Super Powered Fantasy vs. High Fantasy - warning… Grognard rant ahead...


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Wow, I'm really impressed with the length and scope of the responses here I was expecting like a few comments and some grog-hate but nothing to this level of complexity...

Your all right to assume I'm pretty new to PF, but im not new to RPG's (started going to cons when I was 10 yo back in 1980) and I always create the character spreadsheet of abilities... but that really isn’t or wasn’t the problem with the game...

yes the DM does break combat to look up rules, but all DM's have their strengths and weaknesses, this one likes to be thorough and exact with the rules... and that’s one of the huge problems I have with PF... With all those feats and abilities I mentioned... there is a lot of stuff breaking the hard and fast basic rules of the game.

For example... I'm running a fighter, he's had enlarge person cast on him and is using a two handed pole arm... what is my reach? Has the reach of the weapon doubled as well? If I have "greater cleave" who can I hit with it? What exactly does "adjacent" mean in that situation? Can I attempt a trip on each person I hit? Can I use "power attack" as well? If I have vicious stomp does that mean I can also stomp on every person who is tripped even though they may be 10 ft away? I could go on and on with this example and add more feats and probably 50-100 or more questions, but it should be very clear to everyone, the level of complexity and rules delving involved in taking a single action in a round can be HUGE in a game that has this many feats and abilities.

in reading every one posts of this thread I find I am agreeing with Digitalelf and Evil Lincoln a LOT and I think I'm going to break out the 2e books if D&D Next does not do what I want it to.

For the record... I don’t wanna try google+ gaming... just too delayed and cold... I want the kitchen table gaming experience just to old school I guess.

about the psionics in 1E... yeah they were there... your most qualified character had about a 2-3% chance of having them, and that’s another thing I loved about the retro games. percentile strength made you special, actually rolling psionic was an amazing boon, rolling stats high enough to qualify to make a good monk (even though monks were a bit crappy) was pretty unique. Your characters could have a "specialness" that didn’t have anything to do with spending stat points or selecting a particularly effective set of feats, and if you weren’t lucky enough to roll those exemplary abilities... you could do a detailed character history to make yourself special.

About kits vs. feats... ok I want to play a duelist, as a 2e fighter the kit gives me "+2 ac if wearing light armor" and that’s it. All the fluff none of the bloat. In PF, go read a post on how to create an effective duelist in this game, you'll be a monk/fighter/rogue/ each with an archetype, a prestige class, and have 20-40 new rules that break the basic rules for your DM to have to memorize and keep track of.

I know this was kind of random but just some points that came to mind as I was reading your posts.

Sovereign Court

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Kirth Gersen wrote:

I can easily envision a game in which there's a single task resolution system for everything (combat, diplomacy, swimming, whatever) that's quick and easy, and that depends on a very limited number of variables -- and it would probably be a fun game. It would certainly be easier to master.

It's called FATE

Couldn't resist....

Shadow Lodge

Kirth Gersen wrote:
He could have toned the snark down from 11 to 3 and still accomplished that.

I think you gave up the right to complain about other people being snarky when you delivered this little gem:

Kirth Gersen wrote:
How exactly is that different from story hour, then -- or, at best, "Mother May I"? To me, that's not really a "game" as much as a storytelling exercise.


Play nice, kids.

For what it's worth, I actually agree with both your central points. You're not in opposition to ought but eachother's snark.

I think the drawing the line of complexity versus simplicity is a fine topic, worthy of both your opinions. No more cattiness please.


phantom1592 wrote:
Kirth Gersen wrote:
Your ideal system consists of DM fiat? How exactly is that different from story hour, then -- or, at best, "Mother May I"? To me, that's not really a "game" as much as a storytelling exercise. If that's what you're after, more power to you, but again, there's no reason in the world to use a complex system like Pathfinder as a base for that.
I'll admit, I'm more a fan of DM fiat and Rules lite systems. Too many rules limits options. In 2E it seemed whenever I wanted to try something 'cool', A special attack, a fancy move, anything creative and heroic... the DM gave me a chance to try it.

I agree; in earlier systems (1e/2e), there was more latitude in what you could legitimately claim your character was doing, provided the DM let you. But the question remains: for people who prefer that, why not simply use either of those editions as a starting point, or use any of the many other "rules-lite" systems out there? To me, starting with a massively rules-heavy system like Pathfinder -- one that's built on the very 3.0 assumption that the rules should cover everything -- and then trying to somehow turn it into a rules-lite sustem, seems like a needlessly aggravating (and ultimately futile) endeavor. I can understand Kthulhu's position a lot better -- he just starts with a retro-clone (lighter-rules) system and is good to go.


Miranda wrote:
Kirth Gersen wrote:

I can easily envision a game in which there's a single task resolution system for everything (combat, diplomacy, swimming, whatever) that's quick and easy, and that depends on a very limited number of variables -- and it would probably be a fun game. It would certainly be easier to master.

It's called FATE

Couldn't resist....

Sometimes it's called Heroquest.

The game where I've ever seen a totally unarmed old lady shame a bunch of people who wrestled trolls for fun into helping her complete a dangerous ritual which wasn't going to do them any good, simply because she was their grandmother and they couldn't bring themselves to act in such a culturally improper way as to stop her.


I think the complexity in Pathfinder is mostly a good thing. On the other hand, I draw the line at CRB+APG for the most part, as the stuff in the Ultimate books isn't to my taste. Maybe a couple of Feats out of those books (I probably use some w/o knowing it thanks to the PRD).

The real issue on PF complexity is: know your abilities. The GM has the added burden of knowing EVERYBODY'S abilities. So it's really helpful for the players to be organised and knowledgeable with regard to their own stuff. As well as basic things like combat mechanics, etc.

Regular reviews (as a GM) of the capacities of the PCs is always a good idea.

Finally, regular discussion and agreement about how to apply mechanics and how everyone at the table perceives them -- the RAI of your particular game -- is as important as the RAW of the bookset you use.

A build-forward view is good: know ahead of time how you plan to advance your character, and make sure you've kept your GM "in the loop" on your evolving set of powers as much as you do your evolving in-game goals for RP.

If GM and PCs hammer out details out-of-game and a little ahead-of-time, things do get smoother than if adjudication crops up constantly because no-one planned their next level up until it happened...

Happy gaming!


Alitan wrote:

I think the complexity in Pathfinder is mostly a good thing. On the other hand, I draw the line at CRB+APG for the most part, as the stuff in the Ultimate books isn't to my taste. Maybe a couple of Feats out of those books (I probably use some w/o knowing it thanks to the PRD).

The real issue on PF complexity is: know your abilities. The GM has the added burden of knowing EVERYBODY'S abilities. So it's really helpful for the players to be organised and knowledgeable with regard to their own stuff. As well as basic things like combat mechanics, etc.

Regular reviews (as a GM) of the capacities of the PCs is always a good idea.

Finally, regular discussion and agreement about how to apply mechanics and how everyone at the table perceives them -- the RAI of your particular game -- is as important as the RAW of the bookset you use.

A build-forward view is good: know ahead of time how you plan to advance your character, and make sure you've kept your GM "in the loop" on your evolving set of powers as much as you do your evolving in-game goals for RP.

If GM and PCs hammer out details out-of-game and a little ahead-of-time, things do get smoother than if adjudication crops up constantly because no-one planned their next level up until it happened...

Happy gaming!

The nice thing about E8 is, you can allow just about every option out there and it never gets past somewhat game-breaking.

As for the DM-fiat-vs-rules-for-everything this thread has become: I want rules for everything, but don't need anything more complex than an ability check to cover "everything." DM fiat can take up the rest, but as a DM I find that having a standardized rules system to base my fiat on is pretty cool too.


Kirth Gersen wrote:


I agree; in earlier systems (1e/2e), there was more latitude in what you could legitimately claim your character was doing, provided the DM let you. But the question remains: for people who prefer that, why not simply use either of those editions as a starting point, or use any of the many other "rules-lite" systems out there? To me, starting with a massively rules-heavy system like Pathfinder -- one that's built on the very 3.0 assumption that the rules should cover everything -- and then trying to somehow turn it into a rules-lite sustem, seems like a needlessly aggravating (and ultimately futile) endeavor. I can understand Kthulhu's position a lot better -- he just starts with a retro-clone (lighter-rules) system and is good to go.

Well, speaking only for myself here... We HAVE played 2E for about 15 years or more. However, as with all systems, there were a lot of things 'wrong' about it, so we decided to give this a try about a year ago.

There are some things about this system I LOVE... (initiative, multiclassing, standard xp charts for everyone... etc. etc) .... and some things I really DON'T care for. (Attacks of Opportunity,Excessive Feat pre requisites, over reliance on the 'chess board')

We have fun with both systems, but with the utter disaster that happened to Faerun around 4th edition, that's not as much fun to play in anymore, and this game has support, specialized Minis, and a fun forum to chat on.

And most of all, ADVENTURE PATHS!!!! When we were 18, we could play all night long, 24 hours in character... Our DM could write 6 year long Epic Sagas for a campaign... Now between jobs, families, and other commitments, pre-fabs are more ideal for everyone.

2E has no support at all... and the lore of Forgotten Realms has been gutted beyond recognition... Soooooo System switch :)

Shadow Lodge

The fun thing about a lighter system is that it's VERY easy to convert stuff. I'm pretty sure that with the Sword & Wizardry: Complete Rules, a copy of the Monster Book, and a copy of the Tome of Horrors, I could run a S&W version of any Pathfinder AP with practically all conversion done on-the-fly. Some things might not match up exactly (lots of monster substitutions, I'm sure), but the essence of the AP would still be there.


Actually the one example about disarming the potion is rules legal with nothing. you just will want improved disarm so you don't provoke an aoo on you aoo which is a bit confusing. Which if they are doing something like a potion with nothing in their hands they might not threaten you.


doctor_wu wrote:
Actually the one example about disarming the potion is rules legal with nothing. you just will want improved disarm so you don't provoke an aoo on you aoo which is a bit confusing. Which if they are doing something like a potion with nothing in their hands they might not threaten you.

Using a whip with a bit of range, your pretty good against AOO anyway ^_^

Disarm may have been a bad example.


Improved Whip mastery:
Weapon focus, Whip Mastery, BAB +5

You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square..... Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope.


Greater Whip Mastery:
Whip mastery, Improved Whip Mastery, Weapon Focus, BAB +8....

Lets you 'grapple' with a whip....

1st of all... I guess, 'mastery' doesn't REALLY mean MASTERY does it..

Secondly, my bard has to be level 7 and spend nearly ALL his feats just to swing from a ledge?!? 11th before he can 'grapple someone?!?!

These are the things that tropes are BUILT around... When I picked an archaelogist archtype or a zorro-esque bandit type... these are the tricks I EXPECT to try. Finding out they are 11th level feats was a serious fun-drainer...

These feats didn't need to exist. These rules didn't need to exist. Like Cranewings Gunslinger example, somethings don't need powers to be 'earned'.


Yeah, but Hitdice:

It isn't a question about the stuff from the Ultimate books breaking the game... I just really dislike a lot of what got published in them.

And I also enjoy mid-high level play, so E8 is not an acceptable solution, for me.

In short, my adherence to CRB/APG is not based on complexity issues, but stylistic ones.

XD

Scarab Sages

phantom1592 wrote:
Kirth Gersen wrote:


I agree; in earlier systems (1e/2e), there was more latitude in what you could legitimately claim your character was doing, provided the DM let you. But the question remains: for people who prefer that, why not simply use either of those editions as a starting point, or use any of the many other "rules-lite" systems out there? To me, starting with a massively rules-heavy system like Pathfinder -- one that's built on the very 3.0 assumption that the rules should cover everything -- and then trying to somehow turn it into a rules-lite sustem, seems like a needlessly aggravating (and ultimately futile) endeavor. I can understand Kthulhu's position a lot better -- he just starts with a retro-clone (lighter-rules) system and is good to go.

Well, speaking only for myself here... We HAVE played 2E for about 15 years or more. However, as with all systems, there were a lot of things 'wrong' about it, so we decided to give this a try about a year ago.

There are some things about this system I LOVE... (initiative, multiclassing, standard xp charts for everyone... etc. etc) .... and some things I really DON'T care for. (Attacks of Opportunity,Excessive Feat pre requisites, over reliance on the 'chess board')

We have fun with both systems, but with the utter disaster that happened to Faerun around 4th edition, that's not as much fun to play in anymore, and this game has support, specialized Minis, and a fun forum to chat on.

And most of all, ADVENTURE PATHS!!!! When we were 18, we could play all night long, 24 hours in character... Our DM could write 6 year long Epic Sagas for a campaign... Now between jobs, families, and other commitments, pre-fabs are more ideal for everyone.

2E has no support at all... and the lore of Forgotten Realms has been gutted beyond recognition... Soooooo System switch :)

This is a pretty fair perspective. Add to that an inherent compulsion to tinker!

Pathfinder has a lot going for it, but Kirth is not entirely wrong - I would like to end up with something closer to 2nd Edition.


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Jerry Wright 307 wrote:
Kthulhu wrote:
+ The thing is, almost every argument I hear against "retro" D&D (and similar games) seems to be based in a deep-seated and inherent distrust of the GM. I mean, I've had a GM or two that I wasn't perfectly happy with, but damn....if you have THAT MUCH inherent distrust of anyone that sits behind the screen, maybe roleplaying games aren't for you...even in rules-heavy games, if the GM wants to screw you over, he can.
I agree, Kthulhu. The idea of GM fiat seems to scare some people, as if the rules somehow protect them from some kind of ravenous pack of starving GMs intent on devouring their fun.

The phrase "lack of consistency" is what is scary. Now some people don't care about that, but if I can jump a 40 foot chasm one day I expect to be able to do it later. The GM forgetting he allowed it kills immersion for me, and makes it hard to determine what your character can do. I also want to be able to play with any group, and know my character is basically going to work the same way. I know everyone has house rules, but I should not feel like I am playing the same game every time I sit at a different table. Most GM's that make bad rulings don't do so intentionally, but that does not make it any less aggravating. There are some GM's I trust, and some I don't. I know I have thought about some making changes that should not have been made. Unlike some GM's I have never had the "I am in charge so there is no discussion" attitude. These are the types that make it bad for the rest of us, especially when they are messing with things they should not be messing with due to lack of understanding of how things work, and/or the ability to adjust to the group.

Grand Lodge

wraithstrike wrote:
if I can jump a 40 foot chasm one day I expect to be able to do it later. The GM forgetting he allowed it kills immersion for me

Everybody has a bad day...

But let me ask you, how does a GM that sets a DC for jumping said chasm at say 15 one session, then forgetting that he set it at 15 and sets it at say 20 the next session (under roughly the same circumstances as the first) any different than the GM that just makes a ruling and forgets?

The rules for setting DC's are not set in stone. It is up to the GM to set them at what he wants. How is this not GM Fiat?


Digitalelf wrote:
wraithstrike wrote:
if I can jump a 40 foot chasm one day I expect to be able to do it later. The GM forgetting he allowed it kills immersion for me

Everybody has a bad day...

But let me ask you, how does a GM that sets a DC for jumping said chasm at say 15 one session, then forgetting that he set it at 15 and sets it at say 20 the next session (under roughly the same circumstances as the first) any different than the GM that just makes a ruling and forgets?

The rules for setting DC's are not set in stone. It is up to the GM to set them at what he wants. How is this not GM Fiat?

I'm sure someone is going to come in here whining in a second that there are hard and fast rules for setting jump distances. I'm going to interupt them and say that, that is obviously not your point.

It is basically the point I've been making forever - that if I get to pick how hard a monster is to fight by arbitrarily changing its stats, giving it levels and templates, or just picking a harder one, the rules literally make NO difference. If I don't like the way a game feels because you rules lawyered up and complained until the CR = APL +1 became easier, next time I'll just make the monster harder. Maybe I'll compound that by awarding less experience because I want a certain flow.

If I give a player a -4 and they whine until it gets taken away, I can just give the monster a +4. There. Fair.

So why cry and spoil the game?


Digitalelf wrote:
wraithstrike wrote:
if I can jump a 40 foot chasm one day I expect to be able to do it later. The GM forgetting he allowed it kills immersion for me

Everybody has a bad day...

But let me ask you, how does a GM that sets a DC for jumping said chasm at say 15 one session, then forgetting that he set it at 15 and sets it at say 20 the next session (under roughly the same circumstances as the first) any different than the GM that just makes a ruling and forgets?

The rules for setting DC's are not set in stone. It is up to the GM to set them at what he wants. How is this not GM Fiat?

That was just as example. The main point was that GM's forgetting rulings is annoying, especially when the book has the issue covered already. Had they just followed the book it never would have been an issue. The chasm can be replaced with any other "on the spot" change.


cranewings wrote:
Digitalelf wrote:
wraithstrike wrote:
if I can jump a 40 foot chasm one day I expect to be able to do it later. The GM forgetting he allowed it kills immersion for me

Everybody has a bad day...

But let me ask you, how does a GM that sets a DC for jumping said chasm at say 15 one session, then forgetting that he set it at 15 and sets it at say 20 the next session (under roughly the same circumstances as the first) any different than the GM that just makes a ruling and forgets?

The rules for setting DC's are not set in stone. It is up to the GM to set them at what he wants. How is this not GM Fiat?

I'm sure someone is going to come in here whining in a second that there are hard and fast rules for setting jump distances. I'm going to interupt them and say that, that is obviously not your point.

It is basically the point I've been making forever - that if I get to pick how hard a monster is to fight by arbitrarily changing its stats, giving it levels and templates, or just picking a harder one, the rules literally make NO difference. If I don't like the way a game feels because you rules lawyered up and complained until the CR = APL +1 became easier, next time I'll just make the monster harder. Maybe I'll compound that by awarding less experience because I want a certain flow.

If I give a player a -4 and they whine until it gets taken away, I can just give the monster a +4. There. Fair.

So why cry and spoil the game?

Actually the whiner would have hopefully been smart enough to say that in the exact same situation the difficulty of any task should be the same. That is what I would have said if the jump DC was the actual issue anyway. :)

Grand Lodge

wraithstrike wrote:
That was just as example... The chasm can be replaced with any other "on the spot" change.

Exactly, and my point remains the same. A GM sets the DC's, determines bonuses/penalties, etc. and does so arbitrarily (and thus, may forget previous rulings)...

Sure the book gives guidelines and examples, but that's just what they are; guidelines and examples and not hard fast rules. It is still up to the GM to decide what your character's actual chances of doing something are...


Digitalelf wrote:
wraithstrike wrote:
That was just as example... The chasm can be replaced with any other "on the spot" change.

Exactly, and my point remains the same. A GM sets the DC's, determines bonuses/penalties, etc. and does so arbitrarily (and thus, may forget previous rulings)...

Sure the book gives guidelines and examples, but that's just what they are; guidelines and examples and not hard fast rules. It is still up to the GM to decide what your character's actual chances of doing something are...

I guess my point is still failing. I should not have used a skill example since modifiers tend to skew things, with rules. I was referring more to hard and fast situations that rely less on cirsumstancial modifiers where a GM, for whatever reason changes something, and then forgets it.

The book has rules. They are not guidelines. Rule 0 allows you to change the rules. That does not mean the printed words are not rules.

edit:Other than WBL, and the magic item creation rules, which are called out as guidelines the other rules are actually rules. As an example managers can often change or ignore certain rules. That does not mean what they are changing or ignoring was not a rule. It just means that due to his position he can alter things, and make new rules. The GM is the same way, except that he can change any rule he wants.

Grand Lodge

wraithstrike wrote:
I was referring more to hard and fast situations that rely less on cirsumstancial modifiers where a GM, for whatever reason changes something, and then forgets it.

Such as??

I mean even a rules lite game such as 2nd edition has hard fast rules that when ignored by the DM can make players unhappy...

In most cases, DM Fiat happened when no such rule existed. And in the case of earlier editions of D&D, the execution of things that now fall under the use of skills were a big part. But even now with skills in the mix, DCs and bonuses/penalties still leave it to the GM to decide success or failure...

wraithstrike wrote:
The book has rules. They are not guidelines.

I was referring to the lists of typical DCs as being guidelines and not a hard fast rules (in most cases)...


Digitalelf wrote:
wraithstrike wrote:
I was referring more to hard and fast situations that rely less on cirsumstancial modifiers where a GM, for whatever reason changes something, and then forgets it.

Such as??

I mean even a rules lite game such as 2nd edition has hard fast rules that when ignored by the DM can make players unhappy...

In most cases, DM Fiat happened when no such rule existed. And in the case of earlier editions of D&D, the execution of things that now fall under the use of skills were a big part. But even now with skills in the mix, DCs and bonuses/penalties still leave it to the GM to decide success or failure...

wraithstrike wrote:
The book has rules. They are not guidelines.
I was referring to the lists of typical DCs as being guidelines and not a hard fast rules (in most cases)...

Given level based skill progression, the lists of typical DCs become a problem. If climbing to the dungeon entry is a challenge for a 15th level character with ranks in the skill, then a character with no ranks in the skill of equal level has much smaller chance of success. At level 18, that divide can't be overcome by natural 20 given an average str score.

This can work with an encounter tailored to individual players, but relies on handwavey DM fiat: Fred the Fighter has to roll on his climb skill to get to the ledge, but once he throws down a rope anyone without the skill can just, like, climb up there. This isn't really the thread for it, but this is why I'm hopeful about the bounded accuracy in D&D Next.


Digitalelf wrote:
wraithstrike wrote:
I was referring more to hard and fast situations that rely less on cirsumstancial modifiers where a GM, for whatever reason changes something, and then forgets it.

Such as??

I mean even a rules lite game such as 2nd edition has hard fast rules that when ignored by the DM can make players unhappy...

In most cases, DM Fiat happened when no such rule existed. And in the case of earlier editions of D&D, the execution of things that now fall under the use of skills were a big part. But even now with skills in the mix, DCs and bonuses/penalties still leave it to the GM to decide success or failure...

Just to be clear here since I seem my point is still not getting across. The player is in the exact same situation, but still fails when he would have succeeded before or he succeeded when he would have failed in the previos session. As an example, the GM knows that if ____ X is allowed his 3 hours of hard work will be ruined by some clever idea or the GM knows that he if he does not arbitrarily say "you pass" the rest of the party will be in dire straight.

Later(most likely a couple of session) the same situations pops up, but it is not as important for whatever reason so the GM sticks to the book. The player is not wondering why the results were different.

Maybe I wanted to use a spell to do take out a support beam, but the GM said material X is too resistant to this spell for it to work.

Weeks later maybe myself or another player had mental lapse, and it works. Then I remember that it did not work before.

wraithstrike wrote:
The book has rules. They are not guidelines.
I was referring to the lists of typical DCs as being guidelines and not a hard fast rules (in most cases)...

If you mean skill DC's the GM can always chalk it up to circumstance modifiers, which is what is usually is.

If the GM wants the climb check to be 30 instead of 20 he can just say the wall is enchanted or some other macguffin to explain it, if the players investigate the wall, and want to know why it is so hard to climb. Maybe it resets automatically so dispelling it won't work. :)

Skill DC's can almost always can always be boosted in some way.


wraithstrike wrote:
cranewings wrote:
Digitalelf wrote:
wraithstrike wrote:
if I can jump a 40 foot chasm one day I expect to be able to do it later. The GM forgetting he allowed it kills immersion for me

Everybody has a bad day...

But let me ask you, how does a GM that sets a DC for jumping said chasm at say 15 one session, then forgetting that he set it at 15 and sets it at say 20 the next session (under roughly the same circumstances as the first) any different than the GM that just makes a ruling and forgets?

The rules for setting DC's are not set in stone. It is up to the GM to set them at what he wants. How is this not GM Fiat?

I'm sure someone is going to come in here whining in a second that there are hard and fast rules for setting jump distances. I'm going to interrupt them and say that, that is obviously not your point.

It is basically the point I've been making forever - that if I get to pick how hard a monster is to fight by arbitrarily changing its stats, giving it levels and templates, or just picking a harder one, the rules literally make NO difference. If I don't like the way a game feels because you rules lawyered up and complained until the CR = APL +1 became easier, next time I'll just make the monster harder. Maybe I'll compound that by awarding less experience because I want a certain flow.

If I give a player a -4 and they whine until it gets taken away, I can just give the monster a +4. There. Fair.

So why cry and spoil the game?

Actually the whiner would have hopefully been smart enough to say that in the exact same situation the difficulty of any task should be the same. That is what I would have said if the jump DC was the actual issue anyway. :)

touche' :)

Grand Lodge

Kirth Gersen wrote:

Jerry, an honest question here, if I may: If DM fiat is your preferred solution for most out-of-combat situations (as your examples -- tracking, swimming and drowning, opening doors, etc. -- seem to imply), then why isn't it applicable to combat as well?

It seems to me that if fiat also applies equally to combat, then you are indeed having story hour. If fiat is not applicable to combat, you're having story hour, but interrupting it periodically to have small combat-simulation games as well. Some people might prefer that. I personally wouldn't.

It's a style of gaming that works well in Amber Diceless, but that's not a game we'd be discussing here. There's always going to be an element of GM Fiat in any game. Some tasks are so trivial that there's no point in making players roll for them. And others are going to be flat out impossible.

The Exchange

Nothing to add at this point. Just dotting and trying to catch up on my reading here. Carry on.

Grand Lodge

wraithstrike wrote:
Just to be clear here since I seem my point is still not getting across. The player is in the exact same situation, but still fails when he would have succeeded before or he succeeded when he would have failed in the previos session.

I get that, I do. You want consistency from session to session and game to game. But from my experience, I have yet to see a GM that remembers (or remembers where he wrote down) every single situational modifier/DC that has ever comes up in play...

YMMV...

And the sentence that I picked up on in your original post was:

wraithstrike wrote:
I also want to be able to play with any group, and know my character is basically going to work the same way.

Perhaps I read too much into it, but I took that to mean you prefer codified rules over GM Fiat because it somehow allows you more perceived control over your character (and thus giving you the impression of consistency). To which I claim that is only an illusion of control and consistency because the GM still has total control over the modifiers...

That said however, if this was an incorrect assumption on my part, I apologize...

Dark Archive

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Evil Lincoln wrote:

I'm totally with Kirth on the obstacle of over-simplification...

What I'd really like to see is a game where characters can actually role-play combat. That is to say, valid in-character decisions should never be locked off behind a feat — feats should enhance potential character actions, not enable them.

Much of the game's complexity issues owe to this. The constant refrain of "You can't do x action because you didn't choose y feat" really grates on me. Add to this the conditions and modifiers that overlap conceptually but not mechanically. I'd love for these to be collapsed down to a slightly more generic system.

Heck yeah.

M&M went withthe idea that certain actions were 'challenging' or 'stunts,' and that you could either attempt it at a -4 (or more) to the role), *or* take a feat to eliminate that penalty.

So you could attempt to 'fast stealth' but would get a penalty, unless you bought a feat to be extra good at 'fast stealth.'

Applying that to a combat action, you can turn 'improved trip' (tripping without provoking an AoO) into an action that *anyone* can attempt, by allowing them to take -4 to the attack roll to 'trip defensively' *or* to take the feat that allows them to trip without provoking automatically. Do the same with unarmed attacks (penalty to the roll to avoid provoking, allowing anyone to attempt Improved Unarmed Strike), disarm, spring attack (can attempt, just with a penalty), etc. could open up a ton of 'feats' to someone willing to risk the penalty.

Fighters, IMO, should also have always had an array of fancy weapon strikes that impose conditions, or even inflict small amounts of ability damage, like blindless/dazzled, nauseated/sickened, stunned/staggered, lamed, etc. preferably staged effects, so that, on a great hit, they inflict the larger condition, but on a less impressive hit, they still manage to impose the weaker condition (dazzled, sickened, etc.).

Spellcasters should not be the only ones that can impose 'debuff' conditions on targets, and it shouldn't be fenced off by critical hits and high level feats, like 'Bleeding Critical' or whatever. IMO, Fighters and Rogues should be particularly adept at such effects (some sort of bonus to 'attack stunt' options), with Barbarians, Monks, Paladins and Rangers also be able to make use of these options.


Digitalelf wrote:
wraithstrike wrote:
Just to be clear here since I seem my point is still not getting across. The player is in the exact same situation, but still fails when he would have succeeded before or he succeeded when he would have failed in the previos session.

I get that, I do. You want consistency from session to session and game to game. But from my experience, I have yet to see a GM that remembers (or remembers where he wrote down) every single situational modifier/DC that has ever comes up in play...

YMMV...

And the sentence that I picked up on in your original post was:

wraithstrike wrote:
I also want to be able to play with any group, and know my character is basically going to work the same way.

Perhaps I read too much into it, but I took that to mean you prefer codified rules over GM Fiat because it somehow allows you more perceived control over your character (and thus giving you the impression of consistency). To which I claim that is only an illusion of control and consistency because the GM still has total control over the modifiers...

That said however, if this was an incorrect assumption on my part, I apologize...

I understand that every group has house rules, including my group. That means some things will change, but I don't want to have to rebuild the character or make it so different that I feel like I am playing a different character.

As to the first part the situation I am thinking of would not have modifiers so there would be no illusion. I guess I am also saying that if a GM is going to change something they should just change it. I don't something to work one way this week, and another way next week. That is when GM Fiat gets annoying. It is not that I have an issue with house rules or GM Fiat, but when it starts to feel like "just because" my immersion in the world starts to falter.

Grand Lodge

wraithstrike wrote:
the situation I am thinking of would not have modifiers so there would be no illusion.

If one has a GM that takes grapple or turning undead for example (or any feat, or any skill for that matter) and changes the way they mechanically work from session to session, one is probably looking at a bad GM...

Unless you can give me a specific example of a situation you are thinking of in which a GM would change a hard fast rule via GM Fiat alone (and not just a house ruling) that would have no modifiers, and just be considered inconsistent at GMing as opposed to just plan poor at GMing, then yes, I'm afraid you've lost me as to your finer point (that is to say beyond the whole consistency thing)...

Scarab Sages

Set wrote:
Evil Lincoln wrote:

I'm totally with Kirth on the obstacle of over-simplification...

What I'd really like to see is a game where characters can actually role-play combat. That is to say, valid in-character decisions should never be locked off behind a feat — feats should enhance potential character actions, not enable them.

Much of the game's complexity issues owe to this. The constant refrain of "You can't do x action because you didn't choose y feat" really grates on me. Add to this the conditions and modifiers that overlap conceptually but not mechanically. I'd love for these to be collapsed down to a slightly more generic system.

Heck yeah.

M&M went withthe idea that certain actions were 'challenging' or 'stunts,' and that you could either attempt it at a -4 (or more) to the role), *or* take a feat to eliminate that penalty.

So you could attempt to 'fast stealth' but would get a penalty, unless you bought a feat to be extra good at 'fast stealth.'

Applying that to a combat action, you can turn 'improved trip' (tripping without provoking an AoO) into an action that *anyone* can attempt, by allowing them to take -4 to the attack roll to 'trip defensively' *or* to take the feat that allows them to trip without provoking automatically. Do the same with unarmed attacks (penalty to the roll to avoid provoking, allowing anyone to attempt Improved Unarmed Strike), disarm, spring attack (can attempt, just with a penalty), etc. could open up a ton of 'feats' to someone willing to risk the penalty.

Fighters, IMO, should also have always had an array of fancy weapon strikes that impose conditions, or even inflict small amounts of ability damage, like blindless/dazzled, nauseated/sickened, stunned/staggered, lamed, etc. preferably staged effects, so that, on a great hit, they inflict the larger condition, but on a less impressive hit, they still manage to impose the weaker condition (dazzled, sickened, etc.).

Well said! One thing that always bothered me about feats is the limitation of use. Why can't an untrained character attempt a Power Attack at a further penalty?

To the final point, I very much agree, with a couple of caveats. First that any such system should be simple to use at the table, and not get bogged down in calculations or meta-tactics.

Second, I actually think critical hits (at least, a natural 20) models the ability to take advantage of a situation to deadly effect quite nicely. It avoids the meta-gaming of point or use/day mechanics, while maintaining some balance as an otherwise passive ability. I would be more inclined to have a special random critical hit table, with the save DC calculated by 1/2 the attackers BAB + Str or Dex. Weapon Specialization would also add to the DC.


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Digitalelf wrote:
wraithstrike wrote:
I also want to be able to play with any group, and know my character is basically going to work the same way.

Perhaps I read too much into it, but I took that to mean you prefer codified rules over GM Fiat because it somehow allows you more perceived control over your character (and thus giving you the impression of consistency). To which I claim that is only an illusion of control and consistency because the GM still has total control over the modifiers...

That said however, if this was an incorrect assumption on my part, I apologize...

I can understand wanting a 'consistency' and 'control' over your character... that could change based on house rules...

Granted... I have never taken a character and wandered from DM to DM... but I can understand that some people have.

If I planned out improved disarm, improved trip, mobility, and a couple of other Feats specifically to combat AoO.... and get to a game where the DM doesn't USE AoO's... I'd be annoyed. Granted i HATE AoO... but I'd want to adjust my character accordingly and ditch all the useless feats...

Codified rules are good. That's what having a 'System' is all about. It's just a debate on the AMOUNT of rules that are covered by that system ;)


Digitalelf wrote:
wraithstrike wrote:
the situation I am thinking of would not have modifiers so there would be no illusion.

If one has a GM that takes grapple or turning undead for example (or any feat, or any skill for that matter) and changes the way they mechanically work from session to session, one is probably looking at a bad GM...

Unless you can give me a specific example of a situation you are thinking of in which a GM would change a hard fast rule via GM Fiat alone (and not just a house ruling) that would have no modifiers, and just be considered inconsistent at GMing as opposed to just plan poor at GMing, then yes, I'm afraid you've lost me as to your finer point (that is to say beyond the whole consistency thing)...

Can I use spell X to destroy that wooden beam. Yes. (insta-defeats the challenge)

Weeks later:same situation
GM:That won't work so try something else
PC:Why not? It worked before.
GM:Because that is the way it is.


I do agree that some feats should not be feats, and that some things that provoke such as some AoO's need not provoke.

Power Attack I like as a feat. Actually I like it as a bonus feat for full BAB characters. It would make the others pay to play if they have to spend a feat for it

As for CMB based attacks I think trying to grapple someone holding a sword should provoke, but disarming them should give you a penalty to the attack unless you have a feat that removes or reduces the penalty. If you have a strength score of X you should not have to make a strength check for certain things. Of course we might need a chart with examples of what people with certain ability scores can do without effort, but that is ok.


wraithstrike wrote:
If you have a strength score of X you should not have to make a strength check for certain things. Of course we might need a chart with examples of what people with certain ability scores can do without effort, but that is ok.

You mean, like things with a DC of 10 + StrMod? At least while out of combat? Or does Take 10 not apply to straight stat checks? That would be the easiest change to make if it doesn't.


wraithstrike wrote:
Digitalelf wrote:
wraithstrike wrote:
the situation I am thinking of would not have modifiers so there would be no illusion.

If one has a GM that takes grapple or turning undead for example (or any feat, or any skill for that matter) and changes the way they mechanically work from session to session, one is probably looking at a bad GM...

Unless you can give me a specific example of a situation you are thinking of in which a GM would change a hard fast rule via GM Fiat alone (and not just a house ruling) that would have no modifiers, and just be considered inconsistent at GMing as opposed to just plan poor at GMing, then yes, I'm afraid you've lost me as to your finer point (that is to say beyond the whole consistency thing)...

Can I use spell X to destroy that wooden beam. Yes. (insta-defeats the challenge)

Weeks later:same situation
GM:That won't work so try something else
PC:Why not? It worked before.
GM:Because that is the way it is.

Right. Bad GMs.

Bad GMs suck. Rules won't save you from them. Find another group.

Of course, with a half-way decent GM the scenario would play out as:

Can I use spell X to destroy that wooden beam?
You can try. (insta-defeats the challenge)

Weeks later:same situation
PC: I'll use spell X to destroy that wooden beam.
GM: It didn't work.
PC: Why not? It worked before.
GM: You're not sure. What are you doing?

Maybe the GM's just being arbitrary. Maybe the situation is different. Maybe they can use their skills or abilities to figure out what's different. Maybe they can't.
Maybe the GM didn't arbitrarily change the rules, but arbitrarily changed the situation. Which he can do under either a hard fast rule or a GM Fiat system.


As an example if I have a strength of 24(giant level strength) I would not even bother with a roll for knocking a wooden door off of its hinges.

Some things just should not need rolls at all. For the purpose of this post, taking 10 is a roll. If something is at the edge of what your attributes can accomplish then rolling makes sense.


wraithstrike wrote:

As an example if I have a strength of 24(giant level strength) I would not even bother with a roll for knocking a wooden door off of its hinges.

Some things just should not need rolls at all. For the purpose of this post, taking 10 is a roll. If something is at the edge of what your attributes can accomplish then rolling makes sense.

But isn't that the purpose of the Take 10 rules?

You're either going to need a comprehensive list of cases where you don't need rolls for each level of every stat or you need to calculate it from known difficulties. Why not just piggy back off the existing DCs and Take 10 rules for this?
You're still going to have to do the work: Does a strength of 22 need a roll? What about 20? 18? If so, what are they rolling against? If 24 doesn't need to roll, but 22 does but can still do it by Taking 10, what's the difference? If the 22 needs a higher roll, then why does a 24, who's only +1 over the 22, not have to roll.

Sure, some things don't get rolls. In fact most things don't need rolls. We can all stand up or walk across the room without making a Dex roll, push through rice paper walls without a Str roll. All sorts of things where the DCs are so low you can't fail. Call it a Take 1 rule, if you want.

Grand Lodge

wraithstrike wrote:

Can I use spell X to destroy that wooden beam. Yes. (insta-defeats the challenge)

Weeks later:same situation
GM:That won't work so try something else
PC:Why not? It worked before.
GM:Because that is the way it is.

But as "thejeff" stated a little upthread, that isn't being inconsistent, that is just plain bad GMing, and codified rules won't save you from that...

As I've said before, everybody forgets things. So in your example, a good GM would have have said either what "thejeff" suggested above, or something to the effect of "Oh you're absolutely right, I forgot, my bad. The wooden beam is destroyed by your spell!"

Now, if that same GM is constantly forgetting things of this nature, then I can see it ruining your immersion, but if it only happens once in a while, that's not inconsistent, that's human and should be overlooked IMHO...


thejeff wrote:
wraithstrike wrote:

As an example if I have a strength of 24(giant level strength) I would not even bother with a roll for knocking a wooden door off of its hinges.

Some things just should not need rolls at all. For the purpose of this post, taking 10 is a roll. If something is at the edge of what your attributes can accomplish then rolling makes sense.

But isn't that the purpose of the Take 10 rules?

No it is not. The take 10 rules are for when you don't want to take a chance at failing something you think you can reasonably pass. What I am suggesting is not rolling at all. In short the task is so easy that you can just do it. As an example if troll and an old lady had an opposed strength roll the troll might lost. My idea would just have the troll win. He would not even have to roll dice.

Quote:


You're either going to need a comprehensive list of cases where you don't need rolls for each level of every stat or you need to calculate it from known difficulties. Why not just piggy back off the existing DCs and Take 10 rules for this?

That is not true at all.

example:
10: pick up 50 pound backpack......

18: lift 300 pound over your head, kick heavy wooden door in

24: Lift 600 pounds over your heat, kick in steel door.

Now of course some GM judgement is needed, but a basic sample list would take care of it.


Digitalelf wrote:
wraithstrike wrote:

Can I use spell X to destroy that wooden beam. Yes. (insta-defeats the challenge)

Weeks later:same situation
GM:That won't work so try something else
PC:Why not? It worked before.
GM:Because that is the way it is.

But as "thejeff" stated a little upthread, that isn't being inconsistent, that is just plain bad GMing, and codified rules won't save you from that...

As I've said before, everybody forgets things. So in your example, a good GM would have have said either what "thejeff" suggested above, or something to the effect of "Oh you're absolutely right, I forgot, my bad. The wooden beam is destroyed by your spell!"

Now, if that same GM is constantly forgetting things of this nature, then I can see it ruining your immersion, but if it only happens once in a while, that's not inconsistent, that's human and should be overlooked IMHO...

I never claimed it stopped all bad GM'ing. Even good GM's make bad calls at times, but the more codifying is used the easier it is to GM, and to have examples of that the game intends for us to do.

My above example was not about forgetting. It was just bad GM'ing, and some GM's hide behind the rules. By making their bad GM'ing more visible it either helps them get better or they can be replaced.
I was also talking about constantly changing rules. One error is not going to make me not want someone to GM for me.

Grand Lodge

wraithstrike wrote:
No it is not. The take 10 rules are for when you don't want to take a chance at failing something you think you can reasonably pass. What I am suggesting is not rolling at all. In short the task is so easy that you can just do it. As an example if troll and an old lady had an opposed strength roll the troll might lost. My idea would just have the troll win. He would not even have to roll dice.

I agree. For some things it just does not make sense to even roll because no amount of luck could EVER cause one to fail or at the other end, succeed at some thing...

SO why bother to roll for it?

Grand Lodge

wraithstrike wrote:
I never claimed it stopped all bad GM'ing. Even good GM's make bad calls at times

In your original post that started our little tangent here, you were replying to what "Kthuluh" posted...

Kthulhu wrote:
The idea of GM fiat seems to scare some people, as if the rules somehow protect them from some kind of ravenous pack of starving GMs intent on devouring their fun.

You posted:

wraithstrike wrote:
The phrase "lack of consistency" is what is scary.

Further within that same post:

wraithstrike wrote:
The GM forgetting he allowed it kills immersion for me, and makes it hard to determine what your character can do.

Everything I've posted up to this point has been based upon that original post of yours...

So when you say:

wraithstrike wrote:
My above example was not about forgetting. It was just bad GM'ing, and some GM's hide behind the rules.

You must forgive my confusion...


wraithstrike wrote:
thejeff wrote:
wraithstrike wrote:

As an example if I have a strength of 24(giant level strength) I would not even bother with a roll for knocking a wooden door off of its hinges.

Some things just should not need rolls at all. For the purpose of this post, taking 10 is a roll. If something is at the edge of what your attributes can accomplish then rolling makes sense.

But isn't that the purpose of the Take 10 rules?

No it is not. The take 10 rules are for when you don't want to take a chance at failing something you think you can reasonably pass. What I am suggesting is not rolling at all. In short the task is so easy that you can just do it. As an example if troll and an old lady had an opposed strength roll the troll might lost. My idea would just have the troll win. He would not even have to roll dice.

Quote:


You're either going to need a comprehensive list of cases where you don't need rolls for each level of every stat or you need to calculate it from known difficulties. Why not just piggy back off the existing DCs and Take 10 rules for this?

That is not true at all.

example:
10: pick up 50 pound backpack......

18: lift 300 pound over your head, kick heavy wooden door in

24: Lift 600 pounds over your heat, kick in steel door.

Now of course some GM judgement is needed, but a basic sample list would take care of it.

So, I assume those would be tasks that if you did actually have a skill and DC for they'd succeed with a roll of 1?

The problem I see with coming up with this list of examples is that we already have lists of DCs for some of these things and you'll need DCs for the rest for those who fall below the limit, so why not simply base it off of those? (Well, lifting is a bit different. There isn't that much variation. Someone with a strength of 10 shouldn't be able to lift with a good roll as much as someone with a 30 (+10) can on a bad roll.)

Spoiler:
It also avoids conflicts. There are DCs for busting down doors. An iron door has a DC of 28. Someone with a 24 str can't kick it down without other bonuses, much less without effort. If someone went with your rules for the 24 strength, then looked it up when someone with a 23 tried the same thing, there would be much frustration.


Digitalelf wrote:
wraithstrike wrote:
No it is not. The take 10 rules are for when you don't want to take a chance at failing something you think you can reasonably pass. What I am suggesting is not rolling at all. In short the task is so easy that you can just do it. As an example if troll and an old lady had an opposed strength roll the troll might lost. My idea would just have the troll win. He would not even have to roll dice.

I agree. For some things it just does not make sense to even roll because no amount of luck could EVER cause one to fail or at the other end, succeed at some thing...

SO why bother to roll for it?

My point exactly. :)

RAW answer-->The rules say roll. That old lady might get a nat 20, and the troll might roll a 1.

Without "the book" saying "don't make the troll roll", many people will insist on that roll. I used to be one of them. :)

Shadow Lodge

wraithstrike wrote:


but the more codifying is used the easier it is to GM, and to have examples of that the game intends for us to do.

I couldn't disagree more. I'm willing to PLAY pathfinder. I'm not willing to GM it. But I'd happily GM a BRP game, or S&W, or any of a dozen other systems that aren't drowning in their own rules.


wraithstrike wrote:
Digitalelf wrote:
wraithstrike wrote:
No it is not. The take 10 rules are for when you don't want to take a chance at failing something you think you can reasonably pass. What I am suggesting is not rolling at all. In short the task is so easy that you can just do it. As an example if troll and an old lady had an opposed strength roll the troll might lost. My idea would just have the troll win. He would not even have to roll dice.

I agree. For some things it just does not make sense to even roll because no amount of luck could EVER cause one to fail or at the other end, succeed at some thing...

SO why bother to roll for it?

My point exactly. :)

RAW answer-->The rules say roll. That old lady might get a nat 20, and the troll might roll a 1.

Without "the book" saying "don't make the troll roll", many people will insist on that roll. I used to be one of them. :)

With that I see more where you're coming from. I suspect we really agree in practice. I might even be more lenient. If it's a sure thing either way there's no point in rolling, except maybe in situations where you don't want the players to know it's a sure thing.

Side rant: Opposed strength rolls usually don't make a lot of sense. The old lady (Say Str 7? = -2) actually has a pretty decent chance of beating the troll (Str 21 = +5), roughly a 14% chance. That doesn't really match up to my expectations of straight strength contests. It's an artifact of a large random swing (dice roll) and relatively small bonuses. That suggests to me more that the d20 system is the wrong choice for such contests than that GM fiat should decide who wins. In the old lady vs troll contest it's obvious, but it doesn't really make sense to switch back to the flawed system when it isn't.

Scarab Sages

I agree with thejeff about the opposed contests. In the specific example, though, the troll should probably be getting a +4 bonus for being Large. It's probably best in such cases to just assume that everyone is taking 10.

I tend to ask my players to write down their "take 10" numbers on every common skill. Unless the players ask for a roll, I just go with those numbers. I'm also not opposed to allowing "take 10" while threatened or distracted.

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