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Thread: The Man Keeping the Martial Down
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2019-04-21, 12:19 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
As someone said in one of the many, many discussions on this topic since D&D3 came out and 'Caster Supremacy' entered the vocabulary, it's a matter of scaling. If the wizard can build their own private universe, then the Fighter should be parrying volcanic eruptions. If the cleric can bring people back from the dead regularly, then the rogue should be able to sneak into the Underworld and smuggle a soul back to life.
But thats not what we have because "Realism" must always apply... but only to player characters who don't cast spells and literally NOTHING ELSE in D&Dland.
Plenty of games already have these, D&D just generally isn't one of them.
To be fair, this isn't always a bad thing - getting permanently crippled 3 seconds after initiative starts SUUUUUCKS when it happens to a PC because of one or two bad die-rolls. Hit points give the combat professionals a small amount of security that they can fight for a bit before they're actually in danger of dying. The problem being that HP don't stop all the ways to insta-lose a fight that aren't 'get damaged'.Last edited by Arbane; 2019-04-21 at 12:26 PM.
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2019-04-21, 12:29 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Things like called shots, limb dismemberment, etc. work really well for gritty games where combat should be brutal, short, and rare. Or where characters are cheap. For something like D&D (where combat is a major part and there shouldn't be major trauma if the characters are to continue), they're a mistake IMO.
But I agree that (especially in 3e) there are way too may ways to bypass HP and "win" outright. And they're almost exclusively available to dedicated spell-casters. I'm very opposed to SoD and even most hard CC abilities. They're just not fun for anyone except the privileged one who gets to do it first. And so everyone gets immunities to them as part of the entry requirement (by spell or item). Which then basically removes them from the game or leads to an escalation race.
I don't care if it's not realistic, I want combat to be fun. Which means letting everyone act. Acting at a penalty is fine, getting locked out (either merely CC'd or dead) on turn 1 isn't so fine. I'm more fine with it happening to the monsters, unless there's only one. The DM gets to play too, and usually has more pieces on the board.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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2019-04-21, 02:19 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
My point was, 3e game designers (and many others) were quite uninventive in giving Wizards so many abilities that target so many defenses, yet failing to do so for muggles.
So, let's give PC muggle classes cool abilities that target multiple defenses, too. Let's give PC muggle classes cool abilities that give diverse status effects, too.
And, since we think it's be no fun for the PCs to encounter such SoD/SoS abilities, let's not give these abilities to monsters. If the GM adds these abilities to too many NPCs (like, say, more than one or two in a 2-year campaign), that's on them for making the game unfun for their group.
What did I miss?
EDIT: I didn't say "permanent disabled". My default duration was more like "a minute" (with maybe lesser penalties for a day). To tie this back into another conversation, the effect(s) and/or duration(s) could be tied into how much the Save was failed (or passed) by.Last edited by Quertus; 2019-04-21 at 05:00 PM.
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2019-04-21, 06:05 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
This is the third time I am trying to write this post, so let's hope for the best.
I am actually against generic systems, a certain type of generic that basically means does not conflict with a range of settings, which means lacking a lot of interesting things.* I prefer a system focused on something or a toolbox system that lets you do that focusing yourself.
* This just occurred to me, but the magic system of D&D is one of the least generic part of it. And (despite my many complaints about it) it one of the most (mechanically) interesting parts of it. Which might be why it was so overdeveloped and overwhelmed the rest of the system.
Whole heartedly agree. I do not what to here about both magic and realism in your setting pitch. Accept the fantastic and let impossible things into the world or keep it grounded. I don't believe you can have it both ways.** And this is, in terms of conceptual image this might be the root problem. I am trying to look at a different part of it problem, the mechanical implementation of those concepts. Although considering how quickly people are heading back to the well worn path, maybe that is a dry well.
** Which is not to say you have to have powerful martials in the setting. But make that choice purposefully and don't pretend the other options are equal then.
I can't put a GP value on it, but again I think we could ask the 3.X sub-forum for a GP value conversion of level 20 class features.
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2019-04-21, 06:24 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Hm.... Yes, you can have the "Man" keeping martials down.
Personally, I think this is mainly a D&D/Sim legacy that is grounded in trying to model RL physics first, then add "magic" as an additional layer on top.
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2019-04-21, 06:35 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Compare the average high-school athlete to world record-holder for most track and field events, or look at the progression of world records... that's the range of what "inherent potential" and "training" can accomplish, despite everything we've learned over the last century or so about how the human body actually works and responds.
Now compare the world records to what would be needed for a "just training and determination, no magic, not fantastic, nope nope nope" martial character. We go from slow and fractional progression... to orders of magnitude.
Push that peak possible performance of the human body up by those orders of magnitude, and you will drag the average / mean upward of human capability upward with it, unless you just don't give a damn about a coherent setting.
"But I trained really hard and now I can leap 30 feet while dodging in mid-air during the leap, land balanced on a loose post, and kill 10 guys, just by training harder than anyone ever" IS fantastic, just as fantastic as flinging explosions from your bare hands, opening portals to other dimensions with a piece of chalk and a wall to draw on, or a Wish spell.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
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2019-04-21, 06:43 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
On the flip side, I've comes across a lot of players who insist that their Fighters and Rogues must be utterly "mundane", no magic, nope nope nope, nothing the Fighter or Rogue does can be magic, it all has to just be determination and wits and steel and skill.
Which is fine, if either:
A) they dial down the power level on magic to match.
B) they accept that those characters will be outmatched by users of magic sometimes.
What they cannot have is everything at once. Cake, or eat it, chose one.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-21, 06:45 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Having grown up in an environment which had Wuxia (or to be exact, Xianxia and up) as the "default" fantasy mindscape, I always found this Guy at the Gym Fallacy too silly for belief. In the case of combat power, if you can't crush skyscrapers with singular swings of your greatsword at-will by a high "level" (à la FFVIIAC), you're definitely doing it wrong (or so the majority around where I live believes); cue the inevitable shock and awe of nearby NPC witnesses for social values changes.
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2019-04-21, 07:12 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Well, I think the mechanical element is an aspect of 'not all superpowers are equally super.' Magneto's Magnetic Mastery is simply a better power than Cyclop's Optic Blasts, even in a scenario where you rule that in a one on one blast to blast combat Cyclops always wins. There are just certain power sets that the more you add to them the more awesome they become, while there are others where if you add more all you're doing is increasing the damage roll. A big aspect of this is versatility, and 'magic' tends to have nearly-infinite versatility, while something like 'swordsmanship' doesn't.
A good example of how this unfolds can be found in the FATE/ series of anime, in which you have mostly martial-based legendary heroes, but you also have a caster class, and wouldn't you know the Caster class (or heroes from other classes who can use magic of their own) has a funny tendency to hijack the narrative every, single, time. Even more broadly, heroes with powers that are wide-ranging - such at the eponymous Archer's ability to copy other people's weapons and their special attacks - are just better than someone who's power is 'awesome sword that shoots energy blasts.'
Contrast this with the Disgaea games. In Disgaea the numbers go up to stupid levels - you can make a character do 10,000,000,000 damage if you grind out the right setup - but all action takes place on a rigid grid map with defined ranges and effects. Magic is then just a different type of attack sets with its own special moves compared to axes, swords, and guns and the magic using classes aren't necessarily any better than the martial ones.
So in order to serve the purpose of mechanical balance, it's important to not simply balance outputs, you also have to balance zones of capability. This is fairly tough - various White-Wolf games were supposedly built this way and yeah...that wasn't what happened. In the context of D&D it's worse because it absolutely mandates nerfing all the Tier I casters severely. PFs Tier 3 partial casters actually do get you most of the way though, which gives you some idea of just how much you have to nerf magic to allow even fairly powerful martials (and PF's got some potent martial classes) to keep up.
Originally Posted by Florian
The problem in game design is that players can, and will, test the boundaries of what a game allows and in this way break the game if at all possible. People do this all the time in video game RPGs, where exploiting your way to uber-godhood is a cottage industry on the internet (some games, particularly Diablo-style actioners, have gotten to the point where they functionally demand such manipulations from players), and the situation is worse in tabletop which at least in theory involves a much wider range of possible inputs and outputs than any video game. That means you have to actually try and create mechanics that hold up in-universe to sustain the setting. Sometimes you even have to try and do this for settings that were never intended to hold up in the first place - like the superhero genre (I'd love to see a superhero game come out and say 'look this world functions according to comic book logic, the GM is expected to outlaw and chicanery that would hurt extant themes, deal with it.')
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2019-04-21, 07:43 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
As noted above, there are players who want their Fighter, or whatever, to be that Guy at the Gym, to be "the fighting man" -- to be utterly and specifically not fantastic at all, and yet to be able to accomplish what would otherwise be impossible, all while the setting shows no signs of "normal human beings for this setting" being anything other than identical to real-world normal human beings.
There's no inherent conflict if the training for the Fighter or Rogue is similar to the training for, say, a Wizard, in that it opens up the fantastic -- that the Wizard gains the fantastic ability to cast spells, and the Fighter gets fantastic physical abilities. The inherent conflict comes in when it's claimed that a character can be utterly and specifically "mandane", but do things that are otherwise and outright fantastic in the context of the setting for the campaign.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-21, 08:11 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
But the limits of the versatility of being a muggle are much greater than those of "swordsmanship". Surely game designers could have done a much better job creating muggles who could affect the plot much more effectively than someone like the 3e Fighter or Cyclops does.
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2019-04-21, 08:19 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
I mean all settings operate like real life on some level (even Alice in Wonderland), with any exceptions they need. I think D&D and its ilk make two mistakes for this conversation. 1) they make exceptions only (or primarily) for explicate magic things and not for their other archetypes. 2) These exceptions are one way, magic can act on the rest of the world but the rest of the world can't act back on magic. The only solution for magic, is more magic. This is where the "Counters Not Included" bit comes in.
I'm glad that there is some people out there that see it that way. This power games seems to be mostly a European (/North America) thing, rooted in that fantasy tradition. East Asia has many powerful (if slightly mystic) martial artists. I've read some Hindu myths where are archer threatens the ocean with a bow and arrow. It may have been magic? They blur the line a lot. Like if you are the spirit of wind, is causing a storm a martial thing or a caster thing. I suppose that is another way to solve the issue, everyone is both. Or course the martial side still has to account for something for it to feel like both.
Yeah, but they are not supposed to be equal. Power gaps are part of superhero fiction. And if you want to write a story about that, or everyone teaming up to face Caster in FATE/ go ahead. But I don't think D&D is supposed to be that story so it becomes a problem.
Also I agree with your point that you cannot rely on narrative structure to limit casters, which is how many stories do it.
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2019-04-21, 08:32 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-21, 08:47 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
There's no reason why you can't have partial effects here. Charmed is already an intermediary step towards dominated, and going straight to dominated is functionally equivalent to a save-or-die anyway. You could make another effect like "intrigued" or something if you want a halfway point to charmed, but I think it's a design mistake to make parallel health bars that don't talk to each other, and even if they do communicate they won't have the elegance or flexibility of a status tag/hp track combo.
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2019-04-21, 09:01 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
The problem isn;t that the ground state of the world's pgysics is semi-realistic. The problem is that the martial classes are both semi-realistic and also pseudo-medieval. And it's that last bit that really hamstrings them, with better equipment they'd be much more evenly matched. A long range spell doesn't get up to the effective range of a kalashnikov until caster level 19, and you're pretty much limited to 8 spells per round max if you mix twin spell, quicken spell, and split ray, as opposed to 60 bullets per round out of an AK-47
This actually leaves a lot of room for the supernatural. It is supernatural, maybe even moreso than a wizard. The fireball spell can be done in real life with napalm or white phosphorus, but this can;t be done. Not at all
Point of order. In D&D 3.5e regular professionals and craftsmen who are actually particularly good at what they do will all also fight abnormally well since they must necessarily be above level one in order to put more than 4 points in the relevant skills"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
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2019-04-21, 09:10 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Don't conflate anything D&D (the system, any version) has ever done with "sim" or "modelling RL physics".
First... because it's been a point of contention when this topic has come up, to get it out of the way... as far as I'm concerned, for the context of this thread's subject, supernatural == fantastic == magic; "magic" is not constrained or limited to "spellcasting".
Second, choose whatever spells can't be duplicated with zero-safety-regs "stage tricks", and replace fireball.
Third, the point is that those players utterly refuse the idea that their "fighting manTM" is doing anything supernatural, fantastic, or magic -- utterly, totally reject it.
That's a separate issue with various editions just being a total failure in one way or another when it comes to "mapping" non-adventuring but competent characters.Last edited by Max_Killjoy; 2019-04-21 at 09:21 PM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-21, 09:34 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Again, a number of people are telling you that their personal disbelief is not broken by having Batman, or a wuxia hero, or Sherlock Holmes exist in their game.
Like, it's not your personal taste, that's fine, but it really isn't the absolute impossibility that you are treating it as, a fact that I can verify from my own table games.If you like my thoughts, you'll love my writing. Visit me at www.mishahandman.com.
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2019-04-21, 09:42 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
First, you're conflating different works and the assertions they make. Batman is not Holmes is not some wuxia character, and their "settings" do not overlap.
Second, you're conflating edge-case individuals and "I can see reality from here" characters... with claims about "training" that go orders of magnitude beyond human capacity. A few of the more outlandish Wuxia moves get into the territory needed to "keep up with" spellcasters at high levels in D&D.
Third, this isn't about disbelief, this is about inherently conflicting, mutually exclusive assertions.Last edited by Max_Killjoy; 2019-04-21 at 09:46 PM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-21, 09:54 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Well, yes, but characters usually get one or at most two powers when it comes to game design. People complain about the overall weakness of fighters more than that of rogues because the rogues power suite of 'sneaky stuff' and 'general skullduggery' is much more versatile and generally applicable than the fighter's 'hurting things' power suite (and while the rogue can be replaced by spells or minions, it's more difficult to do so).
Overall, it's a general game design challenge to get power balance correct, especially in a game where play style might shift radically and where GMs commonly make major adjustments to rules that they find inconvenient. For example, in VtM spending a lot of points to make your vampire a murder machine who could win a duel with Blade is possible, but stupid. It costs a tiny fraction of the same point investment to buy a bunch of backgrounds that say 'I own the local SWAT team' and call them up whenever you need to bring the pain. However, this only holds true so long as a GM allows you reasonable access to your minions, if the GM structures the game so you absolutely, positively need to be able to fight your way through obstacles using just the core party, that drastically changes how valuable certain powers are.
Getting this right is really hard, and it becomes harder the more power you allow to accrue to your most powerful options. The obvious D&D example is spells like Miracle and Wish which by their very nature laugh at game balance.
Originally Posted by Cluedrew
The problem arises when people want to have their fantasy that isn't a superhero game and where most of the characters are operating on the medieval street level rather than the legendary level. The Western fantasy literary tradition, with Howard and Tolkien and Lieber and Vance that inspired D&D operated on this level, and while those worlds have powerful spellcasters, they are almost universally NPCs. The base incompatibility at the heart of the system is that high-level casters aren't operating on the same scale as everybody else and never should have been playable in the first place. When D&D was initially conceived Gygax constructed the system such that a character actually living to become a high-level caster was nigh impossible and later authors also added fluff about high-level casters abandoning their homeworlds to go gallivanting about in other dimensions like Dr. Strange does all the time and thereby removing them from the board. This worked for a while, it didn't really become a problem until 3e provided full casters with a series of massive synergistic power-ups while claiming the playstyle could remain unchanged.
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2019-04-21, 10:08 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Doesn't help those who *are* insisting on completely mundane muggles, though.
But, yes, I think that "mundane muggles" can do a lot more than they're given credit for.
Wanting to be perfectly mundane, and wanting to keep up with high-level spellcasters is tough, I'll admit. But is it impossible?
Couldn't we make a "Muggle" (class, if 3e) that gets numerous SoS/SoD (or even NSJS) on-hit rider effects, "quick hands" reaction abilities / extra actions, "bardic knowledge"+ style knowledge of ways to do stuff (like where planar gates are located, completely mundane words that certain magical creatures will hear & respond to, etc), CPR to resurrect fallen allies, exercises / stretches to remove stat damage, therapy to remove sanity loss, evasion that extends to your mount (which gets massive bonuses because you know how to take care of it, let alone how to ride it), diplomacy, Willow level combat bluff, "action hero" ignoring wounds / "self-healing", etc? At what level (of ability, or actual 3e level) would a Wizard still care about having another Wizard, but no longer care about having a good Muggle?Last edited by Quertus; 2019-04-22 at 08:42 AM.
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2019-04-21, 10:40 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Very few people would interpret that pile of abilities as anything even resembling mundane.
When people speak of 'mundane' characters they're often picking a specific character in a piece of fantasy fiction who has few, if any, mystical powers. Conan gets brought up a lot because he technically qualifies. His stats are unrealistically high for anything you could probably buy in an actual game system, but other than that he doesn't have any specifically supernatural abilities. Also, and very importantly, Conan could, in a reasonable reading of his combat capabilities, probably fight ten decently trained fighters and win, maybe even engage in a running battle with twenty bandits and escape alive. But he couldn't walk into a fortress and ruthlessly slaughter hundreds while remaining completely unharmed, and that's one of the key verisimilitude-based points that people have internalized when they think about fantasy worlds. The most potent 'mundane' character is still someone who interacts with the world, even if they do so in a stylized 'Bond, James Bond' sort of way. By contrast even a modestly powerful magical character can hover atop the world and make decisions that impact billions without even being so much as noticed.
This is actually where mechanics can come into play. High-level mundane characters tend to get mechanical advantages that allow them to overcome effects, while magical characters get those that simply ignore them. A high-level rogue might be able to find and disarm every trap ever invented with trivial ease, but they still have to interact with the traps in the first place. A high-level wizard can just turn incorporeal and glide past everything. This is a mechanical problem that could be changed so that everyone interacts with various types of challenges in more or less the same way. To my understanding 4e D&D actually did this, to some degree anyway. Unfortunately the implementation meant that every character felt exactly the same in the process.
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2019-04-21, 11:21 PM (ISO 8601)
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Re: The Man Keeping the Martial Down
Here's a nice, simple one: Fighters are Realistic. Magic isn't Realistic, so magic doesn't work on Fighters if they don't want it to.
Oh, so that's how to do a TM! Thanks!
There's a legitimate place for magicless heroes, but that place is not higher-level D&D.
(I keep reposting this quote, because I think he doesn a good job of explaining the problem. Max, your icon is appropriate to it...)
Originally Posted by Frank Trollman (Plugging his homebrew)
There's plenty of games you could make someone at Conan-level badassery, it's just that the other PCs made on the same number of points should be just as powerful/omnicompetent.
(I think Conan is officially a superhero now, as he's joining a team of Avengers in the comics. the mind boggles...)Last edited by Arbane; 2019-04-21 at 11:37 PM.
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2019-04-22, 12:21 AM (ISO 8601)
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Re: The Man Keeping the Martial Down
I've seen that write-up. The part about it I find interesting in the context of this sort of discussion is that Gygax's representation of Conan implies that he thought Conan was OP. And Conan isn't OP by any means. His most extreme achievement in Howard's stories might reasonably be noted as that time he killed a 'dragon' (which was just a big lizard, probably about as dangerous as an Allosaurus) using a combination of martial skill and trickery. In 3.5e D&D, Conan is maybe a 7/3 Barbarian/Rogue with really high stats in a few areas.
To interpret Frank's quote though, I agree he's right that certain concepts, and 'guy with no supernatural powers' is one of them, have a hard ceiling in terms of how far they scale. The thing is, I also think a huge number of players want to hold their adventures in a world where 'guy with no supernatural powers' remains relevant throughout the entire scope of PC power scaling, or at least a world that pretends this is true. And that's because I believe people want their characters to interact with the fantasy world rather than play fantasy supers where only the supers matter, which is the reality of superhero universes.
If this is true, and it's certainly true some of the time, including in most D&D fiction, then the trick is to find a way to impose a hard ceiling on the casters that is at least in roughly the same place as the martials (you can give the martials better utilization of magical equipment to make things fuzzier) that still allows them to throw around satisfying levels of magic. One way to do this is by limiting overall magical power, like how PF half-casters only get up to 6th level spells and have a reduced spell level progression. Another is introducing specific vulnerabilities, like making spells take longer to cast in order to render them functionally useless in combat. There are plenty of other ways to do it, though only certain methods will work for certain playstyles (which makes this particularly challenging for games like D&D).
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2019-04-22, 01:19 AM (ISO 8601)
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2019-04-22, 04:15 AM (ISO 8601)
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Re: The Man Keeping the Martial Down
D&D magic needs to be burnt to the ground and started from scratch. There's nothing particularly worthwhile or salvageable about it. The problem is that, sadly, it has seeped deep into the fantasy gaming genre and coloured people's expectations of what magic "should" be able to do. Not always or maybe even not most of the time, particularly when a system or story consciously tries to defy it. But often enough.
Trying to get non-magical skills to match it is a losing game, because you're trying to accomplish something that shouldn't be accomplished. Besides, using Conan as an example goes to show that D&D non-casters can't even really match up to the archetypal barbarian hero who pushes the limits of what's humanly possible. But it's not as if he lifts buildings bare-handed or anything.
It needs to remembered, though, that the supremacy of magic in D&D exists on purpose. Mages/wizards are the ultimate nerd superheroes who win through the power of being smart and prepared. Later on clerics and druids got to join them as honorary nerd superheroes. Of course, there's plenty of other systems where magic, or whatever else we call it, is superior. Those games are just more honest about it.My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2019-04-22, 08:39 AM (ISO 8601)
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Re: The Man Keeping the Martial Down
So, what in my list do you consider a "mystic power"?
- Jabbing someone in the eye / pressure points / etc to impose blind / stunned / various other status effects?
- The ability to react to someone else's action, rather than wait for a span of 6 seconds?
- Knowing things? (
OK, that one had a typo (darn autocorrect), and was supposed to read "know stuff", not "do stuff"or I just worded it oddly…) - CPR?
- Massaging sore joints to remove related penalties?
- Therapy alla CoC?
- Evasion? OK, I'll grant that one is kinda out there…
- Extending evasion to your mount?
- Diplomacy? OK, I'll grant that one is kinda out there, the way most people ignorant of (or just ignoring) how it was handled in 2e interpret it…
- Convincing people of the impossible? OK, I'll grant that one is kinda out there…
- Turning "convincing people of the impossible" into a weapon?
- HP?
- Action surge healing? OK, I'll grant that one is kinda out there…
So, I don't know about you, but the only ones I reacted to were things "mundanes" could already do in D&D. My additions were, IMO, *more mundane* than D&D supposed "muggles".
So high-level muggles need an explicit power "voice of the kingdom", that lets them impact policy decisions on a local / global / planar scale, simply by declaring that they are for or against something?
Yuck, no. Knock does not give you a +20 bonus to open locks. That's what skill-boosting spells are for.
OK, fine. Invisibility gives you a +20 circumstance bonus to Hide (and hard no-sells LoS or being seen). I suppose you could spend the ink to explicitly call out exactly how every spell interacts with the skill system, but what would that look like? Knock is a hard no-sell on a door being locked, and gives you a +20 circumstance bonus on figuring out how to turn the knob, or how to lock it again? getting a surprise round / stealth checks involving that door? Disabling it permanently? I've got nothing here.Last edited by Quertus; 2019-04-22 at 08:43 AM.
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2019-04-22, 09:19 AM (ISO 8601)
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Re: The Man Keeping the Martial Down
That's largely the same issue I've been trying to articulate since the first thread on this subject I posted in not that long after joining these forums.
They want a game in which their Fighting ManTM is at heart a normal person, nothing about him supernatural/fantastic/magical, is at the end of the day still a Normal Person (if at the far fictional edge of multiple capabilities); where that Normal Person can fight the highest of high magic and win, and where the Normal Person looks like and seems like and has the range of abilities of a Normal Person as we in our world would recognize, such that the setting is recognizable to them as "the real world as it could have been" rather than an utterly fantastic setting.
SOMETHING has to give in that list.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
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2019-04-22, 09:41 AM (ISO 8601)
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Re: The Man Keeping the Martial Down
Invisibility (shoud) let you hide even in plain sight and disables sight-based things and gives you a bonus to attacking someone (because they can't see you). It shouldn't help you be quiet, which is part of being hidden (ie not detected). So no bonus to skills, just enables something you can't normally do (be hidden without cover).
Spells should not replace skills except where the spells are one or more of
a) way more expensive in real terms (either an expensive, non-replaceable component or a high level spell slot)
b) slower (if it takes 10 minutes to cast knock), if time is important
c) inconvenient (if a casting of knock only opens a single lock, for example, or makes lots of noise).
In general the best person to cast a "skill" spell on should be someone good at that skill already. Enhance the capabilities, don't replace. So cast invisibility on the stealthy guy so he doesn't even need to keep to the shadows. But doing that on the wizard won't get much, since he's not so good at moving quietly. Cast grant aptitude (a spell I made up) to temporarily give someone the ability to pick locks like a rogue with maxed skill points in that. Don't make a knock spell that just bypasses the situation altogether.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
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2019-04-22, 10:10 AM (ISO 8601)
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Re: The Man Keeping the Martial Down
That's my focus for magic in the RPG setting I'm working on -- most spells should be enhancements, not replacements or negations.
So a spell that creates "phantom tools" to let a thief pick a lock without tools, or a spell that temporarily gives a boost to the skill (such that the unskilled become competent and the competent become masters), is fine... but a spell that just negates locks (and thus the character investment in dealing with locks; along with implying the setting dissonance of why anyone uses mundane locks) immediately hits the trash bin.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-04-22, 10:18 AM (ISO 8601)
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Re: The Man Keeping the Martial Down
So, these seem the most important bits.
"Invisibility on the Rogue" is (and should remain) the optimal play. Agreed. If you want max stealth, start with the best chassis.
However.
Your group is, as a group, only as stealthy as the least-stealthy member. Invisibility is, at times, handy to throw on the tin can - or, yes, even on the Wizard himself - to keep the Rogue from saving his own neck / letting you all die rather than dieing with you, and going back to the tavern to find a more acceptable party (or, if what killed you didn't care about loot, just retiring after selling your stuff).
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Whether "Knock" should exist is an interesting design decision. Personally, I like abilities which communicate "we're too big for this baby stuff", much like SAO Kirito just letting bandits hit him, or Teleport largely negating travel, or teeth negating the need for food to be pre-mushed, or eyes largely negating the need to feel about blindly. I like games that have clearly delineated mechanical growth, as it provides impetus for the game as a whole to grow. But that's a matter of taste.