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Elennsar
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Post by Elennsar »

Nor should they be able to escape the fact that being an alcoholic is really inconvenient by removing "N" and saying "He's a PC!"

Mind you, that brings up my wish.

An alcoholic has issues around alcohol. This is true whether he likes it or not.

To use Grant, however, it is possible to tell those issues to go away...with great effort.
If you want restrictions, use a PrC. That's what they're for.
I disagree. So long as it is possible to get a 17 without sabotaging your other ability scores, its fine.

Saying that every orc PC should have a 1/1 chance of totally ignoring any orc limitations that displease that player is unreasonable.

However, any such limitations that are not meant to mean "No orc wizards" ought to be of the "limiting" sort, not the "disabling" sort.

If orc wizards were meant to be too weak to play, period, I'd put them in the pile of "and you -could- be a run away commoner with a Strength of 8 as a fighter, but that'd be really, really stupid."

As in, I wouldn't treat them as one of your "capable of doing this enough of the time to be worth playing" options. I wouldn't prohibit them, but I'd make it clear you'd be wasting your time and willfully ignoring me to do one.

PCs are not entitled to be the one guy in a hundred who does something simply for being PCs.

The idea that a PC can be one in any number because he's a PC encourages the assine attitude that PCs are somehow specialer just because they're PCs.
If there is a non-unique chance for an orc to possess trait X, I as a player deserve a chance to play an orc with trait X.
And that chance should not be "Okay, since you asked, sure."

I'd personally prefer the six pages of story if you're that deadset on it to an equivalant for something less rare, if it is something I'm okay with being available to the PCs.

As for archetypes, my stance is this:

There's what's most common.
There's what is uncommon but not unheard of.
There's what's freakish but known irregularly.

And there's everything else which needs specific DM permission.

PCs are entitled to #1 and #2 by default. #3 is a possibility (get back to me when we have specifics). #4 is obviously not a thing PCs can rely on.

However, if you do this way, #2 needs to cover enough ground to allow for more than just "There are also the dwarves who use...hammers!"

As stated, my preference is for about 8/10 choices being perfectly viable regardless of race, though not all races will have the same 8 of the 10.

That leaves only 20% with a question mark for one reason or another.
Last edited by Elennsar on Wed Dec 10, 2008 5:24 am, edited 2 times in total.
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Post by Talisman »

Elennsar wrote:
If you want restrictions, use a PrC. That's what they're for.
I disagree. So long as it is possible to get a 17 without sabotaging your other ability scores, its fine.
Base class abilities on those ability scores and your problem goes away. Seriously.

Agree to disagree.
PCs are not entitled to be the one guy in a hundred who does something simply for being PCs.

The idea that a PC can be one in any number because he's a PC encourages the assine attitude that PCs are somehow specialer just because they're PCs.
And I say they are. This is one reason you catch so much flack to the effect that "Elennsar hates D&D and wants everyone to play commoners."

PCs are special.

It's unavoidable.

Given that orc wizards are a possibility, why should I have to jump through hoops to play one?

Did Fred have to jump through hoops to play his human sorcerer? How many humans are sorcerers? Surely less than 1 in 100.
If there is a non-unique chance for an orc to possess trait X, I as a player deserve a chance to play an orc with trait X.
And that chance should not be "Okay, since you asked, sure."
Why not?

Seriously, I honestly don't understand your reasoning here.

You can't expect PCs to define the stereotypes. PCs are all about defying the stereotypes. That's why they're adventurers.

I'm not talking about unique spellfire-wielding drow/lizardfolk crossbreeds here...just minorities.
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Post by PhoneLobster »

Talisman wrote:All right, a challenge: How can we (assuming we even want to) preserve the "flavor" of orcs as dumb savages without crippling orcish wizardry?
I know it's getting lost in the useless prattle constantly spouting from the mouth of Elliwhatsidoubleconsanantssotosoundcool.

But this is long since an answered issue (and with numerous answers).

You could just write up all the majority orc NPC archtypes like "first million faceless tribe members" with low intelligence.

In a selectable background trait set up (the coolest set up of them all) all those faceless NPCs just select the Dumb Brute trait. It isn't exactly brain surgery.

The traits of the majority of the race are defined by... the traits of the majority of the race. And you can just plain do that without any impact whatsoever on any specific individual including the PC.

A simple note in the race description of the most commonly selected background traits, classes, etc... would be enough to satisfy this really rather minor goal.

But even that is more than we need. We say orcs are normally stupid in the fluff, maybe you encounter fluffy mentions in game, maybe you encounter actual mechanical representations through the faceless masses.

But like any other element of the fantasy world you really don't actually HAVE to interact with it in game, it just might not come up.

There is limited game play time and frankly it isn't important enough to guarantee constant annoying screen time like some sort of pop up advert.
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Post by Elennsar »

What's wrong with having a minimum ability score required to play at all?

I mean, let's take paladins for the moment, since their requirement in 2nd edition is the biggest arguement in favor of dropping the damn thing (the ability score requirement, not second edition).

If paladins do a lot with Charisma, and paladins are picked by Gods who presumably are interested in people proficient enough to not suck...what's wrong with listing what the minimum threshold is?
And I say they are. This is one reason you catch so much flack to the effect that "Elennsar hates D&D and wants everyone to play commoners."
Yes, because people feel that if they're not given every possible bit of special that is humanly possible to imagine an then some than OBVIOUSLY they are just commoners in disguise.

Nevermind the incredibly vast array from "Joe the farmer" to "Joe the godslayer." If you are told to that Joe the knight is special, you have to be even more special, because that's not special enough if there are NPCs like that.

Fuck that attitude. Fuck the attitude that either you're one of a bunch of nameless mooks or the only characters given more than a page of screen time (with no one else other than the PCs and their primary enemies being that).
You can't expect PCs to define the stereotypes. PCs are all about defying the stereotypes. That's why they're adventurers.

I'm not talking about unique spellfire-wielding drow/lizardfolk crossbreeds here...just minorities.
Adventurers DO NOT HAVE TO defy the stereotypes to the point of being even particularly small minorities.

There were three thousand plus huscarls in Anglo-Saxon England (one in a hundred males or less, I think). I'm reasonably sure that in a game based on Earth human level that those huscarls were pretty special.

Insisting that this isn't special enough is asking to be spellfire wielding drow/lizardfolk/albinos.

If you're incapable of feeling special enough as one amongst a few thousand, many of which are equal or superior to you, you are compensating for something or full of something.

And if you are a huscarl, then you should have a VERY good reason, and "I don't want to do this" is not any kind of reason in this regard, to do something radically different, like how fighting half naked with a trident and a net would be.

PCs are among the special people out there. They're not necessarily among the people who are freakishly unnaturally special, and unless "adventurer" is something that happens more than once in a bluemoon, being an drow/lizardman is just being sillier, not more distinct to any measurable degree.

Special =/= perfectly individual. Most dwarves use axes (or whatever). This happens to include the group the PCs grew up in.

And the fact D&D treats social pressure and society as irrelevant (not even something you can resist, something you don't even experience) is not all that great for a lot of good adventuring tales.

PL: So, once again you advocate "The PCs have no traits the players don't want to take, no matter how common those traits are."

Good way to avoid having uncivilized and uneducated orcs in the first place.

Bad way for uncivilized and uneducated to influence any character ever.
Last edited by Elennsar on Wed Dec 10, 2008 5:59 am, edited 2 times in total.
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Post by PhoneLobster »

Elennsar wrote:Yes, because people feel that if they're not given every possible bit of special that is humanly possible to imagine an then some than OBVIOUSLY they are just commoners in disguise.
Kind of a natural deduction when you declare that they should roll to see whether they get commoner or heroic traits with the heroic ones being strictly in the minority.
Nevermind the incredibly vast array from "Joe the farmer" to "Joe the godslayer." If you are told to that Joe the knight is special, you have to be even more special, because that's not special enough if there are NPCs like that.
Seriously shut the fuck up before you make a further fool of yourself. This is my kind and benevolent advice after hearing this ridiculous and desperate argument.

Because you clearly have not fucking understanding of scale and can't differentiate between smart orcs and an utterly smashing of the level system into something broken and retarded.

Even more humiliating for you is that YOU have been championing the smashing of the levelling system and the introduction of races, monsters and other shit that is strictly massively more powerful.
There were three thousand plus huscarls in Anglo-Saxon England (one in a hundred males or less, I think). I'm reasonably sure that in a game based on Earth human level that those huscarls were pretty special.

Insisting that this isn't special enough is asking to be spellfire wielding drow/lizardfolk/albinos.
You know I actually TRY very hard to not just respond to something by saying "You total moron". This one was a challenge.

The best I can manage is "Frank must be feeling rather foolish now for throwing the smurf argument around in the recent past if he is reading this new re-imagining in stupidity"
PL: So, once again you advocate "The PCs have no traits the players don't want to take, no matter how common those traits are."

Good way to avoid having uncivilized and uneducated orcs in the first place.
Which by every objective measure and game play goal imaginable is a god damn good thing.

The ONLY measure it fails is "Mr E (not E, E, not E, E!) doesn't like it"

For instance...
Bad way for uncivilized and uneducated to influence any character ever.
... you would have to be a total moron to actually believe that.

So I will assume you are instead lying and simply pretending to not understand the most basic facts as presented directly to you repeatedly.

You know. Like the bit where the actual majority of theoretical characters WERE influenced by low intelligence in the given examples.

I mean you MUST be a liar, no one could be that stupid as to be utterly incapable of understanding the difference between "majority" and "deliberately selected individual". Especially not so stupid as to repeatedly get those two things confused in BOTH directions!
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Post by Elennsar »

Kind of a natural deduction when you declare that they should roll to see whether they get commoner or heroic traits with the heroic ones being strictly in the minority.
No, when saying they should roll for something that's 1 in 30 or whatever.

If there's a large number (say the three thousand huscarls) of heroic people, then you can easily be one of them. If not, how on earth did the being you pick somehow escape being a mook?
Because you clearly have not fucking understanding of scale and can't differentiate between smart orcs and an utterly smashing of the level system into something broken and retarded.

Even more humiliating for you is that YOU have been championing the smashing of the levelling system and the introduction of races, monsters and other shit that is strictly massively more powerful.
Orcs can be smart. An orc can have Int 16 as easily as a human can have Int 18.

Oh wait, you mean orcs who are totally uneffected by orcish weaknesses in brainpower. Those don't exist.

As for the levelling system: So, we should have PCs able to challenge anything in the setting if they get powerful enough? Anything?

Why? That works for some settings. There are plenty it doesn't work for.

So its not superior to pick one over the other.
Which by every objective measure and game play goal imaginable is a god damn good thing.
No, it isn't. If you pick to be a member of a group challenged in some aspect, saying "but I want to avoid being challenged in that aspect and get the other traits of being in that group!" is being utterly absurd.
You know. Like the bit where the actual majority of theoretical characters WERE influenced by low intelligence in the given examples.
There is NO REASON why PCs should be able to magically avoid something that everyone else suffers just because they're PCs.

Its like "Your ship sinks. You picked that you can't swim, but since you're a PC you find something to compensate for that automatically."

Its not "you could find it" and PCs are among the people who might find such a thing, but that you somehow find it despite there being no reason you'd be any more likely than anyone else.

If "short" is a disadvantage, and you pick to be a race with the "'short' trait, asking to be "a member of the race with the 'short' disadvantage but not short." is asking to be something other than a member of that race.

The fact that you want no options to ever have negative traits is your problem.
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Post by virgil »

If a PC gets as powerful as a god then he better be able to challenge a god.

You keep trying to bring up the "it's only a -2 Int penalty", which in that particular case is manageable since an orc has that +4 to Strength and there are a couple builds that can take advantage of such, especially at low levels (though I would argue that they should also have a racial proficiency bonus, like elves)). But you've used that as the basis for arguing it to be okay for having a race actually be a full-on trap, which is a different story and wrong if the race doesn't have an [NPC Only] tag on it for that class.

If a certain character option is rare enough for it to be borderline prophetic in their coming, then I can see banning that as an option if you don't want the game to be about that, especially because of the campaign/plot/scale ramifications. Notice I said ramifications, and nothing about "but it is soo rare, and PCs get only one roll on the lottery ticket", which is a crap excuse.

Basically, if you think the game can handle their existence in the party, you can allow it as an option; in which case, if you allow it you better freakin' allow it. Obviously, balance is something that needs to be taken into account; since if there's only supposed to be one person with Spellfire, then you better give the rest of the party something to keep them on par.

PS: Does anybody notice he's managed to rack up ~600 posts in less than a month? Holy crap, that's alot of posting.
Last edited by virgil on Wed Dec 10, 2008 6:49 am, edited 2 times in total.
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Post by Elennsar »

As my style (worldbuilding, DMing, and playing) is that "I can take on a god." is always a delusion, that's not a problem for me to agree with.

Define full on trap, seriously.

If -4 to Intelligence is enough to mean "Being a wizard is unplayable.", then it'd be marked as unplayable. If you're determined to say "But I waaaantttt one.", then you're willfully ignoring that.

As for rare: Right.

However, even without being that rare, if you invest in the lottery, you only have a 1/1,000,000 chance. Being a PC doesn't give you a winning number more often.

You can buy multiple tickets, of course. But being a PC doesn't give you better odds of the improbable.

Personally, I'm against any PCs being in the "but there may be one in (anything over a hundred)" unless the game is specifically about that, whether it unenjoyably upsets the story and such or not.

I don't like the concept that PCs are the destined chosen children of gods and entitled to 18s and promotions and so on.

You're entitled to benefit from working hard. You're entitled to be able to succeed at what life throws at you (generally), if not necessarily likely (failing to take ranks in Swim may be a baaaaad idea). You're entitled to feel that you're better than the average person.

You're not entitled to be better than an NPC of your level just because you're a PC, however.

Now a question:

How do you keep bonuses, which are the real subject of this thread, from being too good while still being good enough that you care that you have them?

If elves shoot exactly as well as dwarves, then you didn't really give them any advantage, but that seems too drastic.

If elves always outshoot dwarves, that's unfair to dwarves.

Whether you have a situational reduction of a penalty, an always on bonus in a limited area, or more options with the same skill (or attack), you still gave a "something these guys get that others don't".

To what extent do weaknesses others don't balance that at out at all?
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Post by Avoraciopoctules »

I've been musing on this for a bit, and I think that whether racial abilities are ignorable or not depends on the sort of game you are playing. There are advantages to both sides of things.

I like the ability to play a human psion and just say that it's a mind flayer in story/flavor terms (no brain-eating in combat unless I can convince the DM to let me spend character resources on super cerebrum-munching prowess.). I'd also like the fact that picking a race gives a package of traits that I have to make do with barring unusual circumstances. (Orcs are racially dumb? Fine. My orc PC will have a worse intelligence than an otherwise equivalent human by default. However, if this orc deliberately went through an operation where his head was struck by lightning while he was wearing a specially conductive helm in order to improve his intellect at the cost of his health, I'd like to negotiate a bit.)

- - - - -

My campaigns include the following player races:

- Goblins (The weakest of the goblinoids. Reproduce quickly and will usually be happy to put the good of the family/community above their own personal well-being. Can eat almost anything without many problems)

- Hobgoblins (Natural warriors that work together quite well. Generally, they receive better education and training than goblins, since they live longer and are genetically superior in most respects.)

- Bugbears (Strongest of the goblinoids. Are ridiculously tough, can master extremely powerful magic if they focus in it, and often gain the respect of other goblinoids simply based on their race (good first impressions with goblinoids). However, they are also held to higher standards, and they don't take to training as well as hobgoblins.)

- Mutant Goblins (Have been exposed to crystal radiation to the point that it has warped their bodies and minds. Are more individualistic and cannot rely upon community support, but they are natural crystal mages.)

- Elves (A diverse race of scientists and librarians. Are physically frail, so they often seek the protection of the other civilized races. Gain bonuses to knowledge and have their library clearance upped several steps.)

- Humans (a race of primitive monkey-people that live in the deep jungle. Climb with great skill and can carrry heavy loads.)

- Gnomes (a race of affable diplomats and merchants from the deep underground. Make friends and contacts easily. Their noses are keen enough to let them sense people from quite a ways away. Other races sometimes suspect that they have precognitive abilities.)

- Dwarves (a race of insane craftspeople inspired by too much Dwarf Fortress. Given to "fey moods" where they craft random items of incredible quality out of random materials. Natural lunar priests and gadgeteers.)

- Gnolls (Barbarian warrior race. Almost as powerful as bugbears, and they make natural elementalists.)

- Orcs (Barbarian warrior race. Weaker than gnolls, but have some of a goblin's social nature. Many become powerfull elemental sorcerors, but they have no particular racial aptitude for it.)

- Halflings (Widely reviled race of scavengers, thieves, and parasites. Good with foraging, poisons, and thrown weapons. Make good assassins if they can deal with the social stigma that surrounds them.)

Some of these races will be better at given jobs/classes than others. Hobgoblins and orcs are about equal melee fighters, (although for different reasons) but bugbears and gnolls are blatantly better. The weaker warriors do have other social and racial advantages, but in a straightforward one-on-one melee, the bugbear wins. If you want to be a crystal mage, the blue-skinned goblins that hear the voices of the crystals whispering in their dreams will generally be better than the regular ones that don't.

The edge that a given race gets in a role isn't necessarily crippling, but if you want to be a member of an inferior race and get some of a better race's abilities, your character will need a darn good reason for why they are a deviant/mutant who so obviously strays from the norm.
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Post by virgil »

Elennsar wrote:Define full on trap, seriously.

If -4 to Intelligence is enough to mean "Being a wizard is unplayable.", then it'd be marked as unplayable. If you're determined to say "But I waaaantttt one.", then you're willfully ignoring that.
This. This is counter to everything you've been arguing about. You hate the idea of denying the option of playing a wizard as a race that's woefully incapable of pulling his level-appropriate weight, and have been arguing heavily about that crap. If a race gives a -4 Int (which makes Orcs seem rather smart), then it's not impossible to be a wizard for them, but they're certainly unplayable as balanced PC wizards.

I personally don't mind a 3E D&D race having that kind of penalty to Intelligence, but I certainly wouldn't allow a player to attempt to be a wizard with it.
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Post by Elennsar »

I'm genuinely of the opinion that if you're dumb enough to ask to play that as a wizard despite it being spelled out how unplayable wretched it is that you're not intelligent enough to recognize that its a bad choice (in which case, you're going to fuck up even a +4 Int race).
(Orcs are racially dumb? Fine. My orc PC will have a worse intelligence than an otherwise equivalent human by default. However, if this orc deliberately went through an operation where his head was struck by lightning while he was wearing a specially conductive helm in order to improve his intellect at the cost of his health, I'd like to negotiate a bit.)
Now that I like. Because that way you're overcoming the limitation...rather than making it disappear into the mists.

Now, what allowable methods (if any) exist, I'm not sure.

But that would be excellent.

"But I want to play an orc nerd!" is just not enough.
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Post by Absentminded_Wizard »

Elennsar wrote:Special =/= perfectly individual. Most dwarves use axes (or whatever). This happens to include the group the PCs grew up in.
I'm going to go into standard Gaming Den poster mode for this response.

Fuck you. How the hell do you know what kind of dwarves my character grew up with? It's my fucking character.

[/standard TGD poster mode]
So, we should have PCs able to challenge anything in the setting if they get powerful enough? Anything?
With the possible exception of gods, yes. The whole point of a level system is that you eventually get enough levels to be the most powerful mortals in the setting if you keep at it long enough.
Fuck that attitude. Fuck the attitude that either you're one of a bunch of nameless mooks or the only characters given more than a page of screen time (with no one else other than the PCs and their primary enemies being that).
So players are supposed to show up to your games expecting you to regale them with tales of NPCs who have nothing to do with the story? That sounds like fun. :bored:
But seriously, I've figured out the communication gap between Ellensar and just about everyone else. At the risk of PL going off on me, the old simulationism-narrativism-gamism framework gives us a nice, simple framework for explaining these differences.

Ellensar is a simulationism-uber-alles gamer. He cares only about how much the system models what the setting he's working with looks like. Matters of gameplay and storytelling don't matter to him. That's why everybody gets what sound like nonsensical answers when they ask him what his approach adds to the game. The questioners are thinking of the kinds of things I pointed to as advantages of balanced race/class combos. The problem is that one of those would be considered gamist (makes the experience at the table less tense between different kinds of gamers) and the other narrativist (opens up more kinds of stories). Elennsar would never think to include those kinds of things in his answer because, to him, such things are not valid concerns when discussing game design.

So we'll just have to prove Elennsar wrong from a simulationist perspective. :uptosomething:

Elennsar's arguments boil down to the idea that some differences between races boil down to immutable differences between those races and others, and that it would be unrealistic for a member of a race to be able to ignore these limitations. There are two flaws with this argument:

1. You don't know how much of that racial difference is cultural vs. biological. How do we know that the orc strength bonus isn't just a result of the fact that orcs habitually battle each other for dominance from an early age and the intelligence penalty doesn't just come from the fact that orc culture doesn't value knowledge or the building of libraries?

2. Even if the difference is totally biological, how do you know that it can't be changed by environment? Scientists have discovered that the environment can alter the expression of genes in the brain. so how do we know that the intelligence penalty doesn't come from the fact that orc mothers don't cuddle their children enough, thus inhibiting brain development. Maybe an orc raised in a loving human family can develop as good a brain as anybody else.

And that's just using real-world science. Imagine what kinds of factors might alter an individual's biology in a world where magic exists. Maybe the great mana field that is the source of all magic shapes individuals' souls based on their environment in ways that affect both their physical and mental tendencies.

Based on the above, I've concluded that there's no rational simulation-based reason to keep PCs from having unusual traits. Not that I expect this to stop the argument or anything.
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Post by virgil »

Also, I don't care about this 'odds' crap from the point of view of character creation. Is the game about strange and exceptional characters, so long as they don't break verismilitude (very rare /= impossible)? If so, then let's go right ahead and allow that concept, so long as it's balanced.

Technically the stat-arrays are used to enforce the average. Saying a race has a -4 to their stat in D&D basically says that those with greater than 14 are as rare as humans with a greater than an 18.

If the population is distributed in an actual 3d6 bell-curve, then you just need fewer than 1 in 216 to be outside of the range for this hold true still. If the population is distributed in a more extreme bell-curve, and the standard PC arrangement puts players in the top 5%, then characters with >18 in a stat and still viable in the rest could easily be 'only' a 1 in 1000 and not break the average.

Make them a literal 1 in a million, and you've got the makings of a truly special character; which there are numerous stories where this is OK.
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Post by Absentminded_Wizard »

virgileso wrote:
Elennsar wrote:Define full on trap, seriously.

If -4 to Intelligence is enough to mean "Being a wizard is unplayable.", then it'd be marked as unplayable. If you're determined to say "But I waaaantttt one.", then you're willfully ignoring that.
This. This is counter to everything you've been arguing about. You hate the idea of denying the option of playing a wizard as a race that's woefully incapable of pulling his level-appropriate weight, and have been arguing heavily about that crap. If a race gives a -4 Int (which makes Orcs seem rather smart), then it's not impossible to be a wizard for them, but they're certainly unplayable as balanced PC wizards.

I personally don't mind a 3E D&D race having that kind of penalty to Intelligence, but I certainly wouldn't allow a player to attempt to be a wizard with it.
Not only that, he's argued that commoners should be available as a PC class.
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Post by Elennsar »

With the possible exception of gods, yes. The whole point of a level system is that you eventually get enough levels to be the most powerful mortals in the setting if you keep at it long enough.
No kidding. But having all things be within the same level system AS mortals might not be such a good idea.
So players are supposed to show up to your games expecting you to regale them with tales of NPCs who have nothing to do with the story? That sounds like fun.
I'm going to respond to this with a serious answer if you'd like an explaination, but PM me for it.

As for Simulationist: Mostly, yes. Simulationist -first-, then narrative, and gamist a distant third. Fine with narrativist to a point but "More stories!"...see below.

I'm interested in setting up a setting with "limited stories" as -a goal-. I don't want to be able to tell every kind of story that can be told in a given setting. I don't want to have every kind of story in every given setting I play in, either.

If I go to Arabian Nights, I'd like a reasonable array of interesting and cool stories.

If I go to Camelot, I'd like a reasonable array of interesting and cool stories.

I'd be unhappy if the stories are the same stories with the names changed.

But in reply:
1. You don't know how much of that racial difference is cultural vs. biological. How do we know that the orc strength bonus isn't just a result of the fact that orcs habitually battle each other for dominance from an early age and the intelligence penalty doesn't just come from the fact that orc culture doesn't value knowledge or the building of libraries?
In D&D as written? Not much. In a setting where this is explained? Potentially enough to answer.
2. Even if the difference is totally biological, how do you know that it can't be changed by environment? Scientists have discovered that the environment can alter the expression of genes in the brain. so how do we know that the intelligence penalty doesn't come from the fact that orc mothers don't cuddle their children enough, thus inhibiting brain development. Maybe an orc raised in a loving human family can develop as good a brain as anybody else.
Maybe. Maybe not. Again, we could have orcs limited the same way (but less severely) than how apes are limited.
And that's just using real-world science. Imagine what kinds of factors might alter an individual's biology in a world where magic exists. Maybe the great mana field that is the source of all magic shapes individuals' souls based on their environment in ways that affect both their physical and mental tendencies.
Maybe. Maybe not. This is too setting specific to even begin answering.
Based on the above, I've concluded that there's no rational simulation-based reason to keep PCs from having unusual traits. Not that I expect this to stop the argument or anything.
Okay, let me put it this way.

Pixies -always- have at least Dex 11 (3+racial modifier) with the race as written now.

Assuming that's biological, that means even the most clumsy of pixies is equally graceful to a human of normal dexterity.

Even if say, +2 or even +4 of that is "pixies (almost always) do stuff that boosts Dex", that means that pixies are nearly inevitable more Dexterous than humans.

And assuming a cap (which may or may not be a good idea, but it has nothing to do with balance, just where the end point of "mortal" is), that might mean that the best pixies are better than the best humans.

So you could have traits that are environmental that could be removed by removing the environment, and the overwhelming majority of the race grows up there, but if a "harsh and unloving environment" penalizes Intelligence and a loving and nurturing one can remove that, that would be true for more than just orcs.

And naturally, if you could remove the Int penalty, you'd need something to counter it so the race isn't overpowered.

And here is an honest question.

If you are shaped primarily by environment and nurture (Defining environment as the stuff around you and nurture being the efforts or lack of efforts by those raising you...or the absence of anyone doing so, or however. The influence of beings, as opposed to the things like "damp, cold, and misty swamps".), and you remove an orc from the orc environment and nurture it like a human..

How is it still an orc if it loses all the "orc traits?

I can accept that for some but not all traits, thusly. As in, some of your orcishness might be something you can reduce but you're not going to eliminate all of it (and not necessarily even all of what you want to eliminate, depending) without eliminating that you're an orc.

There's some good ideas here, I don't intend to argue with that. But if it doesn't walk like an orc, it doesn't talk like an orc, it doesn't act like an orc...

Stop insisting you want to play an orc. At that point, it isn't an orc.


Not only that, he's argued that commoners should be available as a PC class.
Not quite.

I'd rather have the point you're proficient enough to adventure being level 3 (or so).

Normal people who would otherwise be Commoners, thusly, are always level 1.

Level 2 would be the people who would otherwise be experts and warriors, and other people who have some training but not enough.

Level 3 is where (full) adventurer level begins.

Seriously, though. Is there anything in Commoner that anyone would mistake for a good option compared to being a "PC" class?

If so, we need to do something about that. Its one thing to say weaker things exist. Its another thing to fool people into thinking that stuff is okay.

And I am strongly against fooling people.
Last edited by Elennsar on Wed Dec 10, 2008 8:31 am, edited 1 time in total.
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Post by virgil »

Gorilla Grodd would be mighty annoyed at being told he's not a gorilla. Also, if you have bonuses to stats that your class doesn't really use, they're less effective. Thus the example of the orc losing the Int penalty is hardly going to make such a wizard overpowered.

How is saying Commoner is an NPC class fooling anybody?
Last edited by virgil on Wed Dec 10, 2008 9:15 am, edited 1 time in total.
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Post by Elennsar »

If GG has nothing in common with other Gorillias in any measurable OR observable sense...

And "NPC class" isn't. Nor is "unplayable unless you want to be too weak for your level."

What is fooling people is "No, really, you'll do fine." either directly or implying and gimping it.

If half-elves make bad monks, then that ought to be spelled out.

As for the orc: No, but given other orc traits which are useful (darkvision for instance, which is a nice edge for anyone) and are partially balanced out by the -2 to Intelligence, its a bit of a problem.

Note: As written, the orc (and half orc) are underpowered...the Strength bonus is less helpful than the mental stat penalties are troublesome. This is particularly true for the half orc, since the classes his Strength helps are even more short of skill points (already a weakness of those classes) and generally weak classes.
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Post by virgil »

He's covered in fur, extremely strong, looks and moves just like a gorilla; only he's intelligent, psychic, and can talk. People don't mistake him for human.
Elennsar in reference to NPC only stuff wrote:Its a stupid part of the game. There is no reason that PCs should not be allowed to take these classes.
See what I mean by you contradicting yourself?
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Post by PhoneLobster »

Absentminded_Wizard wrote: At the risk of PL going off on me
And in my continued campaign to point out the utter stupidity of GNS at absolutely every opportunity I will.

Take your application of GNS. You immediately declare El'Confuso to be Simulationist. You rightly rule out the two other "Motivations".

But unfortunately he is constantly rejecting simulationist arguments about individual variation, trait association, basic statistical analysis etc...

You then confirm this further by (not for the first time in this thread) discrediting El'Confuso from an apparently Simulationist perspective (like we can tell what that is).

That doesn't leave us with a "Failed Simulationist Motivation", might as well have picked one of the other motivations to focus on and disprove, heck with the nature of GNS you might have done it with basically the same evidence.

That leaves us with an Utterly irrational motivation, and one that has about as much relevance to the obsessive compulsive categorisation of GNS theory as anything else. Which is to say NONE.

There is a reason that the community that came up with GNS did basically nothing other than wank over it endlessly and eventually declare victory on gaming theory and shut itself down. The community and the theory were both just plain stupid.
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Post by Leress »

PL: What's GNS?
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Post by PhoneLobster »

virgileso wrote:He's covered in fur, extremely strong, looks and moves just like a gorilla; only he's intelligent, psychic, and can talk. People don't mistake him for human.
You forgot the best bit. The word "Gorilla" is part of his actual name.

In the smart orc sense its like taking a smart orc who looks like an orc, sounds like an orc, walks like an orc, was raised as an orc, calls himself an orc and is recognised widely as an orc and has the name "Orcy McSmarty Orc" and declaring them to be not very Orcy.
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Post by Draco_Argentum »

His motivation is that everything has to be a choice but if you take the ones he doesn't want you to he doesn't like you. He'd crack the shits with you for playing an elf who burns down forests too.
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Post by Username17 »

Leress wrote:PL: What's GNS?
Gamist
Narrativist
Simulationist

The idea is that game theory can be described by three distinct poles, and that the quality of a game depends upon how well they approach those three poles, with the added hand wavery that different people value approaches towards those poles differently such that different games have different subjective quality to different people.

It sounds very even handed, but essentially as PL points out it solves nothing and describes nothing and is therefore useless as a theory. GNS theory doesn't actually make any predictions about what you should do when designing or playing a game, and is thus made of FAIL.

The core problem is that GNS design goals aren't defined in a consistent fashion. What makes something simulationist? Every game takes inputs (fixed and random in nature) and gives you outputs. Thus, every game perfectly simulates something. So there's no real way to make a game better or worse in a simulationist sense unless you are concerned with simulating a specific narrative or having a more interesting and entertaining game played while running the simulator - which are apparently Narrativist or Gamist concerns, right? For that matter, a better game can be defined as one which is fairer, or one which is more skill dependent (which is interestingly the opposite of fair in many cases), or one which holds your interest for longer or one which is faster to play. And yes, narrativist demands are similarly inconstant with people wanting a more immersive or more malleable story to narrate. Oh snap!

In short, those three goal posts aren't fixed. And while you can go ahead and rant about how the different goals are valued differently by different players, the fact remains that the goals don't even mean anything so even that statement is essentially meaningless.

GNS theory tells us nothing about what will succeed or fail, and is therefore always fail and never succeed.

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Post by PhoneLobster »

Leress wrote:PL: What's GNS?
Once upon a time a fairly large (for the time) and active internet community gathered around the topic of RPG game design, as such things happen.

The guy who ran the place promoted his pet theory and discussion there of.

Though alarmingly enough I was in no way involved in the censored invisible flame wars and bannings, I am led to believe by various dropped hints he was somewhat the internet forum nazi in his methodology of promoting and debating his theory.

His theory was GNS. Or Gamist, Narrativist, Simulationist.

Every game designer, every player, and every game fell in one of those categories, obsessing over either game play, story, or accurate simulation.

The theory was rather clearly pure wanking in the form of obsessive compulsive style list making and categorisation. But it holds a great deal of appeal to game designers because we LOVE that sort of arbitrary categorisation shit.

It was full of flaws, like the total failure of the definitions to objectively differentiate pretty much anything when pressed.

But its biggest flaw was that it was primarily presented in the first place to act as a way for "real role play" dick wads to justify basically anything (like Ellensar) and to categorise anyone with any kind of sense as a Gamist which was effectively constructed so they could pretend to be all polite and condescending while effectively calling you a "Munchkin" to your face. (It was very much the "We all hate munchkins and anyone who talks much about rules or maths era").

Though in time at least they mellowed a little to Gamism as they effectively tried to embrace it to some limited degree to shore up obvious inconsistencies in GNS and promulgate its wider acceptance.

Then one day the guy declared they had achieved his goals and there was no longer anything new to learn about game design theory and basically shut the place down leaving it as an inviolate archive for his sacred GNS baby.

I think the place was called "The Forge" or something like that.

It makes us all stupider for existing.
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Post by ckafrica »

So did this dude ever actually produce anything we might have encountered in the published world?
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