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In-universe justifications for game rules

So I have been thinking a lot about how the different game rules and such are justified in novels and short stories. For example, why do rangers get an automatic two bips in two-weapon fighting? Is just because of a certain drow-ranger, or was this something before Drizzt? And why can't paladins more than specialize in weapons? "I appear to be quite adequate with the sword, better not train anymore so as not to make anyone jealous"? I do know the reason for clerics not being allowed to carry bladed weapons due to gods not wanting them to shed blood (which really proves, that if nothing else, priests are really good at finding loop holes). And I guess armor on a mage would restrict their arm movements.

Feel free to hop in with answers, questions of your own, or just interestin tid-bits you might have knowledge of.
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  • ambrennanambrennan Member Posts: 173
    And I guess armor on a mage would restrict their arm movements.
    Yet fighter/mages can use tower shields without penalty :)
  • CoutelierCoutelier Member Posts: 1,282
    edited June 2013
    Yes, not allowed to shed blood, but splattering it is okay. :) (Priests do often use daggers in ceremonies though, and reallyI can't imagine gods like Lloth being too strict about the no blood shedding rule).

    Even full plate armor isn't really that restrictive; it's designed to allow quite a lot of movement. The usual explanation I hear is that the metal somehow interferes with the spells.

    I've heard it said that the reason mages etc can't use bows or crossbows is because they have to spend more time studying spells than practicing with weapons... yet, they can use throwing knives and slings which are far, far more difficult to wield accurately than a crossbow (which pretty much anyone can be reasonably proficient with, with just a little training).

    Obviously, all these restrictions are just to try and balance the classes. Most in-universe attempts to justify them tend to come across as forced and labored.
    Post edited by Coutelier on
  • atcDaveatcDave Member Posts: 2,387
    Keep in mind a lot of rules are the result of 40 years of tweaking and tradition. So you can get a mix of good ideas, and things that are orphaned from their original purpose.

    I'm not exactly sure the thought process that lead to Rangers and two weapon style; but I believe the rule pre-dates Drizzt (I believe Drizzt was actually inspired by the rule, not the other way around). Per the 2E PH it only applied to Rangers wearing non-metal armors; so from a game balance perspective it was intended to provide a very good reason for Rangers to avoid heavy armors.

    The restriction for blunt weapons on clerics is inspired by a medieval church rule, it makes little sense in any form of D&D. It wasn't even a constant in the Middle Ages! (favorite line from The Song of Roland "...and the good Arch-bishop Turpin sheathed his bloodied sword...") Every PNP game I've played in modifies the rule to some degree or another; either allowing clerics to use "favored weapons" of their deities or re-writing the allowed weapons from top to bottom. But it remains a core rule, so BG is correct to implement it. But Clerics will always be disadvantaged in combat by their Thac0 and lack of weapon specialization; so weapons restrictions have little to do with game balance (in older rules sets; that had neither specialization nor even proficiencies the weapon restriction played more of a game balance factor).

    2 pips for paladins makes a lot more sense. First of all, keep in mind, all proficiency and specialization rules are optional in PNP. But the most common rule was that Paladins and Rangers weren't allowed specialization AT ALL. Weapon specialization was a perk of being a single class fighter only. Later, when more detailed weapon specialization rules were written, the idea was that paladins, rangers and multi-classes were always capable of just a little less in the weapon skill department than single class fighters. It was part of the price they paid for having a wider range of powers and abilities; they were less specialized in combat. BG uses a modified weapon proficiency system, a little different from anything in PNP, but I think they made a reasonable interpretation for game balance and playability.
  • ImperatorImperator Member Posts: 154
    I do understand the balancing issue, but what I'm seeking are how these rules are implemented in role-playing, novels, and in the minds of people, not just "'cos the rules say so".

    @ambrennan, first I thought that they could simply just drop the shield, but aren't they usually strapped so you can't drop them?

    @Coutelier, good point about metal interfering with magic, brings a sort of magic vs. tech in to play.

    @atcDave, interesting stuff about clerics, also I kinda get that a mastery in a weapon would take quite a lot of effort and time, only available to those who dedicate their lives to it.

    Perhaps there should be some sort of mechanic for innate talents,such as "this person has a good hand-eye coordination, can use bows without restrictions".
  • ReadingRamboReadingRambo Member Posts: 598
    2nd Ed rules were sometimes silly and illogical. 3rd Ed did away with a lot of these and is overall more streamlined, logical, and balanced.


    But for some reason I still love 2nd Ed. One example I can think of is acquiring a suit of elven chainmail. In 2nd edition it felt like cheating being able to cast mage spells in armor. You felt truly cool and powerful. In 3rd edition, there are ways around arcane spell failure and easier ways to add +armor ac so the mail loses some of that cool factor. This is but one example, but articulates the idea that easing restrictions on a rule system can have the consequence of diminishing the novelty of certain things.
  • atcDaveatcDave Member Posts: 2,387
    The greatest strength of 2E is that it was made to be customized. Its just loaded with optional rules and suggestions. Its more of a loose guideline than anything. Unfortunately, a lot of that flexibility is lost on CRPG. But I think BG does a pretty commendable job of sticking close to the rules, while modifying things as needed for balance. But it does leave us with a few artifacts like some odd weapon restrictions.
  • CoutelierCoutelier Member Posts: 1,282
    I've been trying to think of examples from novels, but can't really come up with any right now. Apart from the BG novels which I've tried very hard to purge from my memory, the only FR novels I've read are the Drizzt ones (before playing the original Baldur's Gate, I actually had no idea who he was).

    But I think there are a number of things you kind of need to have in games that don't really translate well into other mediums, like novels. There's no such thing as levels or hit points in real life, for example; there is skill and experience, but even with lots of that a single tiny slip could still get you killed by a peasant child wielding a pointy stick. Or it can be hard to maintain a lot of drama and suspense if the audience is thinking the characters can easily be healed or resurrected.
  • the_spyderthe_spyder Member Posts: 5,018
    edited June 2013
    Imperator said:

    For example, why do rangers get an automatic two bips in two-weapon fighting? Is just because of a certain drow-ranger, or was this something before Drizzt?

    I would suspect that rangers are given two-weapon fighting because they generally most shields are metal. Thus why would rangers use them? It is more or less an attempt to vary out the fighter types and make them distinct.
    Imperator said:

    And why can't paladins more than specialize in weapons? "I appear to be quite adequate with the sword, better not train anymore so as not to make anyone jealous"?

    This I suspect is because of the argument that Paladins have other abilities and disciplines that they need to spend time and effort at. The reason fighters can specialize and master weapons is because they have more time to spend on martial training than even other types of fighters. Kind of a thinly veiled excuse for power balancing, but it makes a kind of sense. While the fighter is spending endless hours hacking away at wooden dummies, the Paladin is spending time in the temple learning devotional disciplines etc…
    Imperator said:

    I do know the reason for clerics not being allowed to carry bladed weapons due to gods not wanting them to shed blood (which really proves, that if nothing else, priests are really good at finding loop holes).

    This isn’t 100% correct. I know that the PHB actually lists this as a reason, but I think the real reason is/should be that the Cleric of a given God should really primarily focus on the weapon of choice of that Deity. Because not all campaigns restrict to a given pantheon, or even require that the player pick or play to a given God’s Dogma, this was a way to limit and restrict clerics a bit.
    Imperator said:

    And I guess armor on a mage would restrict their arm movements.

    The “Theory” is that metal in some ways interferes with the flow of magic.

    All in my opinion and in fun. Feel free to disagree or discuss further.
  • VishnuVishnu Member Posts: 66
    What is the explanation behind dual class?
  • DeeDee Member Posts: 10,447
    I don't know that there's any explanations behind dual classing, but if you read Elminster: The Making of a Mage, Elminster (briefly Elmara) dual-classes from fighter to thief to priest to mage.
  • VishnuVishnu Member Posts: 66
    Interesting. I read many Forgotten Realms novels many years ago and I can't remember any other human dual classing. It's a bit hard to explain concept, how you can suddenly forget all what you know, then you start from zero in something else and at some point, you regain everything you had forgotten.
  • the_spyderthe_spyder Member Posts: 5,018
    I'd think the reasoning behind Dual class is life itself. You start out as one career professional and then you change direction. Plus it adds some variability to the static core list of classes.

    If you want literary references, Gandalf clearly had a bit of fighter in him. Conan was clearly a warrior/thief of sorts. Fafrd was also a bit of a barbarian/thief. Vlad Taltos had bits of assassin, wizard and priest mixed in. Elric was a warrior/mage. There are loads of characters that are not clearly defined by one single class.
  • ImperatorImperator Member Posts: 154
    @Dee, I've been using Kivan wrong all along. Now what kingdom could I give to him...

    Why can't humans multi-class? I doubt it takes anymore time than dual-classing, and if I remember correctly, even half-orcs can do it. And why can't non-humans dual-class?
  • VishnuVishnu Member Posts: 66
    edited June 2013

    I'd think the reasoning behind Dual class is life itself. You start out as one career professional and then you change direction. Plus it adds some variability to the static core list of classes.

    If you want literary references, Gandalf clearly had a bit of fighter in him. Conan was clearly a warrior/thief of sorts. Fafrd was also a bit of a barbarian/thief. Vlad Taltos had bits of assassin, wizard and priest mixed in. Elric was a warrior/mage. There are loads of characters that are not clearly defined by one single class.

    I understand this point, especially as I've changed career paths myself, but everything I knew from before was useful in one way or another, so I guess real life is more of a mixture of multi-class and dual class.

    I guess it's just mechanics, like Conan being a warrior/thief/ranger/barbarian/pirate. For a fictional character, it works, but if we want balanced videogames (or table top), limitations are in place.

    It's just interesting that it was decided that multi-class was one concept, but humans were going to have a similar mechanic, but different execution all together.
  • the_spyderthe_spyder Member Posts: 5,018
    Imperator said:

    @Dee, I've been using Kivan wrong all along. Now what kingdom could I give to him...

    Why can't humans multi-class? I doubt it takes anymore time than dual-classing, and if I remember correctly, even half-orcs can do it. And why can't non-humans dual-class?

    In the original versions of the game, Demi-humans were limited in what level they could advance through as well. The original intent was to make a Human centric world with a few Elves and dwarves in it. Unfortunately players wanted to really explore. But the core seeds of wanting humans to be different or special remained. Balancing effects of later versions smoothed it out, but there were even stat limitations based on Sex and age.

    For instance, Elves could only go to 10th level wizard. And I think Dwarves were capped at 12th level fighter (I am not sure on these, but you get the general idea). So the reason that an Elf could advance as a fighter/Mage was because they couldn't be as good at either as a human could be in both.

    Why these rules hung on is anyone's guess. Probably a paradigm like most things. It was always like that so lets not change it. Of course it is possible to go too far the other direction as well and change things into 4th Edition. Yuck.
  • the_spyderthe_spyder Member Posts: 5,018

    I think the whole game requires a good bit of suspension of disbelief. A lot of the rules don't make narrative/action sense if you think about them too much.

    Wait a minute? Suspension of disbelief? But there really isn’t Magic in the world? What about Santa Claus?

    One of the ones that's always bothered me is the idea that you can use a sword and shield, or a two-handed sword, and switch easily on the spur of the moment to archery, and back again. In real life, that shield is strapped onto the left forearm. Getting rid of it would take some time. And where are you carrying all this stuff to put it away and access it so quickly, as part of a six-person squad that fights using guerilla or swat team tactics?

    But Orlando Bloom can do it. Therefore it must be possible.
    LOL. All in fun. You make some good points here, but I am in a silly mood. No offense intended.
    On a serious note:

    As for magic, I've always thought that the mana system makes the most true-to-life sense. I always reimagine the Vancian spellcasting system in terms of mana when I play. If you have one first-level spell slot, that means you only have enough "juice" to cast one first level spell per rest cycle, because you're a beginner who has only built enough stamina with magic to do the one spell. As you practice, you get stronger, and you build the magical stamina to be able to cast more and more spells.

    I agree with this. I always imagine my wizards as being physically exhausted after casting spells. Maybe I just grew up reading Dragonlance, but I always felt that some ephemeral spell dancing around in your brain waiting to be let loose was far too much like Terry Pratchet rather than J R R Tolkien.

    I've noticed that actors who play mages and psi-powered characters usually play the spellcasting or psi-power action as though it were taking a lot out of them to use their powers - they furrow up their brows, and adopt looks of intense concentration, as though they were altering reality through sheer force of will. It does look like it would be kind of an exhausting thing to do, as it is traditionally played by actors.

    Excellent imagery here.

    It also makes sense to me that you'd build magical strength and stamina over time by exercising and practicing it every day, just as it works with physical skills and exercise, or with dexterity skills like playing a musical instrument, or, in the case of D&D, lockpicking, disarming traps, and picking pockets.

    For thieves, I imagine that they're always practicing stuff like the old trick where you splay out your hand on a table and stab in between each of your fingers over and over in rapid succession, never hitting your fingers and always hitting the table, or manipulating small objects like marbles or discs in creative and skillful ways.

    I am probably in the significant minority here but I think that in this Elder Scrolls got it somewhat right. Not that those games are ‘Great RPG’ games, but I think they got this bit right. The fact that you only get better at something by something ridiculous like actually DOING them, makes sense to me. I LOVE D&D, but the fact that a thief can become a master lock pick without ever having picked a lock, but simply by virtue of having been present during the death of X number of monsters and completed Y number of quests makes no sense to me. You actually have to DO it in order to get good at it.

    Anyway, TL:DNR. Excellent post @belgarathmth


  • atcDaveatcDave Member Posts: 2,387
    I like the 2E rules, and I like the BG implementation of them. But that said, every game, every DM is different. I love that too. I've seen mana systems actually used more often than the official magic system, I've even seem really odd hybrid systems (spell points for each different level of spells...oi!); some DMs really worry about where all your equipment is stored, some don't even look at total weight! Some games allow humans to multi-class, some do not. Some DMs change races all around, some do a lot of fun things for clerics. And every now and then, we'll be in a game, and someone will say "where did THAT rule come from!" And pretty soon another non-standard variation is born...

    In the end, I think it just such a flexible and rich system.
  • SchneidendSchneidend Member Posts: 3,190

    One of the ones that's always bothered me is the idea that you can use a sword and shield, or a two-handed sword, and switch easily on the spur of the moment to archery, and back again. In real life, that shield is strapped onto the left forearm. Getting rid of it would take some time. And where are you carrying all this stuff to put it away and access it so quickly, as part of a six-person squad that fights using guerilla or swat team tactics?

    Our gaming party is an elite fighting squad that depends on extreme specialization of each team member, fast mobility, and good tactics and planning, for survival, as opposed to a posted military unit that serves as a part of a large army.

    I can see a longsword, shortsword, or dagger, (but not a five-foot long greatsword), sheathed at the left hip, and a quiver of arrows strapped to the right hip, or the back. But where are you carrying your bow, if you have a shield strapped to your left forearm? If you draw steel, you'd have to throw the bow on the ground in a real fight, and forget about the shield, if you want to be ready to perform archery at a moment's need.

    I think that real-life archers would only throw down their bows and draw steel if their position were overrun, and that they would have to spend so much time practicing archery, they would be less good at sword technique than full-time foot soldiers, only switching to melee as a last resort.

    In P&P, sheathing weapons and drawing weapons requires some significant portion of the turn. In 3E, it's a move action (1 standard and 1 move action per turn, standard can convert to move), and in 4E it's a minor action (you get 1 standard, 1 move, 1 minor per turn and can convert in descending order). So, in order to actually sheath a weapon and draw a new one takes your whole turn in 3E, or most of your turn in 4E.

    You can always drop things in your hand as a free action.

    My Fighter in Pathfinder will typically fire a single crossbow bolt and then drop his crossbow to the ground, retrieving it later.
  • ambrennanambrennan Member Posts: 173
    I'd think the reasoning behind Dual class is life itself. You start out as one career professional and then you change direction. Plus it adds some variability to the static core list of classes.
    Which does nothing to explain why humans, arbitrarily can only dual-class and not multiclass whilst non-humans arbitrarily cannot dual-class but can multi-class.
    Shouldn't humans consequently be unable to become, say, bards (or any other not-absolutely-pure) class?
  • DreadKhanDreadKhan Member Posts: 3,857
    In 3rd you could take proficiency with spring loaded gauntlets, meaning you could use a ranged weapon with 1 hand. Not hugely long range, but coolness factor makes it worthwhile.

    There was also a quick draw feat to draw a weapon as a free action.

    For the multi stuff, I suspected at first it was related to lifespan, but half orcs can multi and they die sooner. Made sense for other demihumans.

    As I understand it, three reasons are common for unarmoured mages; all armour is heavy or bulky enough to interfere with spell casting, metal armour disrupts energy (very old idea: the fey were very vulnerable to iron), and mages lack training needed to wear and fight in armour. The last definately fits well with shields.
  • the_spyderthe_spyder Member Posts: 5,018
    ambrennan said:

    Which does nothing to explain why humans, arbitrarily can only dual-class and not multiclass whilst non-humans arbitrarily cannot dual-class but can multi-class.
    Shouldn't humans consequently be unable to become, say, bards (or any other not-absolutely-pure) class?

    I think the reason was to make humans special and different. Again, the original concept was a humanocentric world. Plus, I think I read somewhere that humans were meant to be more maliable and therefore able to change their focus, but that when they did they did it whole heartedly and with a dedication the precluded the previous class, until mastered.

    And again, no limits were put on humans. That would have detracted from the whole humanocentric focus of the original game as envisioned by Gary and Frank and the others.
    DreadKhan said:

    As I understand it, three reasons are common for unarmoured mages; all armour is heavy or bulky enough to interfere with spell casting, metal armour disrupts energy (very old idea: the fey were very vulnerable to iron), and mages lack training needed to wear and fight in armour. The last definately fits well with shields.

    Yep, pretty much the way I always understood it. I had forgotten about the Fey aspect. Thanks for that.

  • chbrookschbrooks Member Posts: 86
    If I remember correctly, all the core races in AD&D lived much longer than humans. Half-orcs may be the exception, but I'm not sure if them aging faster than humans was something that was new to 3rd edition. The logic on the multi/dual classing thing would be that the demihumans had much more time to develop multiple skills at once, while humans had to basically stop what they were doing to focus on the intense training needed for a second class.

    Using elves as an example, an elven fighter/mage began at over a century old and could live about 700 years (in 2nd edition; in 1st edition the age limit was well over 1,000 years). By comparison, human characters started at 16-20 years old and would be dead of old age in the time it took an elven wizard to learn his first cantrip.
  • MathmickMathmick Member Posts: 326
    When you attack, even with a weapon you have never used before, there's always a 5% chance that you will strike perfectly on the first try. Because it's realistic.
  • DreadKhanDreadKhan Member Posts: 3,857
    Mathmick said:

    When you attack, even with a weapon you have never used before, there's always a 5% chance that you will strike perfectly on the first try. Because it's realistic.

    Even a city slicker can eventually split a piece of pine with an axe... If he rolls a 20.

  • mylegbigmylegbig Member Posts: 292
    edited June 2013
    Imperator said:

    I do know the reason for clerics not being allowed to carry bladed weapons due to gods not wanting them to shed blood (which really proves, that if nothing else, priests are really good at finding loop holes).

    This was actually taken from real history.

    Edit: Looks like someone else already mentioned it.

  • DreadKhanDreadKhan Member Posts: 3,857
    mylegbig said:

    Imperator said:

    I do know the reason for clerics not being allowed to carry bladed weapons due to gods not wanting them to shed blood (which really proves, that if nothing else, priests are really good at finding loop holes).

    This was actually taken from real history.

    Edit: Looks like someone else already mentioned it.

    The Spanish Inquisition had a great work around for the 'don't he'd blood thing' for the clergy (incidentally, the prohibition came about because of the large number of clergy that loved fighting, and this created an image problem for the Church)... They heated all implements beyond red hot so they burned through and cauterized flesh instantly. Getting even to dull red require a pretty hot fire, so this wouldn't have been just heating a poker in a fireplace.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    edited June 2013
    There is very little historical justification for clerics not using bladed weapons and shedding blood. Catholic priests and militant Catholic orders quite regularly did so throughout medieval European history.

    The entire false cliché was made up by Gary Gygax, as a balancing element of his early prototype tabletop wargames that led to D&D.

    http://l-clausewitz.livejournal.com/394539.html

    http://genreauthor.blogspot.com/2011/10/could-clerics-shed-blood-example-of.html

    http://community.wizards.com/go/thread/view/75882/19814862/3E_Cleric_Weapon_Restrictions

    There you have just a few references. I wish I could find the specific one I'm thinking of, that is somewhere on the Candlekeep Forums. It tells how Gygax and his early gaming friends stumbled onto having a player character vampire, and that Gygax invented the cleric class for another player character to be a foil to the first one.

    Also, the primary motivation for the blunt weapons restriction was purely to make the cleric have a d6 of damage as opposed to the fighter's d8. Gygax was concerned that the cleric class with its divine magical, healing, and turning undead abilities not overbalance the fighter - you were supposed to pay for those extra powers by using smaller damage and hit dice, as well as -1 throughout your attack tables.

    Here are two non-gaming historical sources I found. It's taken me over an hour of searching and re-searching to find them. "The truth is out there", but you have to work to find it. Part of the trouble is that we gamers are profoundly influenced by everything Gygax made up, to the point where we frequently confuse it with real history, which is quite different from D&D, especially when it comes to clerics.

    http://www.answers.com/T/Knights_Templar
    http://mpirrello.hubpages.com/hub/Military-Orders-and-the-Crusades

  • atcDaveatcDave Member Posts: 2,387
    Funny Belgarathmth, your first reference is about the same Turpin I mentioned up top. Such brief treatments on the Internet, including anything we say here, need to be taken carefully and not confused with serious historical research. But even a quick read through of such things will show that the bludgeoning rule was applied, at least in medieval literature, sometimes. Often enough, I think its safe to say Gygax did not hatch the idea of his own initiative. But one problem is we're talking about a long period of time. From Dark Ages, to Middle Ages, to Renaissance (never mind if we're including the ancient world...) we're looking at over 1000 years of time.
    Although it is completely true the bludgeoning rule was originally introduced to AD&D as a balancing issue, it does seem to have been occasionally seen as a rule for military clergy (although not in Turpin's time! Traditionally he died at the Battle of Roncesvalles in 778. Although the Catholic Church says he died on Sept 2, 800. Gotta love medieval record keeping...), at least in some medieval literature.
    Much like the crossbow was also "outlawed" by the church in 1139 (at least for use against Christians); that law also seems to have had little or no actual impact on usage.

    Gygax and his buddies were gamers. But they were fairly serious miniatures gamers first. And as such, they actually did know enough history, myth and literature that their decisions were not completely arbitrary. But as the game has changed over the years some of those early decisions and rulings seem separated from how the game is now played. In particular, I think the advent of weapon specialization (first published in Dragon Magazine, then Unearthed Acana in 1985) for Fighters left the blunt weapon restriction obsolete. The 2E core rule books even suggested relaxing the restriction for specialty clerics of specific deities with obvious favored weapons (cleric of Poseidon should at least get a trident...). But the restriction continued in common usage regardless.

    And I know that all sounds terribly pompous, I am sorry about that. But I love the history, and the history of the game. My love of ancient and medieval myth is what first drew me to gaming, many decades ago in the foundational period of gaming. So I always have a ton of sympathy for Gygax and his buddies trying to make all of this work and make sense.
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