting him. I gave it as an example of a standard class build that I thought was unbalanced, that's all. It did get fixed, it wasn't unplayable, but I maintain it was [non-horrendously] unbalanced as written.

That sounds kind of interesting. I'd wonder why the universe's laws of physics spontaneously changed also.

Well, we think we are getting close to figuring that out, but we are also finding out some of the consequences, and it is looking grim. It is interesting, and sometimes funny, and once in a while we find a 3.5-era scroll or magic item, and try to figure out why it didn't explode like everything else. There is, obviously, a major discontinuity, so my mutual agreement, anything we can't explain we pretend isn't there. It was a risk we took when we started the campaign, but we have jammed a surprising amount of explanation in there.

How do you not have time to prepare for D&D? Every other time my mind wanders, it's thinking about my D&D campaigns. Maybe it's just a talent. I have a tendency to assume others can do the same things I can with as much ease, unless it requires study or practice or something.

Oh, very funny. Let's see. We spent most of 2011 getting one bit or another of our house repaired, including spending three months somewhere else while a slab leak got dried out, and spending much more money than we had expected on home repairs. Then his work started having some really ugly politics, and he switched bosses and projects, but arranging that took far too long. This required learning a lot of new technology and especially some new politics in a tearing hurry. Then last fall, his dad got ill, and his mom isn't exactly healthy, and then his dad died in January, so there was a lot of flying back and forth to his parents' home, arranging a funeral, and trying to get things settled for his mom. While, I remind you, trying to establish himself in his new position. And since you are a dad, you can understand that parenthood, too, takes time. Like Prince Humperdinck, he's swamped.

Characters are hardly characters if they lack some weakness, since everybody has a weakness.

Indeed. Alas, I am the only one in our group who actively designs them in, rather than letting them develop. I don't fight against them, either; I relish playing them. Every character does of course develop weaknesses (and in GURPS, they do get chosen deliberately), but a lot of them are habits of the players, like being overly cautious or boastful.

I go for funny. I played a character who was phobic about rugs (also tapestries and flying carpets); a merchant adrenaline junkie (not a great combination); a spaceship engineer who heard voices and though she was precognitive (but wasn't); and a drug dealing chemist with absolutely no understanding of money (he thought Jaegermeister and wood were good interstellar imports).

Usually my characters spend at least some time getting laughed at by other PCs and NPCs, but they also get underestimated. Plus, it is funny. Funny is good.

I think I talked about him with you before.

Ah, yes, you did.

Obviously. You can't just magically say "Hey, there's a trade route through here." I mean, you could, but that doesn't mean there suddenly is. Negotiating one if you're in charge of doing so is assumed. How does 4th fail in that regard? What do you want to do that you cannot do?

Mainly it fails because the economics are so screwed up. Your group and ours both ignore the price differentials for items, so you know what I'm talking about. That means we had to figure out what things should cost, where they would be valuable, what would be worth transporting given the risk and cost, etc. If the items and costs had been a little better thought out, we wouldn't have had to wrestle with it. The reason for the prices as given are to keep magic items rare and valuable, of course, and to keep the players from just making whatever they want for themselves. And some of that is necessary. We had to keep enough of the rules to make the treasure stay balanced, and produce appropriate shortages. But since we were trying to do something quite different, the flaws in the system kept biting us, and we ended up fluffing a lot of things. We would have preferred something more internally consistent, but we have just given up hope of that.

You should not have to choose between being a charming diplomat, or a good strategist, or whatever, and being able to fight.

Well, a master diplomat is going to have a strange reputation if he spends all his time fighting and killing and looting the bodies. I think you have to consider reputation. All of our games start to include that, as we get more powerful. People have heard of us, studied our weaknesses, spread rumors, and so on.

But my point was more about economics, which need to be built in pretty deeply and can't just be done with role playing or snap decisions by the DM. It takes some actual math and modeling and planning.
 

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It's not horrendously unbalanced. The paladin was doing less damage than a paladin ought to, and it was somewhat unbalanced. The powers selection annoyed him rather than interesting him. I gave it as an example of a standard class build that I thought was unbalanced, that's all. It did get fixed, it wasn't unplayable, but I maintain it was [non-horrendously] unbalanced as written.

I don't understand how focusing on the two stats that actually deal damage made the paladin deal less damage.

Oh, very funny. Let's see. We spent most of 2011 getting one bit or another of our house repaired, including spending three months somewhere else while a slab leak got dried out, and spending much more money than we had expected on home repairs. Then his work started having some really ugly politics, and he switched bosses and projects, but arranging that took far too long. This required learning a lot of new technology and especially some new politics in a tearing hurry. Then last fall, his dad got ill, and his mom isn't exactly healthy, and then his dad died in January, so there was a lot of flying back and forth to his parents' home, arranging a funeral, and trying to get things settled for his mom. While, I remind you, trying to establish himself in his new position. And since you are a dad, you can understand that parenthood, too, takes time. Like Prince Humperdinck, he's swamped.

I understand being busy, but I'd be too busy to play before I was too busy to plan a campaign.

I go for funny. I played a character who was phobic about rugs (also tapestries and flying carpets); a merchant adrenaline junkie (not a great combination); a spaceship engineer who heard voices and though she was precognitive (but wasn't); and a drug dealing chemist with absolutely no understanding of money (he thought Jaegermeister and wood were good interstellar imports).

I don't aim for funny, I usually just find something that sounds interesting and go with that.

Mainly it fails because the economics are so screwed up. Your group and ours both ignore the price differentials for items, so you know what I'm talking about. That means we had to figure out what things should cost, where they would be valuable, what would be worth transporting given the risk and cost, etc. If the items and costs had been a little better thought out, we wouldn't have had to wrestle with it. The reason for the prices as given are to keep magic items rare and valuable, of course, and to keep the players from just making whatever they want for themselves. And some of that is necessary. We had to keep enough of the rules to make the treasure stay balanced, and produce appropriate shortages. But since we were trying to do something quite different, the flaws in the system kept biting us, and we ended up fluffing a lot of things. We would have preferred something more internally consistent, but we have just given up hope of that.

I have to disagree with them designing the rules to make getting magical items more difficult, since there's a single ritual that makes any magical item up to the caster's level. I don't know why it was designed that way. I think it was a cautionary rule thrown in at the last minute, like multiclassing.

Well, a master diplomat is going to have a strange reputation if he spends all his time fighting and killing and looting the bodies. I think you have to consider reputation. All of our games start to include that, as we get more powerful. People have heard of us, studied our weaknesses, spread rumors, and so on.

Not all his time, but what actually prevents a good warrior from also being a good diplomat? There's a difference between being warrior-diplomat and a blood-thirty jerk-wad.

But my point was more about economics, which need to be built in pretty deeply and can't just be done with role playing or snap decisions by the DM. It takes some actual math and modeling and planning.

Sure, but the designers of D&D know a lot of players play in homebrew worlds, where no matter how much they put into economics in the rulebooks, it's still all homebrew and none of what they wrote matters to that specific campaign. The best they could do is suggest what kinds of environments need what material, what they can export, how valuable things are, cost of shipping over distances, etc. That would make it easier, but an on-the-fly DM call is just as official and workable if you have a DM with a modicum of knowledge about economy.
 

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I don't understand how focusing on the two stats that actually deal damage made the paladin deal less damage.

I thought STR and DEX dealt damage. CHA doesn't seem that damage-inducing. But in any case, the bonuses paladins get for WIS weren't there, and after a couple of simulations, the DM was satisfied that the paladin was harmed by it. I didn't run the simulations myself, and haven't spent that much effort on the details of the paladin class. If you are really interested, I'll inquire about the details.

I understand being busy, but I'd be too busy to play before I was too busy to plan a campaign.

Oh, we hate to miss gaming. It is such a fun social interaction, a chance to see our friends. We often do other things first, like cook dinner together or go for a walk or something. Preparing for a game is a solitary activity. Our few hours set aside each week to play are too precious to miss.

I don't aim for funny, I usually just find something that sounds interesting and go with that.

Interesting is the most important thing, but for some reason, mine always come out funny. I suspect I just really like playing funny things. It probably helps cut the tension a bit. I'm pretty serious in general, and I take role-playing seriously, too. When bad stuff happens, it gets tense, of course. So sometimes it is good to have lighthearted schticks when the action eases off.

I don't know why it was designed that way. I think it was a cautionary rule thrown in at the last minute, like multiclassing.

Could be. Our DM doesn't let us just create anything we want, though we have the ritual and use it. We have to have some flavor text to explain why we know the item exists and can make one. Once we had a Hat of Disguise, it was simple to make more. But I don't think my character could enchant something with a necrotic power, even if she was inclined to try. She has never taken any necrotic power, and by this point it is part of her character, with prophesies and stuff.

Not all his time, but what actually prevents a good warrior from also being a good diplomat? There's a difference between being warrior-diplomat and a blood-thirty jerk-wad.

Indeed, I suspect the best warriors in real life are also among the best diplomats. General-Politician is a pretty common scenario. However, such people are rarely mercenaries, tomb robbers, or vigilantes, which adventuring groups often are. They tend instead to have been formally trained (at a military academy, or as an aide-de-camp of some general, or something) and then fought in wars or skirmishes with enemies. And yes, some of them will loot the bodies of the fallen, but if they do it a lot, their reputations will suffer accordingly.

I suggest that if you don't like tradeoffs between one thing and another (which we consider essential to character development), that you avoid GURPS. You'd hate it. We figure main characters are amazing and better than everyone else, and so instead of being good at a few things they are good at lots of things. But even so, we don't have characters that are good at everything.

That would make it easier, but an on-the-fly DM call is just as official and workable if you have a DM with a modicum of knowledge about economy.

Maybe our problem is that the DM, and the players, all have far more than a modicum of knowledge of economics. The DM, in fact, has a very unusual fascination with intermodal transport, and corresponds with harbor masters around the world to find out details of shipping and prioritization. We've all taken at least a few econ classes, and we have long non-game-related discussions about it. We also know a bit about history.

So when we play Cthulhu or GURPS, basically we are playing in our own world or very close to it, and the economics is assumed to be much like our own. In Traveller, there are a lot of detailed sourcebooks that we can use (or reject). D&D just doesn't make much sense.

And while you enjoy making an entire world all by your lonesome, we tend to collaborate more. The DM created all the main places we see, but the players are free to make up stuff about their own backgrounds and what it was like there, and act almost as native guides if we go there.. We never ask the DM if the city we came from had a wall around it, or orcs living nearby, or if it could be a center of trade, or had a big shrine there. We just say that it was like that, and if it isn't a game wrecker, then that is the world we play in from that time forward. We need enough common ground that it doesn't look like we've created several incompatible worlds. Sourcebooks are really useful for that.
 

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I thought STR and DEX dealt damage. CHA doesn't seem that damage-inducing. But in any case, the bonuses paladins get for WIS weren't there, and after a couple of simulations, the DM was satisfied that the paladin was harmed by it. I didn't run the simulations myself, and haven't spent that much effort on the details of the paladin class. If you are really interested, I'll inquire about the details.

For paladins, All of their powers except for turn undead use either Str or Chr for both attack bonus and damage bonus. The two concerns I'd have for a pally with a low Wis is fewer lay on hands and a poor attack bonus to turning undead. Besides that, maybe a secondary effect of an attack power here or there is based on Wis, but he could simply not take those powers.

Could be. Our DM doesn't let us just create anything we want, though we have the ritual and use it. We have to have some flavor text to explain why we know the item exists and can make one. Once we had a Hat of Disguise, it was simple to make more. But I don't think my character could enchant something with a necrotic power, even if she was inclined to try. She has never taken any necrotic power, and by this point it is part of her character, with prophesies and stuff.

Well, that's on your DM, not the rules as written.

Indeed, I suspect the best warriors in real life are also among the best diplomats. General-Politician is a pretty common scenario. However, such people are rarely mercenaries, tomb robbers, or vigilantes, which adventuring groups often are. They tend instead to have been formally trained (at a military academy, or as an aide-de-camp of some general, or something) and then fought in wars or skirmishes with enemies. And yes, some of them will loot the bodies of the fallen, but if they do it a lot, their reputations will suffer accordingly.

Action heroes don't exist in the real world. Comparing the characters of a heroic fantasy to real people, in the real world, isn't really fair. I mean, in real life, vigilantism is illegal. Hell, it might be in your campaign world too, but, also, magic! As I said earlier, suspension of disbelief.

I suggest that if you don't like tradeoffs between one thing and another (which we consider essential to character development), that you avoid GURPS. You'd hate it. We figure main characters are amazing and better than everyone else, and so instead of being good at a few things they are good at lots of things. But even so, we don't have characters that are good at everything.

It's not that I dislike tradeoffs between one thing and another thing, it's that I see no reason a fighter couldn't learn Diplomacy or Thievery instead of Endurance simply because they're a fighter. I would design the system to give people bonuses based on class, not limitations besides those necessary to maintain balance (such as not allowing the tank to be the damage dealer unless they sacrifice their ability to tank, for example).

Maybe our problem is that the DM, and the players, all have far more than a modicum of knowledge of economics. The DM, in fact, has a very unusual fascination with intermodal transport, and corresponds with harbor masters around the world to find out details of shipping and prioritization. We've all taken at least a few econ classes, and we have long non-game-related discussions about it. We also know a bit about history.

Well, if it's an area of interest, then no wonder you like games involving it.

So when we play Cthulhu or GURPS, basically we are playing in our own world or very close to it, and the economics is assumed to be much like our own. In Traveller, there are a lot of detailed sourcebooks that we can use (or reject). D&D just doesn't make much sense.

Economically, no. It's not attempting to be realistic.

And while you enjoy making an entire world all by your lonesome, we tend to collaborate more. The DM created all the main places we see, but the players are free to make up stuff about their own backgrounds and what it was like there, and act almost as native guides if we go there.. We never ask the DM if the city we came from had a wall around it, or orcs living nearby, or if it could be a center of trade, or had a big shrine there. We just say that it was like that, and if it isn't a game wrecker, then that is the world we play in from that time forward. We need enough common ground that it doesn't look like we've created several incompatible worlds. Sourcebooks are really useful for that.

I quite encourage my players to do exactly that. The only real rule I have about it is that it must make sense within the context of the campaign world. I actually feel kind of bad about my current campaign because, due to the primary playable races being confined to one village each, their background is kind of limited. However, if someone wanted to fill in details about that village, they're free to. I'm going to try to post to blog about the campaign world, so I'll let you know when I do.
 
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