kintire said:
Just about my whole gaming life I've ran groups that weren't "balanced" (unless I was playing a game, like D6 Star Wars, that generates balanced characters), and I've never had a problem running the group or coming up with challenges--and that's with Aragorn, Gandalf, Merri and Pippin all in the same party at the same time.
I wasn't there, of course, so I can't comment. My experience has been different.
And incidentally, it has also been my experience that when problems due to players getting excluded from the action do occur, the GM is always the last to notice. This is because the GM is always involved in everything, so it is hard to spot when players are not.
Of course, it is much less of a problem in games with a lot of roleplaying and little action.
I tend to agree with Kintire. Party balance is something I tend to agree with, with some exceptions for a variety of reasons, but mostly what he has been saying about the effects it can have on the ammount time and attention a player gets and their feeling of contribution to the game.
I've already said why I don't like random stat generation and thus 321, it being just another variant thereof. That aside, 321 for what it is doesn't eliminate the idea of the 'dump stat'.
It restricts without eliminating a players ability, during chargen, to dump. It doesn't change their priorities, mode of thinking, or play style etc.
Now you have now affirmed my inference that you don't use the social mechanics of the game prefering instead to rely on pure roleplaying. This is fine, but is clearly -not- the game as intended/written or in other words the RAW.
A given ammount of deviation from the RAW is normal in my experience. Every GM is different and I have no problem with that. But let us not confuse that with playing the system as designed/written.
Your basic problem, as I can understand it, is that you want charisma to be more valued by your players... and I've been trying to explain to you how you can do that, and why you have arrived at the point you are at where it isn't valued. The counter impression I get however is that you don't think you should need to change your role-play heavy, mechanics lite social resolution style to make it valuable.
This makes me speculate a bit, in order to understand events as they might transpire around your table S4.
1.) Imagine that social scholar character I was talking about before. Now lets put him in a scene where he tries to use those stats to get out of a fight.
- Scholar is riding hard and fast across the endless ( well, not quite ) sands of stygia, heading towards an ( dum dum dum ) evil temple of notrightness to steal the shiny thing and rule all the babes from sea to sea. Suddenly he is surrounded by shemish nomads who want his money, his horse, and his backside. So to speak.
Now, I playing this character would spout the best line or three of diplomatic garbage I could think of, then reach for my d20 and announce that the OOC mechanism of my speech was that I was using diplomacy to try and make nice with bulgars before they bugger me. So to speak.
Ok, forget the couple of other scenarios I had in my head and I'm going to focus on this one. Why? Because it best illustrates my 'ultimate' point.
This encounter, by a lot of GMs, would have a single point in mind. Combat. It would be described more than roleplayed, and then the GM would ask for init rolls and the combat style carnage would start. Pretty straight and forward.
I hate that. Like, the son of set eyeing you with the shiny red thing in your hand style of hating.
It takes all potential for a social character to do anything in this scene and chucks it straight out the window, even though they very well could have acted ICly.
The scene should not be designed with a given point or a given outcome in mind by the GM, but created and then played through with a 'I wonder what is going to happen?' type of anticipation.
That addresses one issue. The other is the idea that somehow including social skills in the game somehow detracts from gameplay and roleplaying. I am of the opinion that it most decidedly does not detract at all, if played properly. Actually I think it brings something to the game.
Rewind the nomadic carnage in your imagination a bit, back to where the scholar starts talking nice and all of that. Introduce the diplomacy check with the fancy words.
This does something beyond 'creating demand for charisma'. It gives that skill check a firm mechanical way of potentially resolving this conflict without fighting. If you make a good speech, you get a bonus. You make a bad speech... you get a minus. But ultimately it is the character's suavity that matters, not the player's right? Play the character, not character the player, right?
But what about all of those 'roleplaying' concerns being overriden by the die rolls? And the combat guys who just had their show stolen?
How is the social character, using their stats and rolls to resolve a situation, any different than a combat character doing so? Why is resolving a social outcome with a die roll any different than a combat event?
It is purely a matter of taste and convention.
As long as players aren't balking at the very idea of rolling charisma skill checks, it actually works out rather well I think. The same kind of suspense can be built around a diplomacy check as a very important attack roll.
i.e. you could find yourself with the whole group huddled around the table hoping the scholar makes his diplomacy check or they are all -screwed-.
That is a good thing.
It gives that kind of tension and suspense to the social event without it feeling like a GM freebie. You can feel like your social character just pulled the group out of the fire by having that monstrous +30 to diplomacy that lets him talk cannibals into having them for dinner instead of having them for dinner. A good guy to have on your team, as long as that +30 -means- -something-.