Absolutely, there should be some level of “okay who stands in front of the skeletons, who fireballs the skeletons, who puts the fighter back together after they get fireball’d too, and who stops the whole party from getting killed by a trap before they even reach the battle”. If you’re gasp optimizing, you might even tailor your skillmonkey around the gaps in your party’s abilities - you probably don’t need the world’s best arcana checks with a wizard in the party, but it would be nice to grab face skills if you don’t have any other charismatic fellows around.
That is a lot more optimization than I’m used to. In my group people just come up with characters they want to play and the GM works with that.
Mind you, we do discuss what kind of game we’re playing so we don’t end up with four pure noncombatants doing a dungeon crawl. But ending up with four wizards? Yeah, that might happen or even be encouraged.
I really don’t wanna have to discuss who has to change their character concept because we need a healer or our party composition won’t be optimal.
It’s not about who has to change their character concept. But about building a party which can work together.A session zero and common character creation is universal seen as a good practice
I’ve seen campaigns where players had to actively avoid PvP due to big difference in goal/loyalties/alignment. Let’s avoid the my family hates your familytrope.
Then, indeed, not doubling the skills or have skills not matching the campaign. You don’t want to have 5 pilots for one space ship. Especially if it means you don’t have a social character.
There is more character I’d like to play than games where I could play them, so not that much of a problem anyway
I find that a lot of D&D players seem to have a fairly mechanistic view of the game, more so than with other games. This is probably a result of D&D, as an offshoot of a tabletop strategy game, being designed in such a manner. Now, your approach is already a lot softer (and I agree that some preplanning is recommended) but the “every party needs a tank, a caster, a healer, a skill monkey, and one of the needs to be the face” I responded to is fairly common in the D&D world.
I don’t agree with that level of party planning. I find it awfully reductionist and belying a mechanistic view on how the game works. I also never found it necessary. Every single element in that list is optional if the players and GM can deal with it. Heck, I’ve never even been in a game with a semi-dedicated healer. For something with clear, limited in-world roles (like your starship example), you do need to allocate them but games like that are rare.
Of course, like I mentioned that D&D’s design informs the way it’s talked about, my experiences are colored by the systems I’ve played, particularly The Dark Eye. TDE affords players much less power than D&D. Spellcasters are much weaker due to slow resource regeneration – they use a mana point system and a high-powered spell will take multiple long rests to recover from. Sure, you can combat heal or throw a fireball but only when necessary. Also, there are way more skills so even with all party members pitching in you won’t have expertise or even competency in everything.
As a result, the idea of having a party that can take on any challenge (and/or deal with several high-stakes battles in a short time frame) is unrealistic. This actually frees up a lot of conceptual space since there’s no one party that can do every kind of adventure. So with some coordination you can make anything work, even a party with no combat or magical skills who Shawn Spencer their way through quests.
What absolutely needs to be worked out are things that could set the party against itself or keep a player from interacting with the others. But that’s more of a player behavior thing; e.g. you can play a perfectly selfish, evil character who still puts the party’s interests ahead of their own – if they’re played to consider having reliable friends worth more than short term gain. So yeah, I also expect a certain amount of character tailoring, just on the roleplay level rather than mechanically.
Just for clarification - you don’t want ensure your party has, say, someone with the ability to talk to people, but you also don’t want to talk to your DM ahead of time to ensure you’re not playing a politics heavy game where a face will be absolutely necessary to make any progress?
Not everyone needs to be specced into being the perfect version of one of those four basic archetypes. Like you mention, “dedicated healer” is essentially gone in place of short rests and healing word spam. But won’t it feel awful goofy to have a player die as the three other 8 wisdom barbarians fail their medicine checks to stabilize?
Chat with the whole party. Some of them might not be happy with you avoiding all the combat.
Absolutely, there should be some level of “okay who stands in front of the skeletons, who fireballs the skeletons, who puts the fighter back together after they get fireball’d too, and who stops the whole party from getting killed by a trap before they even reach the battle”. If you’re gasp optimizing, you might even tailor your skillmonkey around the gaps in your party’s abilities - you probably don’t need the world’s best arcana checks with a wizard in the party, but it would be nice to grab face skills if you don’t have any other charismatic fellows around.
That is a lot more optimization than I’m used to. In my group people just come up with characters they want to play and the GM works with that.
Mind you, we do discuss what kind of game we’re playing so we don’t end up with four pure noncombatants doing a dungeon crawl. But ending up with four wizards? Yeah, that might happen or even be encouraged.
I really don’t wanna have to discuss who has to change their character concept because we need a healer or our party composition won’t be optimal.
It’s not about who has to change their character concept. But about building a party which can work together.A session zero and common character creation is universal seen as a good practice
I’ve seen campaigns where players had to actively avoid PvP due to big difference in goal/loyalties/alignment. Let’s avoid the my family hates your familytrope.
Then, indeed, not doubling the skills or have skills not matching the campaign. You don’t want to have 5 pilots for one space ship. Especially if it means you don’t have a social character.
There is more character I’d like to play than games where I could play them, so not that much of a problem anyway
I find that a lot of D&D players seem to have a fairly mechanistic view of the game, more so than with other games. This is probably a result of D&D, as an offshoot of a tabletop strategy game, being designed in such a manner. Now, your approach is already a lot softer (and I agree that some preplanning is recommended) but the “every party needs a tank, a caster, a healer, a skill monkey, and one of the needs to be the face” I responded to is fairly common in the D&D world.
I don’t agree with that level of party planning. I find it awfully reductionist and belying a mechanistic view on how the game works. I also never found it necessary. Every single element in that list is optional if the players and GM can deal with it. Heck, I’ve never even been in a game with a semi-dedicated healer. For something with clear, limited in-world roles (like your starship example), you do need to allocate them but games like that are rare.
Of course, like I mentioned that D&D’s design informs the way it’s talked about, my experiences are colored by the systems I’ve played, particularly The Dark Eye. TDE affords players much less power than D&D. Spellcasters are much weaker due to slow resource regeneration – they use a mana point system and a high-powered spell will take multiple long rests to recover from. Sure, you can combat heal or throw a fireball but only when necessary. Also, there are way more skills so even with all party members pitching in you won’t have expertise or even competency in everything.
As a result, the idea of having a party that can take on any challenge (and/or deal with several high-stakes battles in a short time frame) is unrealistic. This actually frees up a lot of conceptual space since there’s no one party that can do every kind of adventure. So with some coordination you can make anything work, even a party with no combat or magical skills who Shawn Spencer their way through quests.
What absolutely needs to be worked out are things that could set the party against itself or keep a player from interacting with the others. But that’s more of a player behavior thing; e.g. you can play a perfectly selfish, evil character who still puts the party’s interests ahead of their own – if they’re played to consider having reliable friends worth more than short term gain. So yeah, I also expect a certain amount of character tailoring, just on the roleplay level rather than mechanically.
Just for clarification - you don’t want ensure your party has, say, someone with the ability to talk to people, but you also don’t want to talk to your DM ahead of time to ensure you’re not playing a politics heavy game where a face will be absolutely necessary to make any progress?
Not everyone needs to be specced into being the perfect version of one of those four basic archetypes. Like you mention, “dedicated healer” is essentially gone in place of short rests and healing word spam. But won’t it feel awful goofy to have a player die as the three other 8 wisdom barbarians fail their medicine checks to stabilize?