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(topic: Paladins.) "How about an option C? How about there isn't a right answer, but instead you choose whether the power offered by the divine being and it's desired approach are worth your obedience and service? If it gave you the power to enforce its will and you choose not to... why wouldn't it take it's power away (and I find it hard to believe that beings on a divine level would not have a fail-safe in place for traitors.)." My thoughts exactly. If any servant of a god displeases them in any way, bam, powers/spells/whatever removed. Paladins should get extra boons that most can't attain, because they are not worthy morally, physically, or spiritually to be an earthly representative, or "avatar" if you will, of that god. The downside should be a strict code and if you don't follow it, you lose any magical powers until you atone. If you don't wish to play under such restrictions, don't play a paladin. (or cleric). I fail to see how / why an LG god about protecting the weak would be pleased if his followers were using his granted spells to burn villages, or steal, and so on. And yes, in play, you often do see a dichotomy worthy of "fallen paladin needing to atone", even for unintentional things. You took that last piece of bread that belonged to an old man, he died, bam, you need to get on your knees and BEG for forgiveness. If you can't stomach it, join another church and "convert" to an order with a less strict code. RP restrictions don't need to be ridiculous, and yeah the "lawful" questions of which laws do you obey, the earthly laws or the divine ones, or some personal one, are up to the campaign DM and player to resolve, probably before swearing the oath in the first place. After all, you don't sign a contract without reading the fine print first, do you? What I see a lot in this "let's remove alignment and all RP restrictions" is that players want to play brutal rogues who have paladin powers, i.e. false paladins. Nuh uh, your god knows what's in your mind, his eye is on the sparrow so to speak. And even if you do something wicked through negligence, that shouldn't automatically protect you from having to atone either. A stupid, thoughtless fool who isn't mindful of the repercussions of his actions isn't really champion material, is he. Stat requirements should be, IMO, 14 10 10 10 12 14 for a paladin. You need to be strong to wield a sword in plate armor, first. You can't be a fool (int can't be negative, has to have some kind of wisdom), and must be charismatic but not necessarily Elvis. 4e incentivised you to pump charisma, even dumping str entirely (yuck), by giving you charisma-based attack powers. ugh...I knew at the beginning of playing my 4e paladin that cha builds were superior (before DP came out), but I could not force myself to do it. Charisma should be good mostly outside of combat, and perhaps useful to taunt during combat. But not to attack. I'm so glad melee attack stats are now strength or dex, period. Good fighters need to be strong or dextrous, and a paladin should be strong for sure.
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# ? Apr 4, 2013 18:41 |
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# ? Apr 25, 2024 13:14 |
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FMguru posted:The subject: Jamie Maliszekski, Dwimmermount, Petty Gods, and the astonishing trainwreck thereof. From one of the links in this post: quote:Methane (Wiki Link): Silent, Natural, Odorless and highly flammable (If you didn't know, methane in your house smells because they add something to it). And it's not really the explosion damage, but the likely cave-in afterwords that's the real danger. Your familiar just randomly started feeling sick and died? Should've had Detect Methane up.
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# ? Apr 4, 2013 18:46 |
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dwarf74 posted:Stat requirements should be, IMO, 14 10 10 10 12 14 for a paladin. You need to be strong to wield a sword in plate armor, first. You can't be a fool (int can't be negative, has to have some kind of wisdom), and must be charismatic but not necessarily Elvis. 4e incentivised you to pump charisma, even dumping str entirely (yuck), by giving you charisma-based attack powers. ugh...I knew at the beginning of playing my 4e paladin that cha builds were superior (before DP came out), but I could not force myself to do it. Charisma should be good mostly outside of combat, and perhaps useful to taunt during combat. But not to attack. I'm so glad melee attack stats are now strength or dex, period. Good fighters need to be strong or dextrous, and a paladin should be strong for sure. I seriously can't believe that there are people who hate paladins using Charisma to attack. It was probably the thing I liked the most when I first saw the game, because being a paladin wasn't about the strength of your arm, but the strength of your heart; where courage and conviction would carry you through the darkest hour. And it gave me an excuse to yell "Shining Finger Sword!" when using a radiant weapon attack. Charisma is, after all, the shoutiest of stats. You know who else had strong feelings about paladins? That's right, this guy. He showed up in the last thread, and has managed to keep his thread going for four months straight just by endlessly re-iterating the same arguments. A mod finally locked it yesterday. quote:@Kirth - And no one is arguing against houseruling to taste or even having a clearly differentiated archetype or alternative class with different flavor and mechanics. quote:If you resent authority, you are not going to submit to someone else telling you if you are doing your code correctly. quote:
quote:And I think Paizo was trying to create this concept with the inquisitor in a lot of ways. quote:Conceptually a Chaotic Good class with some paladin stuff isn't a bad idea but it also already exists as the Chevalier prestige and people complained it wasn't powerful enough. I'm kind of curious how his version of Chaotic Good works as parents. "Don't touch that stove!" "gently caress you dad, you're not the boss of me! Better to die on my feet than live on my knees! FOR FREEDOM!" Or how they have have any sort of conversation whatsoever. "You know, I'm not a fan of slavery." "Don't you attempt to impose your code on me, thought tyrant!"
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# ? Apr 4, 2013 20:16 |
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I'm still having fun looking through the Dungeon World thread on theRPGsite.quote:DW felt pretty traditional to me. When I played it at gencon, my pc died in combat. The truest measure of the traditional nature of a game. quote:Did your session contain any of the hallmarks of a storygame? Dramatic, scene-editing by players and GM, alike? Focus on the development of a story in-play mutable by GM and players? Shared worldbuilding? Player-permission required for character death? Are these standards or options in the RPG? Are you, or have you ever been, a storygame? Benoist chimes in with posted:Well the whole concept of moves strikes me as Forgist, in the sense that it basically codifies into rules basic decisions and actions that should really be open-ended and up to the participants of the game (you know, what makes an actual role playing game what it is: the open-endedness of it all). It creates limits, instead of creating a normal collaboration and dialog between the players and GM. And if the creation of a specific rule for each "move" is not a self-imposed limit and hair-splitting of putting basic actions into their own little rules boxes with specific effects and the like, then what the gently caress is the point? Why make every action or decision or event a game unit, instead of just, you know, cut the middle man and get directly into the situation and describe what you do organically, without the need for rules clutches to tell you what to do or how to run the game? I'm not even sure what he's trying to describe here, compared to what the game actually is. At a later point, someone goes on about asking whether choosing from a list of options on a 7-9 is done by the character or the player, and how disassociated it is, and that's when I closed the tab.
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# ? Apr 4, 2013 20:34 |
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quote:I also used to think that the power progression in D&D is better than the one in Exalted, but I know better now. At some point I realized that D&D's "zero to hero" advancement makes no sense. It lacks any sort of narrative weight. You start out mostly normal and become nigh-invincible by facing increasingly difficult conveniently evil enemies. Exalted has a higher power level than I prefer, but it's more consistent and meaningful - if you have power, it means you got it somehow. Maybe you Exalted as a Celestial because of your deeds. Maybe you're a Dragon-blooded and Exalted through lineage and luck. Maybe you're a mortal and gathered your power through determination, cleverness or both. Either way, you didn't just hit things until you went *ding!* enough times. Oh snap! Take that D&D! But enough of me posting about things that aren't directly related to Exalted, let's see me post things directly related to Exalted. Ssssspecial things. quote:800 miles means nothing to me. its an arbitrary number in my mind that doesn't give me any scale, and my conception of distance in RPG's is more narrative than actual- if we are in Lookshy, and need to go to some island in the West and nothing interesting happens in the interim, I would just make a single transition there. Like most RPGs, Exalted lacks travel time crap and wilderness adventure material. This is not a game that conveys its pacing in explicitly narrative semi-cinematic terms! quote:
...and even if it does convey pacing explicitly in narrative cinematic terms, maybe I'm just too cool for that poo poo, huh? quote:What implications? I don't know what implications your talking about. There are two kinds of RPGs: Smallville and everyfuckingthingelse. quote:yea, I have 2nd edition, and they suggest a bunch of books and media that I have no time to dig up. "I've never read these things that are explicitly inspiration for this game I'm supposedly trying to like, but I assure you they are worthless!"
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# ? Apr 4, 2013 22:14 |
Let's start off with an apertif.quote:I like GURPS. I think a lot of the 4th-edition simplifications were necessary unlike some other games that I could name, but I've always liked it to at least some degree. There. Can you taste the rosemary? Now, take a sip of water and we'll start with the soup course. quote:GURPS is a joke on the GameFAQs RPG board. The running gag is that it's so holy it must be referred to with full legal trademarks, Steve Jackson's GURPS(TM). It's also the poster child for why "realism" and RPGs should never mix and how such games utterly fail at it as well. I remember some kind of argument about the system being badly designed because high skill allowed impossible crap to happen, the example being that it "only" takes a piloting skill of 25 to make a brick capable of flight. This is, as we can see, only lightly seasoned with grog. But together with the entree- quote:i had to mention this is another topic and it brought this one back to mind: Now, let's refresh with some salad. quote:@Dyna: No Orcs either. I recently realized that half of the races in D&D (monster and PC alike) are ridiculously redundant. Why do you need Goblins, Orcs, and Trolls when they're basically the exact same thing? Same thing with Goblins (the little buggers) and Kobolds. And Demons and Devils and Yugoloth. The dessert is a fairly rich take on a classic. You may want to take your time with it. No hurry. quote:re: "How does 4e pare back roleplay?"
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# ? Apr 5, 2013 01:32 |
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Alien Rope Burn posted:Do music fans do this? No. They go out and buy every single last album, single, B-side and rarity because they want to support their favorite band. This man's naïveté is staggering. I love you, Paizo forums! posted:Perfectly balanced games usually are poor games. The problem with caster is only that they can have access to too much spells. The GM should first decide is a spell is available in his campaign. Also, since this is a RPG and not 4th edition, settings and story > RAW, so every GM is encouraged (in manuals too) to adapt the rules to his game. Same for feats, classes, etc. Casters usually become very powerful since they have access to all spells, can create magic items and other classes not, and sometimes this happens in campaign when people doesn't know much about magic. So casters got options like in Eberron but non caster knows about magic like in Dragonlance, if they are lucky
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# ? Apr 5, 2013 01:36 |
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quote:As BI showed, racism is a rather touchy and ugly subject but can help immersion quite a lot. Granted, it was a pseudo historical setting, so the racism displayed was a product of its age, but this also applies to fantasy settings. My son plays the new Bioshock Infinite and I love the world in the clouds. I my opinion multiculturalism has ruined America like it has ruined the Roman Empire. The Bioshock world is wonderful and full of hard hitting themes. If all races were meant to be equal than we would all be the same... In my games race and culture matter as does the person's gender.
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# ? Apr 5, 2013 01:42 |
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ProfessorCirno posted:I my opinion multiculturalism has ruined America like it has ruined the Roman Empire --- "Get offa my lawn ya dern kids!" TristramEvans posted:Mmm. The thing is people who are nowadays self-proclaimed "storygamers" are johnny-come-latelys on the scene, with little to no knowledge of RPG systems pre-late 90s at best and nothing much to add to conversations beyond they're ego-on-the-line assertions that their games are exactly the same as classic RPGs and anyone who says different is a big meanie who has it out for them. They're kinda like 4E fans in that manner. "It's almost like a financially struggling company was clinging to the rights yet doing nothing with them for years." quote:ishy wrote: I don't really know if I agree or disagree with this argument because I'm too distracted by the personal attacks and incoherent foul language to actually grok it. quote:I really should not debate with PhoneLobster about well, anything. Because he is a disingenuous twat. But since it serves as a reasonable foil for hopefully talking about things that are actually interesting, let's go for it.
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# ? Apr 5, 2013 05:05 |
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Oh, goodness, yes. Protect the newbies! They are dumb as rocks and don't realize how much more dangerous than the XBox tabletop roleplaying can be! Don't let them have an experience they might not forget! Heavens!quote:Newbies need a system with (i) less complexity in player options, and hence in PC build, but (ii) more survivability than an experienced player typically needs in a starting PC. Those needs are not served by the system Mearls is proposing, because his system is based on the level paradigm, where low complexity is anchored to low level, which is in turn anchored to low hit points, which means the a newbie's first experience is likely to be having his/her PC die. This unthinkable system you describe worked just fine from 1973 to 2008. We were all newbies once, and many of us had extremely positive first experiences despite the risks engendered by early D&D. You can believe what you want, but stop stating it as fact. I'm annoyed enough that this thread has been hijacked -- with a mod's support, no less -- just because someone had the audacity to make a factual observation about "your" edition. Fourth edition is a lemon popsicle, and anyone who likes it is an untied left shoe. quote:@Warbringer made the additional observation that, in practice, many GMs of new and/or young players allow rerolls, fudge dice etc. And my suggestion would be a way of formalising that while shifting power over the PC from the GM to the player, and hence giving the newbie a truer taste of what RPGing is about. "A truer taste," my butt.
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# ? Apr 5, 2013 05:06 |
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quote:Mabye. But I've read a lot of posts in which people talk about fudging dice for new players, because no one wants their first experience of the dice being rolled to result in the death of their first PC. Why have a DM at all? Why not just play a video game? Fudging behind the screen is the /soul/ of the game, at any level, and I believe with /great/ fervor that anyone who does not understand that is not playing /any/ edition of D&D. quote:I'm not sure what you're talking about, but I think my post criticising the equation of OSR/gritty levels with simple/newbie levels was made before KM joined the thread, or VinylTap, I think. I'm not blaming you for the hijack, I'm just annoyed by it. And by your attitude. They are conspiring to raise my blood pressure. quote:I don't know anything about XBoxes, but I've personally never encountered much danger from tabletop RPGing, other than the standard risks of excessive fat consumption! quote:I take it that these are insults? Are they? Feel free to take offense; it is no less than I expect.
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# ? Apr 5, 2013 05:09 |
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A little background: I begin nearly all of my campaigns at 1st level. If I could, I'd start every campaign with my PCs armed with broken-off axe handles and armored in some rubbed-on dirt, except that I'd be /lynched/. I love 1st level. I eat, sleep, and breathe 1st level. What I don't like about Mearls' proposal is that there's an artificial break at 3rd level at which it is "okay" to start play if you're a whiny, powergaming little snot.
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# ? Apr 5, 2013 05:16 |
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I've done my bout with "Narrative control" before, and to me (and no one has ever given me a good answer otherwise) "narrative control" is synonymous with "I do what I want regardless of how much sense it makes." First off, its primary function is to neuter DM control of his game as rule-arbiter (referee) and shielding yourself in the "Almighty Letter of the Rules" to justify never losing, or even the illusion of letting your character be in danger. Can't use your favorite tripping attack because you're facing an arthropod? BOOM! Rules says I can trip anything! The bad guys are running away? BOOM! I use my "get over here" power and they all run back; bloody, bruised, and out of arrows, for one more final waacking. How Intelligent was that NPC wizard again? Didn't put any ranks in diplomacy? BOOM! Skill challenge rules says I can use any other skills. Is the king impressed by my ability to climb the pillars yet? Oh noes! A rust monster? Relax, it will eat your +3 sword and poop out a +2 weapon instead. Anyone got any old items they don't want? We can recycle them and make your +4 gear stronger. Erhmahgad! A Raksasha! The epitome of evil! Immune to all but the most powerful spells and magical weapons, but weak against a blessed crossbow bolt. Oh, we don't have any? That's ok. We'll just make it vulnerable to all weapons and spells, but we'll give it like +2 to saves to show how good it is at resisting magic! We wouldn't want anyone not to be able to fight this thing. Ok Bob, magic missile it to death! We used to call that rules lawyering. Or munchkinism. Now, we call it "Narrative Control". The logical extension of the battle between player and DM for narrative control ends up with DM, no longer rule arbiter (and increasingly less important as world-builder thanks to WotC's consolidation of fluff to being their cosmology for every setting, their PHB deities killing and eating long established ones, and the character builder slowly destroying any will to homebrew classes, races, or items) the DM becomes one thing: monster-runner. And even that job is becoming a monotonous since monster design has been reduced to a handful of small, meaningless powers and a flurry of ineffectual attacks due to poor monster math and a dread fear monster make kill our pwescious hewos. Here is a room, there are 5 orcs. Players, have fun slaughtering them because they are a balanced encounter only designed to chip away 20% of your resources before dying. I'm going to go have a sandwich, call me when you're done. Blech! No thank you. It didn't sell well enough the first time to keep D&D afloat, so I think its time to jettison these player entitlement notions to the dustbin with alignment languages and % strength. Good riddance!
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# ? Apr 5, 2013 05:24 |
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I never realized John Wick was such a wonderful font of 100 proof grog. That "I was a stupid rear end in a top hat to some guys trying to buy my book, and then a guy gave me free money because I'm so cool" sounds like some grogthatdidnthappen.txt. Let's dig up an old post to speak ill of the dead. John Wick posted:(Once Again) Roger Ebert Can (tentatively) Suck My Cock I love how he goes for full vitriol in the post title, but still disclaims it with some parenthetical qualifiers. If LARP/Film criticism grog doesn't fit the thread criteria, Wick provides an endless bounty. This one is short, but sweet: quote:In any roleplaying game, mechanics are crutches for weak players. The more mechanics the game has, the lower the designer’s opinion of his players. An unmoderated freeform play-by-post Dragon Ball Z/Sonic the Hedgehog/MLP roleplay mashup: That's where you'll find John Wick's idea of roleplaying ubermenchen.
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# ? Apr 5, 2013 05:26 |
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quote:That's really beside the point. What I was driving at was narrative control is not a player entitlement issue; it's more about allowing /greater/ story involvement - the opposite of some other poster's claims about 4e's story focus, and certainly counter to your assertions upthread. I like narrative control - and therefore want it in my game - because I feel it engenders the roleplaying I want to see in my D&D games. 4e delivers on that, and in the context of this discussion Next currently doesn't, and no amount of "Tactical Module" will change that. See, here is where I find this argument ends up circular. Control of what? the Players, assuming they are the protagonists of their own story (and the NPCs don't rule over them for gold and glory) already control the narrative. Their actions control the scene setting and pacing. Once the PCs leave the Tomb of Horrors, the DM doesn't continue to run that module. Barring certain circumstances (such as APs) the adventure IS the PCs story and they control it via their actions. So the PCs already control the narrative. What this involves is the evolution of the rules trumping the DM's calling. Here is question: A fighter tries to tumble under a giant's legs while wearing in plate mail. Can he do it? The 1e DM says no. The 2e DM says yes, but sets a difficulty which makes success very difficult. The 3e DM says yes, but uses the armor's armor check penalty and tumble rules to determine its success. The 4e DM says yes, as you have the "tumble in armor" power, its automatically successful for you every time. I don't like the 1e DM any more than the 4e DM. My heart is somewhere between the 2e and 3e DM. The first is DM fiat at its extreme, the 4e is player entitlement.
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# ? Apr 5, 2013 05:28 |
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quote:But narrative control isn't an ingame thing. It's a metagame thing. It's about who gets to determine the content of the shared fiction. Different rules can distribute this power in different ways among the participants. 4e does it differently from (say) 3E, or 2nd ed AD&D, and gives more of that power to the players. Call me old fashioned, but where I come from Metagame is a BAD thing. Metagame is the opposite of verisimilitude, as one requires you to think about the action on stage and the other the wires that control the puppets. Which is why this argument ends up circular. The PCs control the grand narrative (its their story). They often control the driving narrative (their choices influence the direction of the story) and increasingly they want to control the minutiae of the refereeing as well. The latter is illustrated in the concept that the player doesn't want to bull rush the giant; he has a high degree of failure because of size and strength. He wants the power that lets him do it regardless of size, strength, shape, or any other logical factors of resistance AND do his regular damage to boot. You call it narrative control, I call it player entitlement. They want the benefit of pushing the giant around the board, but don't want the obvious chance of failure a bull rush system (with its checks against strength entail). Oh, and I the DM have to justify why my giant is being chased around the board 5 feet at a time by a 6' dude in armor and a shield. (cue the Benny Hill theme.) quote:That has no real bearing on the ingame question of whether or not the PCs achieve their goals. It's perfectly possible to have a game with a high degree of player narrative control yet a high degree of PC failure (I've GMed a Rolemaster game that had this feature; I think quite a bit of Burning Wheel could go this way too. Having no experience with BW, I can't comment on that. I did in 4e PCs with little to fear in the way of death. Assuming the challenge was "appropriate" I don't think I ever saw a group fail unless the d20 was exceptionally cruel of all members. Foes did too little damage, PCs had too much hp. quote:But only once per encounter. That is, the mechanism of limitation is different. So provided you need to trip twice per encounter, you'll still be in danger, and might even lose. So by artificially limiting a PCs actions in hand to what is on his power sheet vs. giving them usable combat actions at will, you automatically doomed said group rather than give that fighter the 1 in 20 shot of saving them? quote:There's no battle; at least not at my table. There's a distribution of roles. Nor is there one at mine. But my players assume that since I am the GM, my ruling is law at my table and I could (in theory) throw the PHB in the trash and the game could keep running. Your DM is bound by the letter and spirit of the rules, mine IS the rules.
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# ? Apr 5, 2013 05:46 |
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So pf-rpanderson has some problems with a playerquote:So I thought I would ask this question to more experienced GM/DMs. I've ran around 3 campaigns(probably 10-15 sessions total). I've had an issue with a player until recently. Let's see what advice his fellow posters give him! Things start off promising quote:Certainly try to talk with him. I commend you for wanting to give him another chance. Hopefully he will see that a game that is more fun for everyone is a more successful game. You may want to chat with the other players as well, and encourage them to give him another chance too. Having their support in that will be really helpful. Good luck! But slowly, things turn south quote:Yeah, there is an old saying: "Zebra's don't change their stripes." Honestly, if you bring this up to him, I'm sure that he'd argue against that too. Regardless of what the rules say, in a tabletop RPG, the GM is God. quote:Well, the GM needs to have certain buy-in to the campaign too. They, in theory want to tell a story and have some fun. The players should buy-in to the idea of hearing or making a good story and also having fun. What you described should never happen. But neither should one player ruining everyone's fun because they feel the need to argue about everything little minutia. In a situation where there is a conflict between the GM and majority of players make a non-rule compatible judgement call in order to move the game along or listen to one player bicker about some disruptive thing he wants to do which the rules allow, sorry, but I'll come down on the side of the GM. And then things just get ugly. ssshyperion wants to make sure this trouble player is punished for his crime quote:Directly confront him and give him two gaming sessions to quit. If he doesnt, refuse to allow him to play and depending on his attitude, I would even go as far as to spread the word to all the local groups and stores about his gaming methods. No one, not even other rules laywers, like that stuff. quote:Tell him outright that the DM is god, and that he con not argue with you. Also follow through with this by telling him no outright next time then simply ignoring him when he bitches about it, because he will bitch about it. If it is a problem that continues to detract from play simply stop the session, tell him to leave the table, room, or house and not to return until he stops being a distraction and problem to the other players. So, what have we learned? If you have a problem with a player, publicly shame him and try your damnedest to keep him from enjoying his hobby. (My first real contribution to the thread. Too long?)
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# ? Apr 5, 2013 06:02 |
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quote:Funny story. Neverwinter (as opposed to Neverwinter Nights) is the 4e MMO that everyone expected when 4e came out (rather than after it has already been shot in the head). It has at wills and encounters (though encounter powers are just on a timer), feats and all. But according to some of the closed beta footage that is wandering around the youtube, they kept the daily powers, but kicked the mechanics to the curb, and replaced it with a charge mechanic that builds up as you attack with other things. So after X at-will/encounter attacks, you can use your daily (and then again and again, so long as you do X attacks between uses). They are also going to change the name (probably something like 'ultimate' or whatever.
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# ? Apr 5, 2013 06:49 |
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quote:
If I could "obliviate" games like FFG seems to, even though it's still gaming market money my response to this post would be to burn a $100 bill to light a cigar, eyebrow raised. Chaltab posted:The best thing about being a grognard is never having to understand the first thing about game design and getting to feel proud of yourself for it. It's extra delicious to me because step-by-step build up to alpha abilities or out-of-gate alpha abilities as foundations to build later tactics on are both valid design goals in both mediums. Hell, you could do both in the same system. gently caress, I think they do do both in 4E, but I haven't looked at it in a year or two. He is literally as wrong as it is possible to be about this issue. That Old Tree fucked around with this message at 08:37 on Apr 5, 2013 |
# ? Apr 5, 2013 08:35 |
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First the premisequote:I had an idea recently. What if the elements were different types of sprites? Ha that's cute Elements as pixies, Adorable. Of course some one soon ruins it quote:I can't wait to see the look on the wizards' faces when they create plutonium. That one will be a monster... And he goes on. quote:Yes, really. I know it's not a nice thought, but to make a new element in a particle accelerator in the real world, you smash one atomic nucleus into another at such high energies that repulsion is overcome, bits fly off and a new element is forged. It would be a highly unpleasant experience if the elements were personified - it'd be forcing them together against their wills and turning them into something else, destroying the original 'parents'. Transuranic elements are literally "unnatural" - most have such short lifespans (I guess they'd be horribly misshapen monsters that don't live long in this paradigm) that they vanish in the blink of an eye - Plutonium is one of the few exceptions, which would make it all the more scary (plus, it's highly radioactive, sets things on fire, is hard to store, very dangerous to use, and is one of the most toxic substances known to man). It would - and should - be horrifying.
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# ? Apr 5, 2013 12:14 |
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I very much enjoy DCC RPG, but it sure is a grognard magnet.quote:Does anyone have any insight or suggestions for dealing with problem players? By "problem," I mean just the sort of general malaise / lack of creativity that comes of playing MMORPGs for years and 3.x or 4E D&D. I've got a player in my game that constantly refers to his character as the "tank" (he's playing a dwarf), and always acts generally, i.e. "I search the room." "Is there any gear here for a tank?" "Is that something my <x> would want?" He never does anything with mighty deeds other than maybe a trip or a head shot, rarely a "knock this guy into that guy" type of maneuver. He's a fine guy he's just a terrible (IMO) player. I'm not sure how to break him of his bad habits, and would like some help or suggestions for things to try to do so. My problem with it is, it kind of saps my enjoyment of the game some... I mean, I run the game firstly for my players to have fun, so I feel pulled in the sort of less imaginative direction. It also tends to degrade the creativity around the table. I think some of the other players tend to drift away from interesting or creative role playing and towards the bad habits of MMORPGs or 3.x/4E (except for one guy, who's never played MMORPGs or 4E, just a bit of 3.x with me). quote:I often will tell a player who just rolled a great roll and who tells me "Hit with a 19!" It didn't hit unless you can impress me with the description! Then I normally get a awesome long description worthy of a movie scene! quote:I once was given 2 free levels in a 2nd Ed. AD&D game when I attacked a player in-game who was a pretty notorious cheater (she rolled dice in a little open box thing and always grabbed them up quickly after announcing "17!" or whatever). She packed up and left after my dwarf with a mace of disruption attacked her character that had willingly turned into a vampire and was then plaguing the party semi-secretly. She never came back.
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# ? Apr 5, 2013 12:32 |
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Chaltab posted:The best thing about being a grognard is never having to understand the first thing about game design and getting to feel proud of yourself for it. Boy I could talk all day about the many reasons why there hasn't been a 4e videogame (being a heavily turn/grid based game in a era when that was unfashionable is the big one) but instead let's get more of John Wick's absurdly petty DMing! quote:Every once in a while, however, you get that dark loner. You know the guy. He's a bad man but
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# ? Apr 5, 2013 13:07 |
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I have a smoldering hatred for Wick's GMing style mostly because I've suffered greatly at the hands of a GM just like him in a super hero setting and I know exactly how it feels to be screwed over and marginalized for the sake of DRAMA and MY PERFECT VILLAIN NPC. I can't read anything Wick related without immediately going to the tale of Jefferson Carter. It's just about the most disgusting example of a grognard GM on a power trip I've ever read. John's big wick posted:Jefferson Carter is an NPC I use in a lot of my campaigns. As the head of Carter Enterprises, he is a model millionaire. He donates millions of dollars to charities, opens homeless shelters, fights for the rights of the working class and is always seen with the beautiful people. He is a handsome face with a charitable, giving heart. So we already have a recipe for disaster here with "powered by fiat" NPC. Now what does he do with it? Use Carter's powers to make an awesome campaign where the PCs are empowered to fight back against his machinations? Maybe make it a game of the subtle backdoor politics of the world getting in the way of heroes just helping people? Nah, let's just punish the players for building their characters the way they did. Hide your grandmas posted:For those of you who don’t recognize DNPC, it stands for “Dependent Non-Player Character”. I understand it’s a fairly common Disadvantage among players, but after this little stunt, I had a severe shortage of DNPCs in my campaign. Abuse victims in capes posted:]I love this one. Whenever I get to take a character away from a player for a while, explain that they’ve been unconscious and then have them wake up with blood on their hands is a chance to have some real fun. Let's turn an advantage into a personal hell! posted:“Okay,” you say. “That’s just fine taking advantage of a character’s disadvantages. That’s no new trick. So what?” The stories go on from there. The death of Mr. Fabulous one gets more of a pass because at least the player agreed to it. Of course what happened after that is far more inexcusable. Stuff like a player being forced to sit in the corner every session for the next month or so (it was a weekly campaign if I recall) because his character was in prison or that Carter was only finally taken out because Wick decided from on high to let his petty little players finally do it. Because that's a good feeling, knowing your accomplishments weren't your own doing but were pre-established by the GM. There's something else about Wick. Something I can't quite put my finger on. It may have something to do with his formatting style. Maybe it seems a tad pretentious. But I'm not sure. LordZoric fucked around with this message at 15:34 on Apr 5, 2013 |
# ? Apr 5, 2013 15:19 |
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Bless your heart, John Wick posted:I love this one. Whenever I get to take a character away from a player for a while, explain that they’ve been unconscious and then have them wake up with blood on their hands is a chance to have some real fun. Wick LOVES jailing characters. I assume in keeping with his last post he made the player roleplay sitting in jail for an arbitrarily irritating number of sessions. It's the "small child's eye" bit that gets me. "YOU PUT HIS EYE OUT, YOU MONSTER" I don't play Champions, is there a really fiddly crit table? Was it Wick fiat? Of course, if you make a nice, balanced, reasonable four-color super in Wick's Champion's game, he's not going to be a dick to you, right? Really, John Wick posted:One last story that I can’t take full credit for. "He was one of my favorite PCs, played fair and had a good character, so when he went to retire him I had him SHOT IN THE FACE" Because it's important to remind people in an escapist superhero elf game that we're all one gunshot in the face from being fuckin' dead, right? EDIT: Turns out I was mining the same grog as Zoric and didn't refresh before I posted. Mea Culpa. Owlbear Camus fucked around with this message at 15:35 on Apr 5, 2013 |
# ? Apr 5, 2013 15:31 |
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Dogs in the Vineyard is an excellent wild west RPG that's won many awards for its innovative game play and unique setting. Let's see what the internet has to say...quote:In high-school, I used to play RPGs - not video games but the pen-and-paper kind, like D&D. My best friend is still an avid gamer, and occasionally shares things with me. Alright, , but nothing too bad... How's our first reply? quote:Roll D20 twice. The sum is the number of your wives.
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# ? Apr 5, 2013 16:04 |
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I like the excuses John Wick comes up with to "justify" screwing over his players. Like this one:quote:Characters who buy Luck tend to be a little self-centered. After all, they would rather spend points on something that will get them out of trouble, rather than something that would compliment or aid the group. It makes sense if you don't think about it. But if you think about what he's saying at any level, it's ridiculous: quote:Characters who buy armor or more than 3 CON tend to be a little self-centered. After all, they would rather spend points on something that will keep themselves safe, rather than something that would compliment or aid the group. Time to teach those self-centered jerks who don't make defenseless glass cannons a lesson! Here's another bizarre one from the same article: quote:Find Weakness I'd have thought someone whose main skill is analyzing opponents to determine their weaknesses would also be able to know whether the weakness is more like "hitting this panel disables his weapons" or "one splash of water and the wicked witch actually dies". I'll admit I'm not familiar with this game system but this reeks of bullshit. Probably the most honest statement in the article is "Whenever I get to take a character away from a player ... is a chance to have some real fun." His methods of killing characters have a very obvious pattern: quote:In the middle of the fight, he hit her with a paralyzing ray, ripped off her mask and threw her through the glass ceiling – right in front of Grandmama. The combined shock of seeing her granddaughter get thrown through the glass ceiling, fall fifty feet and slam to the floor was shocking enough. Add to it the realization that her granddaughter was that masked hussy was a bit too much for Grandmama to handle. quote:He failed the roll, went nuts and I took away his character sheet. At that moment, Scrapper starting attacking everything in sight, including his buddies. quote:When the time was right, Carter arranged for a subtle drug to get slipped into Paladin’s system that would drive him to the edge just at the right moment. He met up with Vengeance (right on schedule) and as she prepared for another opportunity to humiliate him, the drug kicked in and he started in on the unprepared super-babe. Needless to say, under his drugged state, he demolished the poor girl (he had 50 more points to play with, after all). When he gained control, he realized what he had done and watched as the police (who were conveniently called in on the scene by an anonymous tip) took off her mask and carted his beloved off to prison. Nobody is allowed to actually control their character during anything Wick does. They're always paralyzed or insane or mind-controlled.
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# ? Apr 5, 2013 16:29 |
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Oh, John Wick posted:While Jared is legally bound to not speak on the subject, there are others who are tangentially involved who are not so legally bound. I only ever read the DMG while wearing a condom.
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# ? Apr 5, 2013 17:05 |
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So I decided to once again brave Pundit's forums to get a bit more clarification on why that community seems to hate certain gaming styles. It's pretty much just the standard bitterness and anger. I don't understand why they see variant systems as a THREAT to their hobby. (quotes below are not all from the same person) quote:Sadly, the entire concept of player skill is under siege these days. Modern game theory would have us believe that all challenges should be solvable by pushing the right button on the character sheet. quote:If anything, complaints about modern story games are that they throw out the baby with the bathwater in disempowering the GM. quote:The collection of fuckwits who attach themselves to shared narrative games certainly seem to include a preponderance of moral deviants, but I don't think anyone is claiming shared narrative gaming itself is particularly corrupt. Just different enough to be a seperate hobby. quote:Mmm. The thing is people who are nowadays self-proclaimed "storygamers" are johnny-come-latelys on the scene, with little to no knowledge of RPG systems pre-late 90s at best and nothing much to add to conversations beyond they're ego-on-the-line assertions that their games are exactly the same as classic RPGs and anyone who says different is a big meanie who has it out for them. They're kinda like 4E fans in that manner. Why on earth to they care so much? On that note, why do *I* care what they think? I guess that it bothers me that most people that I meet in this hobby (outside of my gaming group) share this sort of mentality. It depresses me. Also, those forums are loving awful. There are some very reasonable people, but some of the veterans are the epitome of .
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# ? Apr 5, 2013 17:08 |
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Lottery of Babylon posted:I like the excuses John Wick comes up with to "justify" screwing over his players. Like this one: Seems like the only way to play would be to dump all your points in Physical and Mental Defense, then the rest into Killing Attack, and kill every single person you meet. Still wouldn't be much fun, though... quote:derp 4e sucks lol. Because "at-will reaping strike" is far less good than "basic attack!", right guys?
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# ? Apr 5, 2013 17:55 |
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Otisburg posted:I only ever read the DMG while wearing a condom. The best part of that whole rant? (Besides "Wick does not actually have a copyright lawyer") It was a part of a marketing scam to drum up interest in Jared Sorenson's new game Lacuna: Jared Sorenson posted:
It led to both Wick and Sorenson being banned for six months. I think Sorenson was later upped to a permaban, while Wick occasionally comes back and is all snarky about later game design decisions in L5R. unseenlibrarian fucked around with this message at 18:21 on Apr 5, 2013 |
# ? Apr 5, 2013 18:14 |
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The Gaming Den discovers Apocalypse World.quote:I was wondering.. quote:While I have know idea what the gently caress your talking about, my gut says that this is a terrible idea. quote:I thought Apocalypse World's resolution mechanic was for everyone to get tipsy and have an orgy.... quote:Whelp, always curious I went and grabbed a copy. First, there isn't really a mention of the resolution mechanic until page 190. The entire pdf is 303 pages, and there a lot of white space including entirely blank pages, pages with less than 200 words on them, so I'm already skeptical you'd want to take anything from them. What is MTP? quote:MTP is Magical Tea Party. A game mechanic is MTP if it has no reliable, actual mechanics, and decisions on whether something happens or not are based on the DM deciding on it happening or the group discussing what would happen and agreeing on it happening. e: I will never for the life of me understand why some people are so adamant that the AWorld resolution system is like some huge deviation from other games simply because there's a partial success mechanic and the GM is explicitly told to think about results from the point of view of what's happening in-game. Evil Mastermind fucked around with this message at 18:40 on Apr 5, 2013 |
# ? Apr 5, 2013 18:30 |
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Hi, I’m a men that played lots and lots of female characters. I never asked myself if they were offensive or stereotypical. I surely hope they weren’t. I have advices too. The first is: Play Kagematsu. Kagematsu is a game in which each player will play a female character trying to win the love of a Ronin, played by a female player. It really helps in connecting with your character and understand her. Stereotypical characters don’t last very long in Kagematsu. You are forced to be tridimensional, or you will end up dying Second advice: Play A Penny for my Thoughts with other women. In Penny you guide a character but you don’t decide your actions or words. Losing control over your character can be a great help to understand how could a character move. I know it sounds weird, but it totally works. Third advice: Play with Passion. Play to find out what will happen and who your character really is. Because you don’t know. You can’t know her. You can’t possibly know what will happen to her and who will she happen to be. Pursue her desires, make choices. See what she’ll end up to be. If you can manage to do that, your character will never be a slutty cheerleader. Your character will be THAT slutty cheerleader. A real person. BTW I plan to be a slutty cheerleader soon. In MonsterHearts. Who wants to play with me? He followed up a post later correcting himself on 'a men' instead of 'a man', which leads me to believe this fucker is, in fact, serious. vvvvv It's my first time actively seeking out grog instead of it randomly blindsiding me; I just stumbled on the article. Seems like a nice site, which really made the comment leap up at me! I suppose googling for sexist grog is easy-mode. vv Literally Kermit fucked around with this message at 00:49 on Apr 6, 2013 |
# ? Apr 5, 2013 23:37 |
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Literally Kermit posted:Hi, I’m a men that played lots and lots of female characters. I never asked myself if they were offensive or stereotypical. I surely hope they weren’t. Speaking of sexism. Here is some grog involving a problem player post which in of itself is a bit passive aggressive in their inability to talk to her which wasn't really bad until this post. quote:So, whose girlfriend is she? I'm assuming somebody's dating her to make it worth your group's time to put up with this kind of behavior..... quote:Yeah, I know, that whole sexist, misogynistic thing was really bugging me too. I'm glad someone called it out. quote:Calybos1 never said anything against female gamers, he just pointed out that if this girl is such a pain in the rear end, there must be some reason for the group to put up with her, since she's obviously not making their roleplaying any more enjoyable. quote:Is it bad that I can now officially say that i'm more interested in getting an answer to the question of 'is she dating another one of the players' than I am in the possibility of resolving the OP's question? MadScientistWorking fucked around with this message at 00:27 on Apr 6, 2013 |
# ? Apr 6, 2013 00:25 |
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quote:Here's the thing- we think in different ways, we understand things in different ways, and we'll respond to things in different ways. How is this different from literally any other game on the market?
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# ? Apr 6, 2013 07:23 |
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My reason for using editions was that the expectation of the feel the rule-sets attempt to give in the game. 1e was based around a permissive DM, 2e emphasized the "yes, and..." notion (the example is right of the Complete Fighter's Handbook, btw), 3e gave solid and detailed rules for everything, and 4e demands plot cards to do cool things*. * Yeah, yeah, page 42. Page 42 is suggestions for DM fiat and really no different than our 2e DM pulling rules out of his backside, except the page has a chart to determine what a "fair" rule would be. Page 42 actually defeats attempts to define "player narrativism" since, by definition, its the rules for DM rules adjudication and essentially defines the "mother may I" play style that narrativists rail against. quote:My players don't want to control the minutiae of the refereeing. They want to have levers they can pull that will make changes in the fiction, without needing my permission first. And THERE'S the entitlement. Why? Are they afraid you'll say no? Are they afraid you'll set some difficult DC and won't succeed? Are they afraid a wasted attempt is as bad as doing nothing? Are they afraid their halfling fighter with a 16 strength can't push the ogre into the campfire because the rules are stacked against small creatures pushing large ogre's in fires? I don't think there's a DM in the world that wouldn't let you /try/ to push the giant around with your shield. I don't know a DM who wouldn't. They can try, and lucky dice rolls later might succeed. Or they might fail. And that's what the Tide of Iron power shields you from: failure. It just happens. It doesn't matter if its a pixie or the Tarrasque, it just happens. quote:Huh? The giant's AC, which will among other things reflect its size and strength, is a consideration here. If the player had his/her PC Bull Rush instead, the chance of success may be a little lower (Fort for many, but not all, giants is better than AC). Oh please. A giant's AC is reflective on its level in 4e and you know it. Size and strength play nothing into a monster's AC. Two level 8 monsters have roughly the same AC (within a few points) and it doesn't matter if they're nymphs using magical power, drow in chain armor, or giants with clubs. Level alone determines the bulk of AC in 4e, justify to yourself how you like. Now, in 3e with its pain-in-the-butt-realism, bull rushin was hard. You made a touch AC roll, then an opposed strength check, which DID take into account that giant's 25 strength a +8 size mod. Tell me 4e's atk vs. AC is anywhere near as complicated, or as realistic, as that? quote:As for dealing damage too - what's wrong with that? An AD&D fighter can make 3 attack rolls ever two rounds. The rate at which weapon damage is dealt has no connection to verisimilitude - it only arises within the framework of the game's action economy, which is pure metagame. In 3e, he moves his foe OR he deals damage. In 4e, player gets cake and eats it too. quote:I'm the GM in my group. But you are correct that I am bound by the rules. That's part of the point of having rules, for me at least! That is, I don't see the rules simply as rought heuristics for working out how things happen within the fiction ("rules as physics of the gameworld"). I see the rules primarily as allocating narrative power across the participants. They let me do a lot of stuff - for instance, declare that some particular NPC or monster enters the fictional action. But they let the players do some stuff, too - such as (if the fictional circumstances are right) roll a die, and if it comes up a certain value or higher tell me to roll my die, and if it comes up below 10 then while its true-in-the-fiction that this NPC or monster is there, it's also true that said NPC/monster is plunging down a cliff. See, my players come to the game with the consent to be ruled. I, in turn, do not abuse their trust and give them a game they will enjoy. If I don't, they don't come and I am a DM of nothing. I use the rules since they are the agreed upon parameter's for the night. However, when the rules come between fun and not fun, I chuck the rules and opt for fun. However, the payoff is that this sometimes screws the players as often as it helps them. Sometimes the ogre has 15 extra hp because the critical hit would have felled it in the first attack and everyone else wanted a shot at it. Sometimes the ogre's critical hit against the wounded cleric comes up a natural 1. Player doesn't know, he just knows that the ogre battle was exciting. He's willing to trust I'll make just and fair calls in the best interest of all. However, what I am being told again and again (and this round did nothing to correct me) is that players feel the DM won't always make the "right" call when it comes to when to screw the rules (usually when it benefits them) and they want the ability to make those calls for him. I guess for conventions and RPGA games where you don't have camaraderie with your fellow players/DM that's fine. But in a home game it strikes me as players wanting DM privileges for themselves without the responsibilities of actually DMing (creating scenarios, game prep, etc). That is the entitlement I dislike and every time a decides that my fleeing monsters would turn around, run back, and receive their one good whacking (perhaps killing them in the process) I feel the trust is broken and antagonism, not cooperation, has sunk into the rules.
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# ? Apr 6, 2013 12:36 |
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quote:I don't mind a player of a paladin acting wrongly (by their own lights). But I want them to take it seriuosly, and I (as GM) would set up situations in which they have to take it seriously. I see what you're saying, but there are indeed plenty of "paladins" being played by immature or just simply greedy players out there, trust me, and the DM needs a way to not have to give them IRL morality lessons. They control the gods, and should be able to turn off the faucet of divine magic to their followers (as well as perform miracles unbidden, OTOH) who displease them. It's very much a 4e mentality that "Oh nooooes, you're not the boss of me. I want my shiny holy avenger while still hoarding the magic items and never once risking my own neck to save others like I'm supposed to". I'm talking of the "Cavalier" build, I mean, the default paladin. 4e takes away way too much power from the DM, IMO, and reduces the gods into being merely divine magic reservoirs, to be drained by any and all followers like pigs at a trough. Removing any penalties for bad game choices only reduces the out of combat portion of the game to be "fluff". I don't want that. I want there to be real worries about PCs losing their powers and spells if they chose to access magic from a divine power source. As I said, on the other hand, if they perform exceedingly well, the DM can reward them with boons that go above and beyond their normal class progression. If a paladin descends into hell and gives up all his worldly possessions, even sacrifices himself to save the weak, why shouldn't he return as the White Knight with a Deus Ex Machina at DM discretion? If you take away penalties that the gods can give, you also take away boons. Because if you only allow boons from deities, that's a munchkin game, meaning your PCs can indeed do whatever they want and get away with it. Bah. As I said before, you haven't encountered munchkin paladins, so consider yourself lucky. I want D&D gods to have real power, not have the rules shackle DMs with "no, you can't take away their toys because they'll cry" limitations. Earlier editions with morality clauses baked into only one class only made it so PCs who didn't think they could actually play that way would lose it, given they play at a table where DMs aren't just there to hand out goodies and never say no to their players. It sets a tone that says : magic is real, the gods are real, and in the control of the DM, and if your magic source is divine, then the DM should have the right to place restrictions on its use. The gods are not blocks of stupid mana goo up in the sky, they are sentient and have their own morality, foibles, goals, and agendas. Why shouldn't they pick and chose who they will favor based on their actions? I'm an atheist too, which is precisely why I want my D&D deities to have real power and not just be "absentee landlords" who just cash your rent check, turn the heating on in winter, and fix the plumbing while you're at work. I want them to have an active role. Don't you? Saying they can't have the power to alter something on their followers' character sheets, for good or ill, is really hampering your toolkit as a DM. PCs who don't like that should just play those who aren't explicitly worshippers of those gods. It's a give and take, not a take and take. The PCs have to live up to their end of the bargain, especially Paladins but Clerics too. You trade off the ability to do whatever occurs to your on a whim, change your alignment, steal, whatever, to gain powers that most envy or want but are not worthy to get. This is a good way to do the Apprentice levels for those classes, you gotta "earn" your divine favor and boons, earn the god's approval. Sort of like a pre-atonement to join the fan club. It should have RP criteria baked into the class. Again, if the PCs aren't willing to do what's required of that order to join their ranks, they can just play a fighter or something else. Only the few should make it. Not everyone IRL can become a cop or a fireman, you need not only certain stats but also a certain character. If humans are selective about hiring people, why shouldn't D&D gods be?
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# ? Apr 6, 2013 12:47 |
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quote:This is really why I prefer a carrot approach over a stick. I agree that a character with a strong moral code has great dramatic potential. The DM should speak the will of the gods through the game, softly, but still carry a big stick in his back pocket just in case. The PCs should fear gods, especially the displeasure of their own. i.e. you need both carrot and stick in the core rules to really exert some control. If a PC doesn't like the DM having any say about their character, they need to play a mundane class or an arcane caster instead. The gods are played by the DM, there has to be some DM fiat as to how and when the gods can affect the world, which let's face it, is usually primarily though granting powers to their followers. If they can't take it away under any circumstances, that screams munchkin rules to me and puts the DM in handcuffs.
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# ? Apr 6, 2013 12:48 |
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WordMercenary posted:Boy I could talk all day about the many reasons why there hasn't been a 4e videogame (being a heavily turn/grid based game in a era when that was unfashionable is the big one) but instead let's get more of John Wick's absurdly petty DMing! The big one is the Hasbro/Atari lawsuit over the rights that wasn't resolved until 2011. Harder to get approval for a new game when there's a lawsuit going on. Happily there's grog associated with that, too. Let's dig into some comment threads about the lawsuit! quote:Thank Goodness. Happy to see Hasbro rip the franchise out of Atari's cold dead hands... Still I'm worried what Hasbro will do lol. If they lacked the discernment to give it over to Atari in the 1st place, or even worse release 4th ed as the new standard, then I see a bleak future for D&D. Hoping for the best. quote:Ccon99 said the last thing he wanted to see was D&D butchered. HAHAHA your kidding right? Your about 9 years too late for that one, especially with 4th edition. You couldn't butcher it any more than they themselves already have. quote:Indeed... D&D hasn't been good after they came out with 4th edition. And the way they raped the Forgotten Realms setting makes me sad. Haven't bought a single D&D book since the launch of 4th ed.... :/
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# ? Apr 6, 2013 14:01 |
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Hope this hadn't been posted in the last thread. Even though it was apparently typed on an iPhone (!) I have to leave it as a link due to post length limits of SA.
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# ? Apr 6, 2013 19:44 |
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# ? Apr 25, 2024 13:14 |
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quote:This is so true. You hardly ever get what you want, you do however get what you most expect. If you treat your players like spoiled 2 year olds they start behaving like spoiled 2 year olds. OTOH sometimes grown men do act like spoiled 2 year olds, regardless of what you do. The DM should behave the same way to either type of player : don't be afraid to say "No". once in a while. And if the game rules allow you to influence player's behavior in a carrot/stick way, via in-game repercussions to their in-game actions, then the DM is also just roleplaying too and not acting as an IRL disciplinarian (because who wants / needs that?), since different gods have different moral codes, and you can emphasize those those in your campaign setting rather than alignment restrictions per se. But there is a place for alignment restrictions in D&D, it's because good/evil and law/chaos are something we all understand, even if we've never played the game before. ~*~ Bolding mine. More paladin talk!
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# ? Apr 8, 2013 07:51 |