Thursday, February 14, 2019

Let the Thief Do It

I've heard this sort of thing hundreds of times and this is no reflection on JB ... but he repeated the theory for this post he posted yesterday, motivating me to write this post.
"... if we look at D&D as a 'successful' concept in tabletop RPGs, we can see that at least part of its appeal is how it draws the party together in cooperation for a common objective. And the way it does this is pretty darn simple: while there is 'strength in numbers' (to spread the attrition around), the limitations of each individual class (or, in the positive, the powers and capabilities of each class) provides an incentive to work together to solve the conflicts and problems being thrown at the PCs in their quest for treasure. Mechanically, they're semi-forced to get along with each other, because survival ... and success ... becomes much more difficult without cooperation."

Is that really the case?  Or is it just that we've heard this propounded so often that we take it for granted as something that sounds true?

For a moment, let's deconstruct those "capabilities of each class."  The first two that occur to me is the cleric/healer's ability to bestow healing points on a party and the thief/rogue's willingness to scout ahead.

I'll discuss these forthwith ... but first let me say there's nothing the mage offers that the party technically "needs."  It is nice to have those spells, and certainly the mage can end a fight quickly, but at lower levels a mage is just as likely to be pretty nigh useless in a fight.  But, yes, the mage does offer some informational talents, defining a magic item, comprehending languages, detecting magic and malevolence ... but if we think about it, these are short cuts to things the party is going to find out about eventually, without the mage.  And before the gentle reader chides me that it is better to find out soon than later, please hear me out.

That healing power that's offered means a lot less in the early versions of the game.  A 7th level cleric in 1979 AD&D was able to offer a total maximum of 25 hit points per day, through two spells: cure light wounds and cure serious wounds.  The average was only 14.5.  If the cleric in the party were another fighter, that fighter would easily have more than 25 hit points at 7th level ... which means that another fighter would soak up more hit points than a cleric could heal.  Statistically, the cleric's heal was more or less the difference between what the cleric could soak up at 7th and what a fighter would have.  The only difference is that it could be targeted to other people who got in trouble ~ but it wasn't actually needed.

And as far as scouting ahead ... most of what made this practical was that the thief was forced to do without armor, so that at least one member of the party wasn't crashing around in metal plates and chains.  In truth, in most situations, any elven fighter willing to sacrifice armor class could have done almost as well as a thief ~ and would have survived being discovered better if it comes down to that.

Here is the thing, however.  Because the module-makers and designers KNEW there were going to be thieves, mages and clerics, they designed the environment specifically to take advantage of those skills.  If you get rid of traps, there's no need for the find traps skill, or for renewing someone's hit points to make them battle-ready because some arrow trap sapped 5 hit points from the fighter.  If you get rid of the endless stream of languages, or runes and glyphs, or make the magic items recognizable, or simply get rid of scores of other "make work" features that we expect to find in every dungeon, the truth is that these other classes may have style and character, but they're not actually a "necessity."

I don't think that JB is wrong; in D&D, the player characters ARE semi-forced to get along with each other for survival ... but not for the reasons he proposes.

By creating these make-work processes for the various classes, D&D dupes the players into thinking they need Fred for his healing and Gary for his stealth.  That's let's Harold keep his armor and it lets him gripe that he's down hit points, as he knows Fred is there for him.  If there was no Fred or Gary, Harold wouldn't lazily rely on them.  And if there was no Harold, Fred and Gary would know they'd have to do their own fighting ... which would suck.

It isn't so much that four fighters in a world that wasn't tailor made for other class abilities couldn't get along ... it's that if they were four fighters, they'd squabble and bitch about whose turn it was to shuck off their armor and scout ahead.  They'd hold constant pissing contests about which was the toughest fighter and who did the best in the last fight, with three of them mocking the lowest of the four for having the least kills and for constantly tripping over his 20-sided fumbles.

A fighter can comfortably hang back while "his bitch" scouts ahead, waiting for "doc" to patch him up ... while the thief can hang back while his bitch fights off the orcs.  It isn't what each member of the party does.  It's about what each member of the party lets the other character do.

JB's post talks about how the superhero genre doesn't produce this effect:
"Supers tend to be fairly capable individuals, able to handle whole swaths of mooks and villains on their own, only being held back by individual flaws ... But for a team of heroes, such flaws rarely come up, because it would tend to throw one hero under the bus while her teammates heroically soldier on. Instead, the tendency is to simply throw one Giant Big Bad Threat at the team that requires the full might of the team to overcome: an Uber-Villain or a Villain Team (one foe for each hero!) or a Humongous Natural Disaster."

Effectively, we have to assign players roles in the fight so they know what to do ... because a typical group of players are unable to assign themselves tasks like grown ups.  This is why the army invented sargeants; because a group of extremely capable soldiers, left to themselves, won't get anything done.

I hadn't seen it before, but the class structure creates a series of jobs for each player to do.  Yes, true, another player or class could do those jobs.  The 7th level druid could (as the rules originally went) transform into a mouse for every single scouting ahead mission, which was certainly a lot more stealthy than a thief ~ but even though I ran such druids, this never happened.  Presumedly, because it wasn't the druid's job.

Admittedly, this isn't where I thought I'd end up.  I thought I was going to explode this myth of players working together because they were different classes ... and instead I've strengthened the idea that they have to be different classes.  Not because it helps the players work together, but because players don't like to work together.

If anyone has some memories of 3rd Edition, where builds tended to make players the same, where the problem of "who's turn is it?" came up a lot, I'd love to hear about it.

Somewhere, there's a party busy rewriting their characters while jabbering about seeing a
movie that opens next weekend.

15 comments:

  1. So you are saying you will not support my intention to use Polymorph to turn into a bird to handle overland scouting?

    I have seen a bit of this. In systems with less defined roles, players can fall into the trap of arguing about "who should do X?"

    Even in sysyems with defined roles, if two players share a role it can lead to unhealthy competition, as you note.

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  2. It is my intention that druids will continue to be able to polymorph into animals; but like everything else, I will be folding this into my sage abilities system. It will take a set number of knowledge points to transform, and to do so will require those points be allocated into the appropriate studies.

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  3. Gosh darn it, Alexis! Just when I think I've got a handle on things you come along and shoot a bunch of holes in my brain!
    ; )

    So what is the appeal of different classes? Just to give players different options for how they accomplish the same tasks? Because it's too boring for everyone to play fighting men and just spread the attrition around?

    Because, after reading this, it would seem the main boon of having variety is for the DM. Not only to cut down on the amount of bitching at the table (because everyone now knows their job), but because it opens p the possibility of adding other challenges to a given scenario (like traps and undead and magical glyphs and whatnot). Is that how I should be looking at this?

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  4. JB,

    I wish I could say how to look at this. I can't.

    Make-work seems a piss-poor way to build an adventure (though a plug-and-play low-hanging fruit for the DM). I'm not interested in it. My thoughts at the start of writing the post were that the REAL limitations were those of the individual PLAYERS, who have different playing skills and capabilities ... and that it was these human limitations that pushed them together to solve conflicts. But then I came to my senses.

    Personally, when I used to play, I loved the class system. I particularly liked mages and monks ~ those old AD&D monks, with the open hand and the stunning ability. I liked pushing the edges of my hit point limits, tossing myself in front of the fighters when I ran out of spells to use my useless hit points to soak up a hit when the fighters missed. I never seemed to die and hell, I wasn't using those hit points for anything anyway.

    The idea of not having classes to play still pisses me off when some pundit proposes it. I don't think it's because I'm old; I think it's because of how much FUN we had inventing new ways to play our roles and innovating the hell out of the template. We didn't used to play by all these dumb social "rules," that are around now. Now we're told the fighter always has to be up front and that the clerics are supposed to save themselves in case someone needed a heal. Screw that. We played the game in pure Starship Troopers fashion: everyone fights.

    Now I watch mages hang back and toss daggers in pitiful fright, while thieves run and hide as soon as the swords come out. Shit, The Grey Mouser was a thief ... he fought back-to-back with Fafhrd many a time! When did NOT being a fighter entitle players to act like chickenshits?

    Hurm.

    Guess that's all.

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  5. Tolkien’s Gandalf wasn’t much of a “hang back” type either as I recall.

    “About turn! Turn and draw, Thorin!” Would that we could all find some courage (and imagination) in how to use our characters.

    You’re not old, Alexis...you’re “seasoned.”
    ; )

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  6. With sage, tumuric and some bitter asiago ...

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  7. You guys make me feel like a coward. Probably because I am.

    I don't know, I find players are perfectly willing to take hits and enter melee when they have to. But the "have to" is key here. Unless players think death is a real possibility, they won't seek out the best possible strategies, and will just play on autopilot.

    I have noticed my players have far more difficulty with easier battles that they underestimated, than with far more difficult battles they knew would be difficult.

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  8. Classes give a subset identity to players that they find both comforting and limiting. The comfort of knowing they belong to a certain group benefits their sense of self, while the limitations encourage them to explore the boundaries. It builds a common language for expression.

    By contrast, free-form systems remove most of the identity and limitation benefits.

    For example, a Fighter-class character that picks up lockpicking skills is pushing the boundaries, but a free-form character that has fighting skills and lockpicking skills is just "a person with those skills".

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  9. I see much validity in that argument, Tyler. Inherent in that is that free-form character systems are stuck trying to make people identify themselves by culture and by race ...

    I feel a post coming on.

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  10. "If the cleric in the party were another fighter, that fighter would easily have more than 25 hit points at 7th level "

    Assuming simple averages and max at first and no extraordinary constitution ... the 7th level fighter would have 43 hit points.

    However, a 7th level cleric would also have 35 hp of their own, plus the ability to heal an average of 14 hp .. making 49 hp they bring to the party. Plus a bunch of other spells.

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  11. Garamoo,

    I'm speaking of AD&D, not a later edition. The cleric at 7th level in the original players handbook has two healing spells, and duplicates were not permitted until later editions/incarnations. Cure light wounds offered 1-8 (av. 4.5); cure serious wounds, 2d8+1 (av.10). The MAX for these two spells was 25. Cure critical wounds was not available until the player reached 9th level. Later, the Unearthed Arcana added "Aid," giving a little more.

    I myself boosted the healing for my own game; and found ways to incrementally increase hit points. Nothing like 4e, however! Even 5e realized it needed to haul it back.

    The point is the same: there are more ways of looking at the player's pool of hit points than healing.

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  12. Alexis, in my comment above I did use your assumption of no duplicate spells when I said "heal an average of 14 hp".

    What I added to the scenario is the fact that a 7th level cleric is also a meatbag of 35 hp, and so replacing a cleric with a fighter only presents an advantage of the difference of hit points. A cleric has d8 hp, average of 4.5 per level, a fighter has d10 hp an average of 5.5 per level, and so changing the cleric to a fighter only provides the marginal benefit of 1 hp per level.

    (I've also got the 2e PHB open in front of me, but I can't find any mention of the "no duplicate spells" restriction. Is that in the DMG perhaps?)

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  13. Ah. My apologies.

    Because the cleric's hit point pool is used less than the fighter's, particularly when clerics deliberately avoid combat because they present themselves as the "healer," whereas the fighter is almost always the first to get hit, there is more than just the 1 h.p./level to consider. As well, fighters pick up more hit points from constitution than clerics do, both because a fighter can take advantage of +3 or +4 h.p. per level due to constitution, whereas the cleric is limited to +2 and often doesn't consider constitution a priority. The fighter has the benefit of the heroism and super-heroism potions, which the cleric does not. And the fighter does more damage, reducing the potential for the enemy causing damage.

    My base point was that in the original game, a fighter could replace a cleric in a party; do I think a cleric works better? When played well, with the cleric actually wading in and using those 35+ hit points, I completely concur with your position. But it wasn't the necessity then that the cleric [healer] is now.

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  14. Certainly, the value of any PC is more than the sum of their hit points, especially when played well. And any class differences aside, all is moot given the world is often designed to tap into their individual strengths (i.e. your point on the way modules etc are written).

    And yes, those Heroism and Super-Heroism potions are truly wonderful things.

    My players faced off a goblin chieftain who had two of them .. they saw him quaff one, and and after a surprisingly difficult fight looted his corpse and found another potion with similar markings, containing a clear thin spirit with pungent botanical scents. They didn't realise the pun of "dutch courage", instead thinking it was just another healing potion. Imagine their surprise when the fighter guzzled it in a desperate crisis down the track.

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