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Thread: Can you cheat at D&D?
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2014-07-12, 06:33 PM (ISO 8601)
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2014-07-12, 06:47 PM (ISO 8601)
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Re: Can you cheat at D&D?
Hey, don't be racist. Kobolds can think independently too!
Also, on the thread:
source: http://mochalab.bandcamp.com/album/the-dolls-of-new-albion-a-steampunk-opera
All your intentions take their toll
All you hate enthralls your soul
When you win you sometimes lose
And all you love does not love you
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2014-07-12, 07:03 PM (ISO 8601)
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Re: Can you cheat at D&D?
Of course, but he isn't playing Basketball as approved by the NBA.
No jedipotter, the NBA aren't going to send enforcers out all over America, because people aren't playing the game according to their rules, nor is there any specific law against it. However, the rules of the NBA aren't mere suggestions as some people would try to claim, they are actual rules that are enforced in official games.
Just as the official NBA rules don't have to be enforced in unofficial Basketball games, RAW does not have to be fully enforced in any given game of D&D. It is just polite to refer to the official rules, as the official rules.
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2014-07-12, 07:07 PM (ISO 8601)
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Re: Can you cheat at D&D?
Not only that, but if you invite folks over for a pick-up game of basketball, the moment you start distributing lacrosse sticks to everyone who showed up and explaining why they all need SCUBA gear, it should not be a surprise to find that those who came for a basketball game are a bit nonplussed. Similarly, going on a basketball forum and complaining about folks who don't use lacrosse sticks in basketball - or calling anyone who dribbles the ball or dunks a 'cheater' - is unlikely to receive a ton of positive feedback.
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2014-07-12, 08:16 PM (ISO 8601)
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Re: Can you cheat at D&D?
Me too. Me too...
Not surprised, mind you. Just sad.
Oh well. Hey Jedipotter, are your rules 50/50 success rate for everyone doing everything? If the rogue is afraid of picking locks for fear of orcuses or something, and the bard goes to pick the lock despite being less skilled, is that still a 50/50?
If not, what do you set the DCs at 'picking a lock' at? Mostly, I suppose, at levels 1 and 2, as your combats are still apparently 50% fatal (But at least it sounds like you've... uh, compromised down to 50% per /combat/ rather than 50% per /round/, which is a major reduction in the silly)
Since well, you said A:
This expressly says that people are not allowed to have success rates at 90% - 100%. I will presume you mean except minor things like 'I find a local merchant to buy basic supplies' or trivial stuff that doesn't really need attention/rolling at all (But feel free to correct me!)
But you then said B:
That certainly makes it sound like someone (in this case, a skill monkey) who is /really good/ at something can do it with moderate reliability, but the difficulty and interest can come from several other things and not just them constantly failing at what they're 'good' at.
If /B/ is correct then that's actually terrific! I think literally all of the examples you've been given are more in the category of B - in my response to your 'ambushing sleeping orcs' example, I assumed the party succeeded at their half of the tasks! The wizard's spell totally happened, the rogue's sneaking totally happened, there are rules for it!
But then there's still a lot of variance in what happens that doesn't require, "You move silently? No, you move Orcus." or something. I dunno, A_moon said it much more eloquently.
So I dunno. If what you mean is 'people who are great at something are likely to succeed, the challenge will then come from elsewhere' then that's actually terrific! I'd sure expect a weapon focus fighter whos feats are all in hitting things to be fairly reliably good at hitting things. Sure, once in awhile he fights someone with armour focus for all his weapon focus and a tower shield that's more enchanted than his sword, but it's not /half/ the time he fights someone with armour focus for all his weapon focus and a tower shield that's more enchanted than his sword (or incorporeal with him being denied ghost touch, or...)
But then his ability to hit things that he put a ton of effort into then /presumably/ doesn't suddenly mean 'Welp he can hit it. The campaign is over. The heroes win. You can now kill 30 dragons a round'. No, it means there are troubles because there are - gasp - /two/ enemies! Whuh oh! He can't hit both of them at once since they're not even close enough to cleave! Or the enemy has a lot of hit points or miss chance or something.
If A is correct, now, then B /can't/ be correct, as then the skill monkeys need to have a 50/50 chance of failing or suddenly you can kill 30 dragons a round or something. Which presumably would mean that the rest of the party has a significantly lower - possibly zero, if the DC becomes like 25 - chance of success, and that group is extremely unlikely to get across that cliff at all, and will keep throwing rogues at it until one of the nameless new rogues survives the coin flip.
(Or cast fly, but as that is a spell I presume it's Orcus material).
Finally! Uh... you seem to have forgotten the entire point of Henry and Rick. :P
Rick is a problem player! We all agree!
Rick is /in no way inconvenienced/ by your house rules about summoning!
Henry is not a problem player! We (I believe) agree!
Henry /is rather inconvenienced/ by your house rules about summoning!
You said:
And then also:
So... pick one? The latter comment says 'It's okay, it happens very rarely', and the former comment says, "It is risky, and thus stops those horrible cheating optimizers who want to use their class abilities'.
Either way, it's been established that it doesn't stop the Ricks of the world. In fact, one would say that the people here who have trouble with it are not horrible problem players who are out to wreck campaigns.
Now there's other things, like red flags, and how Henry disarming things would make him a horrible roleplayer, and how it helps flavor if you can turn into a tiger and not a leopard or can't cast weak but thematic spells but can use potent ones, but eh.
Edit: In fact, it /helps/ the Ricks of the world! If Rick is a good actor (in real life I mean - if the player is a good actor) then they can kill the party and laugh about it. Ruin other people's fun. Make people never want to play the game again. Laugh at the Henrys as they attempt to summon into a room or turn into a bat and instead are useless or antihelpful.Last edited by Kantolin; 2014-07-12 at 08:24 PM.
Beginnings usually happen over trifles... even if it's a coincidence...
~ Final Fantasy Tactics
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2014-07-12, 08:25 PM (ISO 8601)
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Re: Can you cheat at D&D?
Didn't you hear him when he said that logic has no use in the real world?
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2014-07-12, 09:11 PM (ISO 8601)
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2014-07-12, 09:18 PM (ISO 8601)
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Re: Can you cheat at D&D?
Because Rick doesn't have to confine himself to one archetype to overshadow the other players. If you neuter summoning like this, all he does is switch to a batman wizard, mailman sorcerer, A-game paladin, shock trooper dungeoncrasher fighter, whirling frenzy lion totem barbarian, or something similar. Henry, on the other hand, gets unnecessarily punished for trying to roleplay something he thought was cool.
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2014-07-12, 09:26 PM (ISO 8601)
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Re: Can you cheat at D&D?
If what he's trying to do is mess things up, casting a spell that randomly does unintended things means he can do so without it being obvious. Either it summons something useless or harmful (and he can pretend unintended and thus look like he's trying to be helpful while harming the party), or it summons something useful (And he continues to look like he's trying to be helpful). The rule allows him to mess everything up without, at any point, making it clear that that's what he's trying to do.
Normally, someone who's trying to mess up the party might be able to keep it a secret in character, but would not be able to keep it secret out of character.
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2014-07-12, 10:18 PM (ISO 8601)
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2014-07-12, 10:39 PM (ISO 8601)
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Re: Can you cheat at D&D?
So we're back around to the original thread content, interesting! Because what you're talking about there? breaking the rules? is actual, dictionary-definition cheating. Yes, as you say it does get punished, by chastisement or removal.
Houserules are also rules, and they override the base rules. Sadly, in jedipotterworld, players can't even know some of them ahead of time, and others are subject to on-the-spot adjudication in a way that leaves them unable to even be known ahead of time. Kinda hard to not break rules you can't deliberately follow, especially when they're in conflict with the rules assumed as default because the DM has advertised his game as "3.X".
(First: a player can reap a penalty by sowing a rule change in jedipotterworld.)
Jedipotter assigns himself no additional penalty when he breaks the written rules of the game, but a penalty already exists, in the form of good gamers walking out and not returning, or good gamers turning into problem gamers as a response to problem DMing.
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On a separate note -- why are we still accepting the existence of a Rick? That kind of player would see either zero or one session at the table of most posters here before being told she can go the hell home.
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2014-07-12, 11:12 PM (ISO 8601)
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Re: Can you cheat at D&D?
I just realized - the whole "need to have body parts" for Summons and Wildshape would give rise to an entire industry. Farms/zoos for all kind of mundane and exotic creatures would start popping up.
And the Regenerate spell would gain a new lease on life.
This is a whole new level of "what the"?
I don't think I'd like to play poker with you. I'd get a full house, and you'd say "nuh-uh, round these parts we call that the chicken-gizzard; and it loses to my two threes, or as I call it, the mega-crunch!"
Yes, roleplaying games generally have a lot more room for discarding rules or changing them than a lot of other games; but they are still the (default) rules. Not because those of us who follow them are WotC worshipping fanboys, but because they are the common ground that everyone who plays the same edition uses as a baseline.
Almost every group I've played with uses some kind of houserules. Don't get me wrong, I've used them when I've DM'd. But the majority of what we use is the rules as printed in the book. Not because I think the 3.5 designers were infallible celestial prophets, but because it's the basic framework of the particular game I and my group have chosen to play.
Your weird leaps and assumptions behind other's reasoning quite frankly astounds me...
I'm inlcined to agree.
Not only that, I'm sure there are systems out there that lend themselves more to freeform gaming and are less open to systems-mastery "abuse" (or cheating, as Jedipotter deems it).
Note: I don't personally consider systems-mastery abuse. Sure, 3.5 is open to players using RAW to derail a game with characters who can be far more powerful than the designers probably intended, but my group tends to deal with that using a gentleman's agreement between players and DM.My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
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2014-07-12, 11:22 PM (ISO 8601)
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Re: Can you cheat at D&D?
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2014-07-12, 11:27 PM (ISO 8601)
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Re: Can you cheat at D&D?
No wonder Orcus is so angry... He's constantly getting summoned by Summon Monster I spells.
And people using Knowledge Checks. And people trying to use Fireball.
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2014-07-12, 11:32 PM (ISO 8601)
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Re: Can you cheat at D&D?
That's not even the problem. It's perfectly fine to have a different set of rules. I wouldn't have a problem sitting down at a game where I didn't know all the rules, and I would be okay with houserules being put in place to plug holes that become apparent during gameplay.
But that's not what's going on here. Jedipotter has shown numerous times that he actively punishes player agency, and sets different goalposts for different characters. If you're a skilled thief who has worked as a locksmith for years, and have a high chance of opening locks? Instead of gold, that safe you cracked is full of Orcus. But if you're a fighter with all 3s, welcome to 50/50 land, where the world rewrites itself to accommodate your nonsensical survival. It doesn't matter if your stats say that you should barely be able to comprehend what a lock is, just push the magic roleplay button and the gnome beekeeper in your pocket will tell you all about the secret ways of lockpicking.
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2014-07-12, 11:35 PM (ISO 8601)
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Re: Can you cheat at D&D?
Well, it's only a 1% chance. Oddly enough, that means that if 100 people cast Summon Monster I at the same time, which is FAR from improbable, Orcus is probably showing up somewhere, maybe even 2 places at once! But it's cool, hecandotwothingsatonce.
Sorry, I thought this thread had reached the point where 'There is no player agency' was actually considered one of his houserules. I didn't mean to say houserules are bad, after all, I use them!
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2014-07-12, 11:38 PM (ISO 8601)
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Re: Can you cheat at D&D?
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2014-07-12, 11:41 PM (ISO 8601)
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Re: Can you cheat at D&D?
Yeah, it's pretty crazy. Honestly, I'm starting to shift towards the theory that Jedipotter is just really really bad at communicating his ideas, which makes them sound worse than they are. I'm not much of a fan of the stuff that we can identify as almost certainly true, but I get the feeling that I wouldn't be so adamant about it had he the possession of high level rhetorical skills. As is so often the case, it's only really ever half what you actually say, and half the way you say it.
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2014-07-12, 11:41 PM (ISO 8601)
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Re: Can you cheat at D&D?
Sure! Let's take a trip down memory lane and see what it's supposed to do.
Goal: Stop abuse of magic. A 1% chance or a solveable will save is not a discouragement, so it doesn't do that.
Goal: Stop problem spellcasters. It doesn't do that.
Goal: Stop jerk players. It doesn't do that.
Goal: Stop people from exploiting summons. A 1% per spell level doesn't do that (of special interest that I didn't notice before: Jedipotter specifically calls out 'Summoning /and calling/', and summarily is aware of the difference and in fact specifically calling out Summon Monster/Nature'sAlly.
Goal: Solve RIck (this is where Rick came from, I believe). It doesn't do that.
Goal: Problem players do not like risk, while nonproblem players like risk, so these rules help stop problem players. It has been proven that, contrary to this, it discourages /good/ players who don't want to maim their friends.
We also have several examples of the rules discouraging good players from wanting to summon. Thus the actual goal seems to be to make it easier for bad players to mess with people, and harder on good players who don't want to maim their friends.
And in fact, the following example suggests that this is actually Jedipotter's actual goal:
Stated: The house rule worked, it got you (You being MysticMuse, who was stating 'I am a team player') to avoid summoning. Or to reiterate, the house rule discourages good players from being summoners while encouraging bad players to do so. Thus the goal of:
Doesn't work - the house rule isn't stopping the showboater (it's encouraging the showboater!), it's not stopping all the other problem players cold, it doesn't encourage good players to play the archetypes (unless 'good player' and 'kill friends' is a thing?).
Now, Jedipotter didn't comment on disarming people apparently making otherwise great roleplayers terrible roleplayers, didn't comment about my question about success rates and being skilled, nor wanting your own sense of agency being a red flag, have you actually picked a stance on summoning spells (I presume taht the earlier comments were lies/incorrect, and you really meant it was rare and not risky? That seems to be your stance now).
Nor have you commented about how not blocking fireball leads to 'can kill 3 dragons a turn', but that's less focal.
...or did you mean you haven't been reading any of the posts about the negative effects of this on good players? There are a ton in my post here . Perhaps you overlooked them?
There are also several above here: Here's one by KellyB, here's one by Qwertystop.
Really there are kind of a lot of examples, so I'm not sure how they're all being missed. Especially given you were the one commenting about being misrepresented and the like. Oh well though - hopefully those reminders help.Beginnings usually happen over trifles... even if it's a coincidence...
~ Final Fantasy Tactics
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2014-07-12, 11:42 PM (ISO 8601)
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Re: Can you cheat at D&D?
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2014-07-12, 11:50 PM (ISO 8601)
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2014-07-12, 11:56 PM (ISO 8601)
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2014-07-13, 12:03 AM (ISO 8601)
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Re: Can you cheat at D&D?
I'd considered that aspect of things, but it's vaguely possible that it just comes across that way because poor communication. In any case, even if rhetoric wouldn't account for that odd element, it might account for some other stuff. I mean, I can directly point to places where he said something in a way that made it sound horrible, and then later said it in a somewhat different way that was less terrible. Honestly, I've still got nothing on the contradictory stuff. It's been completely unexplained.
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2014-07-13, 12:03 AM (ISO 8601)
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Re: Can you cheat at D&D?
I'm just imagining constructing automatically-reseting traps of SMI. Every 100 rounds on average (10 minutes), it summons another Orcus
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2014-07-13, 12:13 AM (ISO 8601)
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Re: Can you cheat at D&D?
I tend to agree with this. Mostly because I try to adhere to the principle of charity and with some of his explanations the more charitable interpretations become plausible.
I still think I'd never want to play with him since I very much dislike DM meddling when it's not necessary (regardless of which side of the screen I'm on). Magic mishaps I'm fine with if they're done well and integrated into fluff, but I find it infinitely preferable for there to be a table to roll on. And some of the things he's said are bizarre (e.g. his opinions on logic). But I no longer feel the need to take his players to a shelter and get them therapy for Stockhom syndrome.Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep
Ask me (or the other authors) anything.
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2014-07-13, 12:14 AM (ISO 8601)
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Re: Can you cheat at D&D?
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2014-07-13, 12:20 AM (ISO 8601)
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2014-07-13, 12:44 AM (ISO 8601)
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Re: Can you cheat at D&D?
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2014-07-13, 02:53 AM (ISO 8601)
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Re: Can you cheat at D&D?
Because that isn't how Jedipotter rolls. He doesn't ask a player to leave*, or to change their play-style, he just designs his house-rules as passive-aggressively as he can in order to make them leave of their own accord. The point being made is that his rules don't actually work on a player like Rick, they only annoy actually good players who a good DM would want to encourage.
*Unless they have the gall to try and collect spell-components, apparently.
I assume this would be allowable, as long as you don't want to use anything you buy to "invalidate any challenge in the game", because as per Jedipotter's definition in the first-post, that would be "cheating". You want rope? In my games, when you want to get down a wall, you take fall damage, little optimizer.
Otherwise I suspect you'll end up buying several inventory's worth of Orcus. From Orcus. And the shop you just walked into was also Orcus.
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2014-07-13, 03:09 AM (ISO 8601)
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Re: Can you cheat at D&D?