@KRyan walking away from systems mechanics for a second... Optimization is rules heavy and flavor isn't. I don't believe role-playing and optimization are opposed and if I previously stated that my thoughts on that have changed. I do believe that the overemphasis on rules which can come from char-op can put a major damper on really hashing out character creativity
I've made characters through mechanics-oriented also but that character is nonetheless mechanics first, personality second literally.
For example, while I do agree that dual-classing in 3e is not very optimal (for instance 10ftr/10rog) it can still convey a character concept. What's necessary for this is to acknowledge that not all characters made come with an "I win" button
I can make a coat before I get a dog and force it to fit the dog, or I can get a dog and then make the coat for the dog. Mechanics and character concepts would run the same
didn't say they were. One character concept might just be best expressed through 10ftr,10rog. Wouldn't be able to stand against many other things, but in the grand scheme of things not every character will be able to
because it's not "forcing it to fit" unless that's how you choose to approach it
you could, and probably should, approach things more synthetically
there does not need to be a dichotomy between these two things
it's not "character vs. mechanics," it's "character and mechanics"
there's no reason why you have to set the character (mechanics) in stone, then force the mechanics (character) to fit the predetermined character (mechanics)
@LitheOhm focus on what a character should be able to do, not a checklist of words you expect to see on your sheet
a character noted for running ability might take Run, or might have Fast Movement, or maybe even expeditious retreat
a character skilled with a sword might have Weapon Focus (sword), or he might just take classes and feats that are actually good at fighting, and choose to use a sword
how you choose to express character concepts depend on the optimization level you're going for
and if you don't know how to optimize or what is optimal, that eliminates your ability to choose an optimization level
3.5 has enough traps that you are quite likely to create a low-op character if you make one naively
but it's not guaranteed
plenty of groups of people who have never played have had one player who thought a Druid sounded cool, and having a Bear attack on the ground while he flew high in the sky as a hawk and rained lightning down on foes seemed awesome
and sure enough, that's a rather solid tactic that is going to outshine most Core Fighters, Monks, Paladins, Rangers, and Rogues
takes one feat, two common animals, and 6th level.
yeah, my game had something like that when I first played. But that character isn't an end-all be-all, hopefully that person gets to play more characters. I don't see core fighters, monks, etc. as an utter waste of time even in a high-op game, strategy accounts for something
I think that what @LitheOhm may be trying to say is that in the process of combining characterization and optimization, a number of valid character options stop being options at all.
@LitheOhm at equal levels of optimization, particularly any that can be called "high," the sad fact is that fighters and monks are unable to keep up with clerics and wizards.
@BESW in part. Several options would be ignored entirely. Not that I'd want to make a character focused toward weapon focus, but an expression of a sword master would mechanically be 'weapon focus' and not just an affinity to swords
you might expect that Weapon Focus would be an important part of such a character, and indeed if 3.5 were designed better it would be, but the fact that you would not take Weapon Focus on an optimal character does not mean you cannot play a swordsman
It's a shame that there is such a disconnect between mechanics and flavour in D&D, but it comes from complex mechanics, which allow for achieving same thing (say, being a master swordsman) in many different ways. In a simpler game, where having Weapon Focus (Sword) is the only way to be better at swordfighting, that ability gains meaning in the game world.
sure, I imagine there's something in Tome of Battle with a powerful op sword master. But to shy away from other options because someone wouldn't be Guts the berserker
@LitheOhm that becomes extremely difficult if the disparity becomes large. If you challenge a well-played Tier 1 character, even a well-played Tier 5 character is going to have a very hard time contributing
it's just a mechanically weak one. To not even acknowledge it as a viable expression defeats much of the point of gaming, IMO. It was said on here somewhere that "the only flawless RPG you can play is the one you create yourself"
Then isn't it inherent in a 3.5-like system that for many levels of rollplay (character optimization), some types of roleplay (characterization) are restricted or curtailed as incompatible?
@LitheOhm a cleric or druid or wizard can be played down to the fighter-with-weapon-focus's level, if they wish to do so. but without knowing what makes those three classes so powerful, and what makes that particular fighter build so weak, it's likely that the fighter will be overshadowed
@KRyan until an antimagic field comes in, or high spell resistance on low=HD creatures. I haven't found something where the DM can't tweak to allow each person in the group their time in the spotlight
@LitheOhm any spellcaster worth his salt should be prepared to handle SR, and AMF is high-level and has a tiny area, and Conjuration (Creation) spells go right through it. Neither is a significant problem for a prepared spellcaster
@LitheOhm The FATE golden rule is "Decide what you’re trying to accomplish first, then consult the rules to help you do it." This works because of the generic nature of the system.
In 3.5, you have to at the very least engage in a back-and-forth compromise between your concept vision and the rules.
@LitheOhm terrible DMing; arbitrarily sidelining players, giving them no way to contribute or even ability to overcome the problem is outright disrespectful to the people who have committed their free time to you
@BESW sure, system comprehension will help in any. But a bunch of numbers on a sheet doesn't make a character concept, and at least one optimizer I know just kept focusing on his ponies one-trick and I couldn't get much else out of the character
@BESW the Stormwind Fallacy, as in the statement that "optimization is opposed to roleplaying" is a false dichotomy, but I don't know what false dichotomy you see in pointing out that false dichotomy
The Stormwind Fallacy combines two different ideas: that optimization can't be roleplayed, and that roleplay can't be optimized. I find the first laughable, but I think the second holds a kernal of exaggerated truth.
@KRyan not trying to force him not to optimize. Actually I asked him to make a concept first and find mechanics for it second, that seemed to work well and his character was still high-op
@LitheOhm I'm not as willing to accept it as gospel truth, but there's a definite imbalance of options--and therefore of power--between casters and noncasters.
@LitheOhm It's a matter of how much the GM works with or against non-casters in his campaign, and also how much time he spends thinking about the implications of spellcasting.
@KRyan It sounds to me like you're saying that concept and optimization are not mutually exclusive. I agree, but in systems like 3.5 where entire subsets of classes are considered to be systemically unplayable, you'll have a hard time proving that.
outlawing "arbitrary" dead magic zones would definitely empower casters. I was in a campaign where this happened (for short bursts) and found it not to be sidelining
and I would argue that with the exception of extremely high-op games, and the exception of "I refuse to use all magic" concepts, this can be done in 3.5
@BESW there are so many overlaps in 3.5 between classes that amount to the same thing
and many cases where using one rather than the other is a considerably more optimal choice
When "doesn't have magic" is off the table as a concept (with the late and minimal exception of ToB), I don't know how you say that class is irrelephant.
To paraphrase, "Casters are better, if you want to be powerful play a caster. Non-casters can't keep up with casters except in the most rigged of circumstances. ToB provides the best out of a bunch of bad choices, and only barely brings non-casters onto the field."
I'm basing my ideas on the mounds of evidence and anecdotes, math and argument that you've brought to this chat: rolling someone who cannot cast spells is always the poorer decision from a power-level perspective.
All I'm doing is applying that to the Stormwind Fallacy and seeing if it sticks; I think it does: "Wanting to play someone who wields magic items rather than casts himself is a always the poorer power-level decision."
I really don't see what's going on here. You admit that 3.5 is not a non-caster continuum, yet you insist that this has no bearing on the idea that rollplaying priorities constrain roleplaying choices.
@BESW that... is definitely true at the highest-level of optimization, and especially in theoretical optimization. That said, I would say that most people keep themselves around the Tome of Battle level, either by playing spellcasters in a "relaxed" fashion or hitting a few important optimization points that help out some weaker classes
@BESW it is, but that does not need to be terminal to a concept
As statted. Without consciously refraining from making certain legal and easily-available choices that are clearly within the general intent of the designers.
@KRyan and so some character concepts will always be better than others, in a given system. Because the system cannot provide equal options for everything, and any rules will by necessity make some options better than others. Which means that certain levels of optimization will invalidate certain character concepts.
hell, IIRC, one guy simultaneously claimed to "playtest" with an Int 11 Wizard, while later claiming that they "intentionally" built in traps and broken combos to reward system mastery
Provided that players deliberately muzzle themselves in a way that would render moot just about every discussion on caster balance you've ever had here, the Stormwind Fallacy is fallacious.
As I understand it, part of the Stormwind fallacy is this: Roleplay choices can be made without impeding the achievement of mechanical effectiveness to any reasonable desired level.
@KRyan Hmmm. The implication only arises when the whole space of concepts is considered. That's like saying that Starcrat is unbalanced because your concept of an all-marine army gets slaughtered by my siege tanks.
@Magician ok, fair enough; that goes back to my arguments that the failure of 3.5 to support a no-magic character is not really a failure, since it doesn't really claim to and it's pretty obvious that the system is very high-magic
@BESW ok, generally speaking, "rollplay" is a derogatory term. I get that you're just using it to mean optimization, but it's irksome
@KRyan Oh, I agree. Wrote a blog post on necessity of supernatural fighters, in fact. Problem (not yours) is that D&D doesn't really announce this fact, and plenty of people are in denial.
@BESW yeah, he's using it as it would be used by those who make the fallacy... as a general rule, the fallacy is almost always made in the "rollplayers can't roleplay!" formation
he only uses it once, as a part of that which is explicitly fallacious
@BESW by "no-magic" I mean none at all, as in refusal to use magic items, accept buffs, and so on
I brought up the concept of someone who is not a caster. It's the most common fantasy hero ever: Frodo Baggins, Taran Wanderer, Beowulf, Arther Pendragon.
They use magic, but they do not have it within themselves.
And in 3.5, you've repeatedly argued that such characters are at a strong inherent disadvantage.
@BESW ok, first of all, Frodo Baggins is not really an appropriate character for a Dungeons & Dragons game, because he really is unfit for heroism; that's what makes his narrative interesting
it simply doesn't work within the framework of 3.5 very well
or, at best, you'd model it with wildly different levels
or maybe the Commoner NPC class
ack, I have to go
anyway, my argument is that these concepts, excepting Frodo whose concept is to not be good at what he's gotten himself into, can be optimized.
they don't, ultimately, keep up, but most spellcasters are not played that optimally that mundane martial characters cannot keep up
My point, in its entirety, is that the system --whether through rules constructs like "casters are better," or through narrative constructs like "Frodo isn't fit for the job"-- is built to enforce the Stormwind Fallacy by restricting the number of character concept options that are mechanically effective without the entire group working to adjust the system to compensate.
but most importantly is that this was not a thing that Stormwind was guaranteeing
Tempest Stormwind really spoke almost entirely about optimizing within a particular character, whether "optimal swordsman" vs. "poor swordsman" affected roleplaying
I believe where I see it differently than you is that I would rather compromise optimization in favor of character concept. A whole DND realm full of people, this one doesn't have to be Guts or Inigo Montoya
@BESW Another solution to optimization problem is to have a game of such complexity, with so many things a character could do, that optimization is only possible within a given field, and even then there are many different approaches to it. Ars Magica comes to mind. By not having an assumed game mode of killing things, it lets players explore different character concepts.
I don't see such as sidelining. Sure there's cowing to their strengths and letting them shine and not making them fight all fire elementals once the sorceror learns fireball, but to make them win - all the time - if that's DMing, I'm turning in my hat
Ah, well. It depends on how they're handled, but anything which is purely at the GM's discretion and entirely negates a PC's capacity has to be handled really carefully or it gets abusive.
the DM is the MC to help people enjoy the role-playing game. If some people don't have the skills to make Gandalf then the DM has to take them into consideration at the table
@LitheOhm whoa someone talking about Legend when I'm not here
@mxyzplk: I was thinking it might be an interesting exercise to attempt to convert your party's characters into Legend characters, as an example of the system, and potentially as a useful example for your group specifically since I did recommend Legend in my answer. Would that sort of thing be on topic here?
@LitheOhm I thought about our convo on my way home, and realized there was a pretty significant issue I failed to address earlier: you're conflating "optimization knowledge" with "optimization." Just because you know how to optimize doesn't necessarily mean you have to do so. My knowledge of optimization can allow me to play with a very low-power group, because I know what sorts of things will cause problems in that group and I know how to avoid them.
@KRyan Not in the Q&A, but elsewhere (chat, links) sure
@BESW I believe the Stormwind Fallacy is untrue for several trivial reasons. One, as you've noted the drive towards optimization ends up dictating against a vast array of character concepts. Two, optimization isn't just at level-up time, it's generally transfers over to a "win" gamist stance in play, and as people have limited mind-space (and games have limited design space), you can't do it all. It's like the project management triangle (scope, time, resource).
A trivial reading of System Does Matter easily shows the gaps in the reasoning IMO.
@mxyzplk aw, alright. I'll have to find somewhere else to put it then, though I guess chat could work.
@mxyzplk the first point is a bit beyond the scope of the Stormwind Fallacy, as @BESW and I kind of hashed out. Two, ehhh. there's something to that, but I disagree that people are so limited. Also, Stormwind was talking specifically about 3.5, which is a rather gamist system to begin with.
Only if taken as gamist. The beauty of pre-4e D&D versions is that they can all be used with any stance
Sure, 3.5e pushed in that direction, but many groups use it in an alternate way. I think it's only with 4e that it became truly swimming against the current
this goes back to what Magician and I were saying in the starred comments over there (how did my comment saying people should star his comment get more stars than his?)
3.5 is kind of inherently dishonest
it kind of pays lip service to earlier editions and the playstyles from them
When you don't deliberately op it all works fine. In my pirate game the monk is the captain because he's the best of the PCs, where the others are technically "Tier One." No one told him that, so he kills the most
also, that kind of saddens me because Paizo really doesn't put out a good product, as far as the system goes. their adventure paths may be quite good, and as you pointed out that can be more important, but their system design work is really quite subpar
Yeah, it's a matter of the values they go for. Like their new APG classes. They are the best most flavorful new classes ever, beating every 3.5e splatbook. Their iconic adaptations of cavalier, witch, etc. Are they legally rigorous rules wise? Most folks don't care
Considering that DDI subscriptions contain all crunch 4e has ever published, I find any numbers which omit them to be an inaccurate measure of 4e market presence.
@mxyzplk I really doubt that. the Binder is incredibly cool, the meldshaping classes were very interesting and new, and the Tome of Battle classes are a ton of fun and hit major archetypes
Like right now, as we gear up for Carrion Crown. Our GM is more than happy to disallow various splatbooks and give guidance on our characters to eliminate anything problematic. Having a living GM allows someone to do in 15 minutes what 1000 man-hours of game design can't
yeah, that's the difference of approach. Rules serving the world, rules serving the story, rules serving the rules, it's the basic definition of the three stances.
supplements tend to have better design and balance, and in reality by far the biggest draw of 3.x, that overcomes its myriad deficiencies as a system, is the huge amount of available material
It's that same amount of material that causes it to be super-optimized to brokenness. "Core only is super powerful!" is really only mildly true and only requires nerfing certain goofy power combos. The more material, the more you can pile a feat and a trait and gear and whatever onto that one thing to min-max it.
All the SuperOp builds out there look like "and then one level in this class from a Forgotten Realms book and then this one gear from the MIC" for a reason
Malconvoker is a very good class but it is by no means the most powerful; it's pretty easy to argue that before level 18 a Wizard 20 is stronger than a Wizard 11/Malconvoker 9, or Wizard 6/Malconvoker 9/Paragnostic Apostle 5 (that one's 5-levels long, yeah?)
@mxyzplk not really "by far," since most spells at any given level will still be Core
@mxyzplk [Citation Needed]
there will be some use from splats, sure
but it's neither integral to their powers nor the majority of the spells used, in many cases
@mxyzplk more relevantly, supplements do more for lower-power classes than they do for higher-power classes
yes, they improve the power of high-power classes, but those classes were already phenomenally powerful and are going to be turning to Core for a lot of their stuff
even with everything involved
but Core didn't really give, say, Bards, Paladins, and Rangers much love
and supplements give those classes in particular a lot of help
Can't kid a kidder. I played 3.5 for its whole lifetime, and 3e, and 2e, and 1e, and basic... I saw what 3.5 ended up like with all the splats and it's why my whole group bailed and won't allow splats any more
@mxyzplk I have, and in fact that particular comparison mentioned has been done, both as an arena match and as a fight your way through this gauntlet thing
As our current Pathfinder game proves, however, D&D combat is asymmetrical. "Class vs class" arguments are always artificial and pointless and rely on too many assumptions. Most casters can indeed get fighter-owned unless you posit godlike foreknowledge and just the right loadout for the planned test.