Hacking 3.5 – The Philosophy of D&D

 

I had planned on the next post on Hacking 3.5 to be about various feats and skill changes our group could make as we look to fresh up 3.5 for continued play.  However, on Friday something came up during our session that made me stop and look at the bigger picture of the game.  It occurred to me as we were discussing making possible house rules that we were approaching the game from totally different viewpoints BUT all felt that everyone was viewing the game the same as we did.  Confused?  Let me explain. 

Our knight player, Kevin, in his never-ending quest to improve the playability of his character was campaigning to use more feats in the game.  Essentially, he wanted to open up the door to just about any feat published by WotC and give everyone a feat per level while the fighter would keep his bonus feats.  He argued that this would allow for more variety because people would stop remaking the same character over and over because they HAD to have certain feats in order to maximize effectiveness.  He argued people would be encouraged to try different stuff because they could cover the necessary stuff and then add things for flavour.

It was at this point that I started to see the player motivations coming through that I hadn’t really considered as a factor in house rule designing.  As a seasoned DM I have tried to consider my player types when designing and running adventures.  For an excellent primer on character types all DM’s should read Robin’s Laws of Good Gamemastering from Steve Jackson Games.  It’s out of print but the pdf is available for a decent price.  For a good series of posts examining these Laws check out the ChattyDM’s 5-Part series on Robin’s Laws.

Once we realized that we were arguing from different perspectives but assuming the others were in basic agreement with us we shelved the talk of specific house rules and began looking at what is what that we enjoyed most about gaming.  I started asking questions like, "Do you enjoy levelling up?  Why do you enjoy it?  What do you want most out of a session?" 

What I found out was that Kevin, the knight player, wanted to see progression in his character to a point of mastery.  He also wanted to be a hero and do heroic cool things.  He said that he is an ordinary guy everyday so he doesn’t want to be one in his gaming. 

Denis, who plays a myraid of characters, likes the core rules because he knows them well and doesn’t want to have to learn anything else because it takes him out of the game.  He likes to focus on his character first and foremost but likes the story as well. Having to think about how to do a mechanic takes his away from the story and his character’s place in it.

Darren, our elder statesman and resident rogue ‘negotiator’, doesn’t see the need for much alteration and approaches the game from a computer programmer viewpoint.  Try a rule and see if you can push it until it breaks.  He seems to play fast and loose with the rules when he DMs but always to service the story.  Usually the story will help him flesh out his character from its initial concept.

Our other usual player, Todd, who plays the wizard, was not able to make it to the session so we didn’t have his input on the subject. 

 If you aren’t sure what type of player you can take a quiz on it HERE.  Several of our group took it and felt that the results were pretty accurate but your mileage may vary.

What does all this boil down to?  I think for our group it was a reminder that although we share a passion for gaming and enjoy getting together, we all look for slightly different things when we finally sit at the table.  As the DM, I need to put those motivations first and foremost in my mind not only when designing adventures but also when choosing the setting, house rules, gaming times, etc. One’s philosophy is the lens through which we view the world and as a DM you have to know how each player is going to view your gaming world through their lens.

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I approach character creation with a theme, an idea, personality or cool clip of art/movie. These should be called inspirations, and they are the guide of what I see my character becoming. The rules are a tool to measure what our characters can or can’t do, but at some times they are constricting since they don’t allow for much deviation. Game mechanics are important to a limited degree as well, if not then why would it matter if you played 3rd edition or 4th edition D&D?

All of that said I think Christian has a grasp of what the personalities he has want. The only difficulty in that is when what one player wants encroaches on another’s fun. I tend to think of the party dynamic when creating characters, and this has led me to choose one character idea over another since I wanted to ‘add’ to the party; lessen the conflict, make it flow. At times at the expense of what I would prefer to play. I don’t see that as much of a hurdle for the other gamers in our group. Not thinking that we need the traditional fighter/cleric/rogue/mage but at times the choices in characters make adventuring a little rough. My knight for example has had to be a little on the ‘green’ side in order to allow his rigid views to be bent in order to continue with the current party. This isn’t a bad thing, but not what I was looking for initially.

I do want to play the hero/expert/star in gaming since in life; I’m mundane/common/average. Christian as a GM has always been willing to expand on rules to allow for minor tweaks in favor of a character idea. This helps achieve characters that would normally not be possible with the current rule set. So of course I would be the one who wants to twist the rules to allow for greater range of skills, abilities, quirks and such. We are a mature group of players, and have long since passed the days of power-gaming (or at least I would think we have). More choice can be dangerous, but ultimately I think it would allow for much more deviation from the ‘old’ tried and true skills/feats/abilities that always seem to surface.

I don’t envy the GM’s in our group for trying to balance the game with what the players want to get out of it.

Always brought to you as my two coppers

K

Thanks for commenting, Kevin! Since I have been using you as an example in my posts it’s nice to hear things directly from you.

I think when we start our next game I am going to make you pick your character first with no input from the others so you can’t self-sacrifice what you want to play. Its nice to have players working on party balance but the GM should also work on filling that void if something is missing so that players can be satisfied and enjoy what they are playing. Everyone should enjoy themselves and be able to do what they want. It’s the GM’s job to rein them in.

I think a good model if you feel you dont have enough flexibility regarding skills and feats is to use the wizard bonus feat progression for everyone:

bonus feat at 1st level..but its cosmopolitan from FRCS..giving you any one cross class ksill as a class skill, plus a +2 bonus. then , every fifth level, you get a bonus feat.

I also agree that you should pcik your class in a vaccum, then let the dm tailor the campaign accordingly.

Aaahh that is a lot better than ‘kill it and take its treasure’ which i have found to be the driving philosophy of many gamers.

@Edward and Grrw – Sorry it took so long to approve your comments. The wife and I took our daughter on an impromptu camping trip which was without internet access.

Giving the players more flexibility I think is key to more well-rounded characters. Yes, it does open the doors to more min-maxing abuse but you have to trust your knowledge of your players and their desire to tell a story versus kill stuff. I’m lucky that I have a group of storytellers so often choices are made that advance the character’s role in the story instead of how much damage they do in combat.

I like Grrw’s character creation in a vacuum comment. Essentially this is the biggest disconnect with 4e for me. The need to build a party together in order to be effective in 4e combat is not interesting to me. I want the rag-tag unlikely group of heroes through together through circumstances to be able to win the day. That’s the DM’s job to give this group the ability to work together, not the mechanics of the game.