@C.Ross you following the fate gremlins post at all? Do you guys have an recommendations on how to deal with those answers? We can flag them til we're blue in the face but if y'all aren't going to delete them it's not going to do a lick of good.
Why not make comments on what you feel should change and let the author do it, or better yet, privately message the author and suggest. It just seems really tacky and rude to edit someone else's work with out permission
It seems like there's a gremlin in the Fate answers. He bites without warning, no one is immune, and while he'd been quiet for some time, he's back now. And he's making it hard to get good answers, which makes people not want to ask at all (I'll explain that at the end, after I've defined what I'...
It seems like there's a gremlin in the Fate answers. He bites without warning, no one is immune, and while he'd been quiet for some time, he's back now. And he's making it hard to get good answers, which makes people not want to ask at all (I'll explain that at the end, after I've defined what I'...
My personal favorite is when there's an answer that basically says "you're asking the question wrong." Because, ah, shouldn't that be a comment or an edit, possibly with a VTC, and not an answer?
If the question itself is based on a misunderstanding, then that's the point of the question and an answer should be explaining it.
But, for example, I once had a question that got a very unhelpful answer. In the comments where I tried to figure out what was going on, the answerer eventually accused me of asking an XY Problem question.
Which means "You're not asking about your problem, you're asking for the solution you've already decided the problem needs, and since it's the wrong solution your question sucks and you're going to hate the answers."
Which is a classic case of "why did you answer the question, instead of helping me re-work the question so it's asking about the problem?"
When I ask about potential social-contract pitfalls I should be careful about in a game with players new to Fate (citing examples from the manual where it suggests I do this), and the answer is "Silly BESW, Fate is improvisational, so just deal with stuff as it comes up," something is wrong.
This particular SE site has a massive fondness for reworking questions, above and beyond the other SE sites. That's because so many of our questions are fundamentally very very specific and subjective.
But, say on SO, the best answer to quite a few questions is "One of your initial assumptions was mistaken; you can obviate this whole issue by doing X instead."
And rewriting that question is not the best solution because literally what you want is for other people with that same mistaken assumption to see that exact question and learn to fix their mistake.
So I really don't think the problem is "You need to step back and fix this other thing." I think the problem is people assuming that when it's not the case.
Which is just a poor answer whether it addresses the core of your question or one of the implicit assumptions.
One underlying problem is that this is effectively as if someone were explaining the d20 + ability modifier mechanic to everyone who asked a D&D attack mechanics question but didn't prove they understood the d20 mechanic.
Find a really good version of that "basic Fate narrative stuff" spiel, on the Fate blog or something.
If an answer contains that spiel and also useful things, edit out the spiel and replace it with an "As always, don't forget that Fate is narrative (link)"
That's a bit aggressive but it may help to highlight the issue.
Certainly doing it voluntary to your own past answers is a good idea, if you're going back and trying to squash "gremlins."
Because from the sound of it, @BESW, it really is the same, like, three paragraphs every time.
I don't think anyone on this site believes that the other citizens know what a "new-style" game even is until they've proven themselves. And then there's skepticism.
There's an unfortunate tendency to think "This game isn't like D&D, so I'm the only one on this site who knows how it works."
@BESW This is I think, the main source of the problem. People assume that the OP doesn't know what they're talking about and that's a violation of our most basic principals.
Most everyone agrees that the strategy of attacking "the squishies" first in a combat scenario is generally the best idea, except in some specific exceptions. Often, then, the decision on whether or not an NPC is "smart enough" to do this comes down to their intelligence score and cultural upbri...
I think the general answer is that everyone at the table should metagame to about the same level.
Otherwise the game feels really stilted and awkward.
If the players are mostly having their characters follow good strategy based on the pure game rules without fictional concerns, the NPCs should probably do so as well, at least within combat.
I am posting this in chat because, well, it's a chatty topic. >.>
As far as D&D and sentient opponents: they really should be able to do basic tactics. I mean, hobgoblins and the like have their own casters. They must have some tactical understanding of what a "magic-user" can do.
Yeah, no, not planning to do that here. I think it's a discussion topic about the pre-modern mindset and strategy, maybe. Which seems more like... something to have a discussion about?
It's an interesting question, but unless you've got a specific challenge/problem at the table that inspired it, it feels too discussiony to keep in the Q&A part of the site.
Remember that orcs and hobgoblins and kobolds and the like do have their own casters, for example. So it makes sense they would understand their role tactically.
But even if someone knew to attack the High Offense, Low Defense target first, would they recognize a spellcaster as that? Is it an automatic assumption that a mage is seen as a blaster by NPCs?
D&D wizards tend to stick out pretty visibly. They're the people without armor or substantive weapons, often carrying a bunch of profession-specific magical gear like wands and scrolls.
An Int 4 slime monster probably wouldn't catch onto that. But an enemy with the reasoning abilities of a human being? It's not exactly rocket science.
First, how common is it that the guy in pyjamas is more of a threat than the guy in armor? Do mages wear robes regularly? If this becomes a common stereotype, wouldn't a guy with 18 Int figure out that a quick illusion to make it look like he's wearing armor would drop his perceived threat level?
I think the layers are: 1 - Will they recognize a mage as being a mage? 2 - Will they recognize a mage as being a Glass Cannon? 3 - Will they know that attacking a glass cannon is the best decision?
So.... yeah, any person with even sub-par intelligence and combat experience is going to do basic threat-level assessment. Big sword gets prioritized below the guy with a bow, if they're both on the other side of a field.
3: If that's what the rules of the game say is the best strategy, I think the characters in the world should understand that, also. I can see making allowances for "the game says X but we're going to roleplay like that's not the case," but honestly that's really frustrating over time because you're just fighting the game system.
Remember that enemies can also reevaluate threats. A wizard who looks innocuous is going to draw a lot of attention once he disintegrates a guy in the first round.
The rules say nothing about whether attacking squishies is the best strategy, though. It's something that we as Gamers have come to understand from playing a lot of games.
Just like how the rules in chess effectively say "You should control the center." It's not an explicit thing, but it's built into the game structurally.
Well, that's just it. People know to control the center nowadays as common knowledge because we're all so educated and chess is commonplace. But a medieval peasant who was explained the rules isn't going to jump to that conclusion, I think
I'd say that the most common human opponents I've experienced in D&D games are bandits - uneducated, savage, aggressive people that understand only "everything must die, order doesn't matter" as the base strategy.
And a mercenary veteran of three civil wars will have a great deal of experience and training with a wide variety of threats and will be much better at evaluating them accurately than either of them.
Bandits are desperate, yes--because they're driven to a really crappy lifestyle by economic or social misfortune, and they're doing their best to stay alive without becoming the kind of person who adventurers get paid to take out.
Also, consider this... even if your strategy isn't some complicated "nullify their artillery and then do this and that" kind of business, if you're just going for "knock out as many enemies as you can as fast as you can, and hope they're outnumbered greatly or surrender," hitting "squishies" makes sense.
If you look into the history of pirates, you'll find that there are two kinds: the ones who board you, take your money and your medicine, and leave, killing no one unless you put up a fight... and the ones who get a naval fleet scouring the seas for their butts.
In my (narrow and judgey) view, "Bloodthirsty bandits who fight to the death" is mostly a game construct, to make fighting more fun. So I really don't mind if they're aware of other game constructs.
I could choose to make them fight kinda stupidly, for fun. But it's not more realistic one way or the other.
Yea, and regardless...if you constantly (as a GM) use the same strategy every time for every opponent..then the game could get boring for the players...a player creates a tank to take the punishment...by constantly attacking the wizard and ignoring the tank, you are effectively ignoring that person's character and subverting his purpose.
Good design of "defensive" characters in games tends to make them very damaging, which would normally be considered offensive, and just giving them crap mobility. Heavy and Engineer in TF2, E. Honda in Street Fighter...
Defensive doesn't just mean high health or damage reduction
Yea, and I agree, 4th ed did that right...but for other systems the point of the game is to have fun...(whatever your definition of fun is). And for me (and probably others) varied tactics and enemies makes the campaign fun.
@SouthpawHare I happen to think 4e is among the best tactical combat simulator RPG systems available, so I'm not going to engage with that snide remark.
(The fact that ultimately it --and any other iteration of D&D-- is not a game I want to play doesn't keep me from admiring its balance, focus, and poise in the fields it chose to excel in.)
@SouthpawHare I found it no less believable than D&D 3.5. Which isn't saying much of anything, but there it is.
So, if you like realism, I encourage you to really go down that rabbit hole, particularly in terms of understanding the realities of a fantasy-medieval life. But what you'll find is that most games really don't do it justice at all, in both big and little ways.
I think applying per-encounter or per-day limitations on mundane and non-magical things is rather unbelievable and inexplicable. As is the methods of healing.
I find that good game design practices don't always apply in RPGs, since good story design is often at odds. Often, fairness and balance actually ruins dramatic tension, and it's better to feel weak and vulnerable.
@SouthpawHare Depends on what kind of game you want to run...you need adversity...but some games are about empowerment, so your characters should feel powerful
@SouthpawHare That's a gamestyle choice which many RPG gamers don't share. It's totally valid but not useful when generalized beyond the scope of the gamers and systems that have chosen to make the choice.
There are a myriad ways to play RPGs, and so long as everyone's happy and safe it's all good.
My group felt very happy knowing that 4e's balance let them build fun characters without worrying that they'd be ineffective.
I can see why 4e doesn't work for you: it's all about being over-the-top heroes, and if you want stories that lead to the characters feeling weak and vulnerable, it's an awful system for you.
Yeah. That's why I don't like 4E's over-the-top healing system. Even 3E's is much better. It should at least take a matter of DAYS to heal without magical healing, if not longer.
Your wounds just don't go away, you have to deal with them for a while
If you weren't, if "hit points" are just representing a more nebulous "narrowly avoid a bad hit" factor, why does it take forever to regain them through rest?
I think I like systems like Old World of Darkness best.
Only a single-digit number of health levels, and they very much do cripple your ability to do things, and take an exponential length of time to heal naturally
I guess my main point is that, in D&D, if killing the mage is really the best idea, it's also pretty "realistic" for opponents to understand that.
If you want to subvert D&D's general approach to combat and adventures, I think you'd want to go bigger than just the tactics. Like, why is the world organized into adventuring groups or dungeons, anyway?
Well, I kind of assume that there really aren't a lot of adventuring parties or dungeons in a given D&D campaign setting. I mean, it's not like everyone who's ever played D&D exist in the same canon.
There may have been hundreds of thousands of people who have played a character that's part of a D&D adventuring party, but there's probably only a handful that have ever existed in the entirety of a single given world's history.
I mean, Greyhawk does this a bit, too. The big NPCs are literally old player characters. And the game books I've read constantly talk about "such and such has put out a call for adventurers to deal with X."
@SouthpawHare Why not? When you've got a world constantly attacked by deadly foes...why wouldn't there be a string of adventurers who are willing to take that call? Is that any less realistic than any particular city/area having a Vampire..."Lord? King?" in WoD
@JamesJ.ReganIV Because organizing everything around the equivalent of the five-man band is a bit silly? :D
I mean, there's "adventurers" in general (i.e. brigands, freebooters, other random scoundrels) and there's "adventurers" that form into convenient little cross-class groups and have actual adventures.
Most pre-4e D&D settings defaulted to assuming that the party wasn't the only set of adventurers out there robbing tombs and overthrowing villains. Heck, the Tomb of Horrors plot is predicated on it.
@AlexP This! By focusing world-building on things that the party of adventuring PCs would engage with, you create a world that is designed for parties of adventurers.
@AlexP Blarghen. When combat is the primary unit of progress, and each combat takes at least an hour, you need a LOT of hours in order to say "you've progressed!" whether it made sense for that progress to be combat-heavy or not.
This is, in my opinion, the true purpose of random encounter tables.
They make you feel like you've walked through the forest for a day, because you spent an hour in pointless combat instead of just saying "we walked for a day."
@BESW Tomb of Horrors is a bit of a joke, yes. I think it was only ever intended as a "tournament" module.
People complain about that first trap right at the entrance being so ridiculous, but I think that's the point: it tells you "the rest of this adventure is whacked-out jerk stuff."
Also, as far as Gary: I just don't really like 60s/70s fantasy fiction -- not Lanhkmar, not Dying Earth, not all those Pol Anderson stories, -- nor Hammer horror, nor do I enjoy Celtic mythology very much (look at the bard and druid in the AD&D2 PHB, for instance: half-page-long elaborations on his inspirations), nor do I enjoy counting anything, really.
Partly because most of his favorite things are not, like, known at all to my generation.
@BESW There's going to be a book pretty soon, I think, that talks about D&D through the lens of playing with Gygax and his various friends when D&D was first becoming a thing but wasn't a commercial product.
That'll likely cover all that "Oh, this is from Kolchak" kind of stuff.
Honestly I think regular cats are like halfway there with their skindancing. My cat will sit perfectly still and her whole back just, like, scoots back and forth over her.
@AlexP I like the lich (every D&D campaign I've ever run for more than three months had a lich show up), but I feel like I could do more with the things about the concept that I like if they weren't bounded by the D&D definitional constraints.
Dragon of the Lost Sea style phylacteries, for example.
@BESW I turned this up to 11 in my last game. Casual encounters give the players -no reward-, as an incentive to try to be smart and avoid them. (In a previous campaign they wandered in a zone with non-dangerous wild life (up to CR8 dragons) to farm experience)
@BESW more than reasonable. They get random encounters only if they stay in the open too much, and they know it. But the random encounter tables in CotSQ are good. In places where you're supposed to wander a lot they have unique encounters or you meet people who would normally be elsewhere in the castle, doing patrols or wandering for some task. I give out XP for those.