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00:01
@BESW 'earth plants' back then were only cells though, iirc
there was not much multicellular plant life
@Adeptus Let's put it this way: Do you want to train them that the best way to get XP is to murder things / beat the heck out of them?
Cyanobacteria, specifically.
But while it seems the Great Oxygenation Event was perhaps kick-started by cyanobacteria, there were photosynthesising eukaryotes well before the GOE.
@Adeptus Players want XP because they want progress, and they will be inclined to do things that give them XP. If you give them no XP for that encounter, they will be less inclined to handle situations the way they did there in the future, and the lack of XP will feel like a "you didn't do it right" punishment.
So, they'll take your hint and murder the next thing they find in that situation instead, so they can claim its XP.
If you give them XP anyway, they'll learn they can still progress doing things that way and be happy to leave that on their list of available options.
@doppelgreener While that's very useful general advice, it kinda misses the specific context.
Because they didn't handle the situation; the succubus finished the encounter on her own terms.
So?
Like, seriously, she was either going to be murdered or freed. They freed her. I am operating on the word 'convincing' there.
He was charmed, I do note that.
Yeah, in 3.5 it's very likely that "charmed" made the convincing trivial. The party did not conclude the encounter with their own agency.
So it becomes not a question of "What kind of problem-solving do you want to reward?" but "Are you going to reward a failure to solve the problem?"
3
Which... 3.5 kinda discourages, but I'd give at least some XP for engaging meaningfully with the scenario.
00:10
Hm.
So, yes. Here is the thing: I don't know how many nonviolent encounters they've had and succeeded/failed.
They could've stood there picking their noses and the outcome would've been the same... but they did make effort toward active problem-solving, despite failing to see it all the way through.
But very seriously if they outright failed, next time they might think twice about "wait, why don't we just kill the thing immediately?" which is probably undesirable.
Mm. I was leaning towards a partial reward. They identified that she wasn't what she seemed, and she only escaped due to a failed save.
I agree with BESW here. Charmed pretty much would make the convincing completely trivial, though personally I'd have added my own caveat that the succubus's freedom couldn't come out of someone under certain mental effects...
@BESW Yes, I agree with this.
00:13
@Dorian Mmm. Anyone who puts a succubus in a trap that can be broken by trivial application of a succubus's most iconic ability? Is either not a very smart person, or was setting up a Xanatos gambit.
Thinking about it, there was no real "win" possible, unless they killed her before she could teleport out.
@Adeptus It's a matter of defining goals.
What was the party's goal in this scenario?
@BESW Not well defined by the adventure... she was a possible source of information (part of which was lies anyway). I think it was mostly a "you can't fight everything, and not everything is what it appears to be" lesson for the players
Now I'm thinking I should give them full XP...
Partial xp makes the most sense, I might also let them know that they are indeed only getting partial out of it, with some note about there having been multiple ways that could have gone. Possiby even bring the succubus back to assist, troll, and/or hamper the party in the future somehow.
Unless they did get a significant amount of information out of her.
Because every party of PC's needs to be reminded that every action could have long standing consequences, even one that seems insignificant.
@Dorian No, they were immediately suspicious, so were mostly trying to verify she was as harmless as she claimed before they'd release her
00:19
Definitely partial then. No info gained afterall, and that was part of the "reward" from successfully maneuvering that encounter.
They did not successfully maneuver that encounter, thus for that they shouldn't get full xp. Heck if they just squashed her with no info gain I wouldn't give them full xp either.
I have some qualms about saying, "You only get partial XP because you also didn't find the secret surprise I didn't tell you was there." But that's pretty typical 3.5 thinking, so when in Rome...
That's literally what the encounter was there for though. Digging up said info, determining whether it was truth or lie, etc.
Just like an encounter with the fairy in the pond with the gold/silver weapon and the weapon you drpped in and blah blah.
The only way I'd grant full xp for something like that is if the PC's solved the riddle and answered truthfully and honestly. Even if they kill the faerie and loot everything they still didn't "win" the encounter
Yes, but it seems... off... to say "Because you didn't get the unknown reward (info), you won't get the known reward either (XP)." It's a feast-or-famine scenario dependent on hidden variables.
You fail an encounter you don't get any known or unknown reward.
Whether it's from death, not noticing the encounter, or making the wrong descisions.
They didn't get the info: that's a reward they failed to acquire. Are we really going to also shirk them on OTHER rewards solely because they didn't find the secret bonus?
If you're arguing for less XP because they didn't conclude the encounter with their own agency--okay, that's supportable.
00:25
If you can't find the key to open the chest, you don't get its contents. If you don't find the chest, you don't get its contents. You blow up the chest and destroy its contents, you don't get them.
@Dorian Yes. But we're not talking about the contents of the chest.
While there are sometimes many ways to win an encounter, if you do not win the encounter, you technically don't get anything.
This is more like "You don't get XP for defeating the monster that had the key unless you also find the chest and open it."
It would be up to the DM to decide if they made enough of an effort to get anything at all
All of her (semi-)useful information was history of the place. Which came from the piles of books in the room she was trapped in. Once she was gone (and they made sure she was gone not just invisible) they searched through the books. Rolled well on search, so I gave them a map of the place (as it was when abandoned by the original occupants)
00:26
No that's more like "You chased away the monster that had the key, when you were supposed to barter with him and get the key. You don't get XP because this was a social encounter, not a combat encounter."
And again, that's "you don't get XP because you failed to guess the thing I was thinking."
XP is gained for overcoming challenges, whether they're known, obvious, or not. They did not overcome the challenge of wheedling information out of the succubus. They did not defeat the succubus. They did not free the succubus of their own accord. They did not succeed in any part of this encounter that I can see.
They didn't even identify that she was a succubus.
However, depending on the effort put forth and the thinking in place, depending on the specific context, I might give them partial xp.
@Dorian That's a very different argument than you were making just a moment ago.
I'm saying that regardless of the end outcome, there are many possible wins in this situation and I don't see the PC's having met any of them.
Even killing the succubus though I'd have to figure out whether or not they get full xp if they needed some of her info.
So look.
00:30
That was obviously not a combat encounter.
There's two ways to look at this:
One way is, there are several possible objectives the players could have achieved. They get full XP if they achieve all of them, otherwise they get partial XP.
The other way is assessing what the players actually knew about, and how they dealt with it.
As a trivialised example: the players beat the necromancer's lair, save the city, overthrow the zombie-dragon, and bring peace to the realm.
And then the GM holds up a finger and says: "Ah! But! You did not kill the necromancer's assistant Igor, so you only get one quarter XP." "He had an assistant? We didn't even know about that. You didn't even mention that." "You didn't ask or investigate or find out!"
Missed plot hooks = missed challenges = missed rewards = less xp.
Bluntly, "you didn't succeed because you didn't do the things you didn't even know were available to know about because I never told you about them" is a dick move.
And I wouldn't give 1/4th for missing an assistant unless that assistant was incredibly crucial.
@Dorian which is a pretty crisp way to reason it, but if you operate that way you're going to be a jerk.
00:33
I might take a penalty.
@Dorian [shrug] that scenario is to demonstrate a point.
Seriously, you don't notice a dungeon, how are you going to clear the dungeon?
@Dorian Not the scenario I described or one analogous to this situation.
Actually it does relate. Because they missed a plot hook.
You don't notice the thief that has a special envelope with something useful in it, you can't get the xp for catching the thief and getting the envelope
The XP system in D&D can go in all sorts of directions though.
And a lot of it falls to the DM.
Since pre-printed modules aren't usually clear on what the challenge is, the DM has to figure out whether the PC's get anything out of it.
And heck, most of the time the XP is listed assuming "murderhobo run, kill, loot, xp" with only a few exceptions here and there and most being highly skill check based modules.
@Dorian This makes sense, but it's not really related to the actual scenario at hand. An encounter was had, and concluded. We're talking about how much XP the encounter's conclusion is worth, not about the XP which may be missed in the future because of how it concluded.
00:38
@BESW See the thief with the envelope scenario.
The prize of that encounter isn't killing the thief, it's getting the envelope from them. Whether it's by pickpocketing, lies, diplomacy, or intimidation, or one of the many other ways PC's can use to get it from them.
@Dorian The thing with that scenario is they're probably aware the goal is to get the envelope.
If they see the thief but the thief gets chased away and they don't get the envelope, they didn't beat thechallenge.
Not always.
Then I have no patience for exploring this conversation.
How do they even know the thief has something relating to anything? Maybe, possibly, depending on previous quests.
@Dorian Why the hell would they chase the thief then?
00:40
Should they get less than the normal reward for taking down a creature of the thief's challenge rating if they miss the extra part of the encounter, though?
But if they don't, they can still get it from them by being suspicious.
Shouldn't the envelope give extra XP, rather than reducing the baseline?
I have no interest in exploring this inanity, so I'm leaving.
@doppelgreener And you were yelling at me about the H word just a few weeks ago. How pleasant.
The thing is the challenge wasn't to take down the thief.
That's what I'm saying.
The thief is irrelevant to the challenge in this case, and any xp gained from taking down the thief is also irrelevant.
The xp gain in this case is beating the challenge, which is obtaining the envelope by whatever means the PC's decide to do so.
So effort and resources expended on the obvious challenge are wasted if the party fails to guess the GM's secret real challenge?
00:42
If they don't know about it, they could be chasing him due to sense motive, just noticing a suspicious person coming from a place they're investigating, and etc.
No, you still get xp from beating the thief, but you don't get xp for completing the challenge.
Yeah, that's once again totally different from what you were saying a few minutes ago. I'm done.
This is why creature combat xp should be kept separate from challenge completion xp. And why many modules fail because they don't account for any of that.
I didn't say you don't get xp for completing a combat.
I said you shouldn't get the full xp for a challenge if you don't complete the challenge.
I don't know what the module is saying the challenge is so I can't figure that out.
sigh
Why the frick do I bother talking to people when everyone misunderstands everything I friggen say and then they ragequit left and right?!?!?!!?
I should just cut out my tongue, gouge out my eyes, and chop off my hands, the I can't communicate with anyone anymore. Then everyone will be freaking happy!!!!!!!!!!!!!!
01:00
They were suspicious. They failed to identify exactly what she was, but figured she wasn't what she seemed. They got the info that she had another way, without most of the misinformation. They didn't attack her, when they were mostly sure she was something bad. They only failed based on one saving throw (which, as pointed out, was a pretty big flaw in the imprisonment. And I only used Charm when it looked like they were going to leave). I think I just talked myself into full XP...
@Dorian I was poking you for saying the S- and F- words. Go ahead and say hell all you want, I don't pull people up on that.
@Dorian We understand you perfectly. What has made us decide to leave the discussion is the examples you provide, and the constant shift in tact.
I don't know the word for it, but in situations where there is a disagreement over a phenomenon, there is a survival strategy that follows this pattern: The impetus for the argument gets brought up. At some point, you put forward thing A. When thing A begins to get criticised or come under threat, you bring up thing B and reframe the argument in the case of that. When that comes under threat, you bring up thing C.
That loses the plot fast and undermines any ability to actually discuss A, B, C or so on and settles those matters.
In cases like the point I left, you brought up the case of failing to find the envelope on a thief the players were chasing. When I pointed out that was unrelated, you suggested the letter wasn't known to the players, but that means they have no reason to chase the thief in the first place, which means the entire discussion lost the plot.
Then, making entirely different arguments from moment to moment, that do not appear to have any connection from our perspective, without any apparent acknowledgement of the shift, is also going to result in us being unable to discuss anything with you because you're shifting around so much.
At that point, to us, it seems you're not putting forward a solid scenario (A B C) or position we can actually discuss. You're maneuvering to remain in a winning position. Neither of us wanted to deal with that, so we told you so and disengaged.
(Does anyone know if there is a term for this?)
01:27
@doppelgreener Moving the goalposts?
@Grubermensch that is exactly it
thank you
@doppelgreener I do think it was clear, but you'll forgive me if my interest in pedantically justifying my every move is minimal.
@mxyzplk yes, good, I just wanted to make sure the motivation for reopening was in the right place.
naturally i can only go by what you say, and the motivation you were stating was not that one.
so, that's where i was coming from. forgiven and etc.
@doppelgreener It was reopened because it was clear. The comment thread was deleted because all had been responded to.
@mxyzplk ok, cool.
@Adeptus ah right. failure due to once die roll? :P
sounds like they handled the whole thing pretty ok.
In the course of looking that up I learned about steel-manning (as something like the opposite of straw-manning)
01:47
I'm trying to decide which episode of Primeval to lift from for next week's session.
02:00
@BESW Daniel started watching Supernatural a week or two ago.
Oh my.
We saw the first episode. I didn't realise that session was from the very first episode!
Yup!
Only episode I've seen all the way through, actually.
I've seen the first five seasons all the way through. (And I've decided to stop there.)
02:30
(end of the fifth season is actually a pretty good place to stop. it has a good ending, and everything gets tied off.)
 
3 hours later…
05:28
Just a friendly reminder that the stars are watching.
Idle observation: there's a D&D house rule I've encountered multiple times (so it's probably somewhat prevalent), which makes PCs immune to social skills such as Bluff, especially in a PvP context. General feeling being that such things are better left to roleplaying, which is to say, non-magical mechanics influencing player behavior are undesirable/immersion breaking.
At the same time, some games with greater focus on roleplaying, like Fate, are quite happy to have game effects "force" PCs to do things. In fact, Fate is built upon one such mechanic.
I've had groups debate this houserule at length, but only in D&D.
It's a curious dichotomy.
One group eventually settled on the "PvP immunity" clause.
That is: they felt it was fair game for PCs to use mechanics to manipulate the world, and for the world to use mechanics to manipulate PCs, but not for PCs to use mechanics to manipulate each other.
So I think its underlying motive was a playstyle that valued player cooperation even when PCs were at odds?
But I could be reading too much into that.
In my experience it had more to do with scheming players unwilling to see their schemes come undone because of a die roll.
05:42
Heheh.
In part because, lets face it, social skill rules in D&D are pretty terrible.
....yes.
...and now I'm remembering a... level 3 or 4 character who could reliably get 50 on their Diplomacy checks, turning anyone they met into fanatical followers.
And now I'm kicking myself for never making a villain with that ability.
For some reason, it feels cheap to go "I roll Bluff and beat your Insight, so stop asking questions", but it feels just fine to go "In this conflict we're trying to figure out if you can get information out of me, and it looks like you fail your Overcome check, so nope."
That's not even going into the consent-based mechanics like compels.
05:47
Partly it's because Fate's set up so that's an expected, central part of the system, while in D&D it's more like "invoke obscure rules."
I guess the difference is in the expectations from each game. We routinely expect D&D to be about combat, with actual roleplaying left up to the players, and use of mechanics there feels intrusive. Whereas in Fate we expect mechanics to resolve any and all scenes, including social ones.
Hah, same thought.
@Magician alternate phrasing, "D&D has terrible social skills"
@Magician Might also be that in D&D, players aren't so keen to go along with the idea of "you know it's a lie, but your character doesn't, so they're going to walk right into the metaphorical spider-web so carefully laid out for them."
In Fate, it's more like: "oh boy! time for fate points!"
@doppelgreener Except same people who invoke PvP immunity clause also condemn meta-gaming. Both are "bad roleplaying".
Deer god, entire generations of players who had to come up with ways to roleplay in D&D, entire RPG culture built around rules of conduct meant to prevent the behavior the system often encourages. Not that D&D is in any way anti-roleplaying, it's just not really pro-roleplaying either.
I caught a fringe of this culture when I started playing, back in 2000s, in the heyday of forums. Russian RPG community was extra weird due to half of its participants never having held an official rulebook. It was all very word-of-mouth, guru teachings.
06:04
Some of my early players get hit with it when they went online in the mid-2000s looking for build guides, but we were isolated enough --and I avoided the forums enough-- that it was treatable.
Our biggest challenges were learning to stop believing the RP/group-dynamic advice in the books was going to be useful.
@BESW Some of it is handy, on a basic level.
...and now I want to see a proper study of RPG culture over the years. What problems they solved, how their attitude shifted, the influential voices.
Yeah... like, the idea that players have different RP goals was useful. But the specific categories they supplied, less so.
@Magician That would be awesome.
If I ever choose to do a PhD... in an entirely different field from my own... Yeah, no.
06:38
There were some "history of role-playing" books that came out not long ago - I wonder if they looked at the culture much?
@BESW and now it seems to be unlearning a lot of D&D-ish habits
especially with regards to who has agency over what
07:05
@Adeptus No idea. I think it focused on designers and publications, though.
Studies of RPG culture are... difficult, at the least.
07:23
Stop! Poetry time!
user image
2
(by Clive James, I'm told)
I'm reminded of the difference between American and British English conjugations for groups.
"Windows is shutting down" is correct grammar, because it is a singular object that is shutting down; it just has a plural-sounding name
Yes: It's an amusing poem, with a good point, but the specific instance it's riffing on is just begging for pedantry instead of reflection.
Aye, it's definitely a grumpy old man poem. But still funny.
Well, if it's poetry time...
> If I aspire to be a saint,
Think not that this is due
To predilection for the goal,
But shortness of the queue.
- Roger White
07:46
Interesting. Someone has made an output sheet for PCGen that is in the right format for kindlegen to read it. So in a couple of steps, you can have your PCGen character sheet on your Kindle.
(There's also an Android viewer for the native PCGen character files, which I keep meaning to try out, but keep forgetting to copy my char onto my phone.)
Does PCGen do Fate?
...or 13th Age?
doesn't look like it, although I'm not overly familiar with the software
08:36
Tonight's dinner is whole wheat spaghetti tossed with toasted walnuts, sautéed onion and garlic, and lightly braised kale with lemon and red pepper.
[adds sunflower seeds]
@BESW Yum.
The trick is to keep it simple by just using the same pan for everything except the spaghetti: toast the nuts, set them aside; add the onion, garlic, and red pepper, then just before the pasta's done toss the kale into it. Take it off the heat and add lemon juice, and you're done.
09:02
> Dumber Than You. Use Physique to defend against mental attacks.
@BESW Ha! Clever.
 
1 hour later…
10:07
Wow, a slew of good questions just came in.
those Fate ones?
And the "PC conflict becomes player conflict" one.
I really want to answer them but I think I need to wait a few more sessions until I have enough GMing experience under my belt to be able to provide actual wisdom on the matter.
10:31
[answer all the Fate questions!]
@doppelgreener I think people often underestimate the value of getting a player's-eye-view answer to a GM-technique question.
10:43
@BESW i'll remember this
10:57
@BESW hey, one thing you may want to add re: that stunning thing
make stunning less effective. Instead of bam, you're paralysed, make the player have to work to reach that point. They can paralyse so and so limbs or parts, they can't paralyse all of you unless they keep going.
Done.
i'm thinking about your titles of 'make it mean more' and 'make it mean less'
will leave a comment
If you've got something better, edit 'em.
afk
11:39
Ugh god, I'm struggling with stunt ideas for one of my players so far
Everything I come up with sounds so OP
We're playing Fate Accelerated, or rather we will be, and she's a sneaky, quite mischievous, rather pyromaniacal arcane thief
I thought of emulating the Mask of the Wild thing from D&D where she gets a +2 to Sneakily Creating an Advantage to sneak around in foliage
but I need some ideas
@AlexMitan what sort of stuff is making you have a reaction if it being OP?
not necessarily this one stunt, I was thinking of stunts which allow her other kinds of attack bonuses
the setting will largely be natural environments, so she'll constantly get that bonus
could you mention a couple?
i am unlikely to try to tinker with them specifically, so much as just use them to help me get an idea of what form the issue's taking
And/or tell us the story that the stunts are modelling.
why do you need stunts to cover sneaking around? what's wrong with advantages?
"i am going to sneak through the forest" would be better played as giving them a Sneaking Through the Forest trait
then they could invoke that for some sort of bonus on their attack
11:52
@DavidReeve advantages require setting up, and depending on the desired results, nothing is wrong with either - they're just different ways of approaching the same thing.
well there wouldn't be much difference between spending your turn on a stunt and spending your turn on an advantage, except that the stunt would require you come up with your own rules for how it works and what it costs
anyone know 5e and have time to walk this guy through character creation? rpg.stackexchange.com/questions/61826/… I can set you up with a chat and give him access
@AlexMitan Can use Stealth (instead of Combat) to attack an opponent who is unaware of her.
(Not just doesn't know where she is, but is totally unsuspecting.)
We're using FAE
Ah, right. Sorry, missed that.
So.... +2 to Sneaky attacks against opponents who are unaware of her.
11:57
Is that okay though? +2 damage sounds like a lot
+2 to a roll is standard!
in the Core book, it said that you should take a lot of care with stunts that inflict extra stress
> Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily][pick one: attack, defend, create advantages, overcome] when [describe a circumstance].
And in Fate Accelerated, it recommends +2 to a combination of an approach, action, and situation as a standard stunt you should totally consider picking up.
Stick to that formula and it's going to be really hard to go wrong.
You may be thinking of weapon ratings, or similar stunts that flat-out inflict stress.

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