I think your missing the point of my post. Why do you level? Whats the point of leveling? Once you have that, why are there different leveling methods (AEDU in 4E vs each class has different rates in 1E, eg)? Is there a narrative difference?
There are pacing differences.
In 1E the narrative was wizardry was hard, difficult, and scholarly which took time and so you had a steeper curve versus say thievery. Was it fair? was it balanced? Was it a satisfying narrative? All arguable.
But this is all arbitrary. I could break the AD&D wizard into more levels - say 3 levels for every current two levels. This would put the wizard onto an XP table more like the thief. I could then adjust the combat, save and spell tables to keep the ration of XP to spells, bonuses etc more-or-less the same. And I could drop hit dice from d4 to (say) d3, or even - at the extreme - 1 per level, plus CON.
What would that do to the narrative? Nothing that I can see. All I've done is present wizardry in more fine-grained detail.
(Also, your narrative of "wizardry as difficult" ignore the fact that a MU needs fewer XP to reach 11th level than any other class except a thief or druid.)
Grenades don't light underwater. Yeah, I know, magic.
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Magic breaks the rules. Its why its magic.
I'm not sure about your position on magic. If magic is
magic, why can't a fireball work underwater?
There are corner case, and then there is rationalizing an onrushing mage charging, dagger first, at a full-plated fighter with a greataxe...
Why would you narrate it that way, and introduce absurdity into your fiction? The notion that a fighter with a greataxe wrongfoots a mage armed only with a dagger strikes me as pretty plausible.
I'd say that CaGI fails. The gnolls (assuming they're not stupid, I don't know the average gnoll Int off the cuff) have a superior tactical position and the halfling is at horrendous disadvantage. The power isn't wasted, but the halfling hurls threats and insults, the gnolls respond with some arrows that miss, and the halfling reconsiders his tactics.
Why are you adjudicating Come and Get IT as taunts in this sort of case?
With CaGI it's the same thing. All these theoretical "corner cases" with the wizard and the archers, and the halfling with a toothpick are simply that "corner cases" that I'm coming up with in my mind. I think gnoll archers would be highly susceptible to CaGI from a halfling with a toothpick. They are cruel pack animal creatures. They see weakness and they pounce. But that's just me.
Nice way to do it.
That's actually the point. Perhaps the gnolls, chaotic and evil, pounce on the halfling looking for hobbitburgers. But perhaps they're guarding something. Perhaps they enjoy they're position of cover, or perhaps they're waiting for some other prey to come buy. That is for me, the DM, to decide.
Well, not if Come and Get It is in play. That's the
point of the power - it shifts authority over these NPCs' actions, in this context, from GM to player.
An Ability like CaGI takes the DM's right to play monster's intelligently away from him
That's the point. A high Charisma, or a Charm spell, do the same thing - take the GM's power over NPCs away. Slightly orthogonally, Come and Get It also contributes to a fiction that is more like a roleplaying game and less like a boardgame or wargame - sometimes the NPCs act irratitionally (just as happens in the real world).
The DM has three jobs: Referee (rules-adjuster), Narrator (scene setter), and Loyal Opposition (monster runner).
I'm surprised that the person complaining that the "prone" condition, in 4e, doesn't always have that literal meaning, offers a definition of "referee" which is so far from ordinary usage!
I am happy with the GM as referee, but "referee" means "rules applier and adjudicator", not "rules adjuster".
His job is to make sure all three of these things are in balance. He has the right to smack down those who use one area to break down another. If using the rules breaks either the setting of world (verisimilitude, if you will) or his ability to run encounters in a reasonable, challenging way, the DM has imperative to put on his referee hat and smack that rule down.
You seem to be adding in a couple of extra jobs here that you didn't mention in your list of three above: setting/verisimilitude preserver; runner of encounters in a reasonable and challenging way.
As for the first of these, I agree that is something the GM has special responsibility for. But given that the players have certain abilities, verisimilitude/genre appropriateness is to be preserved consistently with the action resolution mechanics. Thus, when the halfling with the toothpick uses Come and Get It, a GM preserving versimilitude will narrate it like D'Karr suggestsed, rather than as taunts that fail. When a PC falls over an impossibly high cliff but has enough hit points to survive, a GM preserving verisimilitude will narrate the divine providence that saves the PC, rather than just break the rules and tell the player "Sorry, you're dead."
I've not yet encountered an instance where I have to break the rules to preserve verisimilitude.
if someone otherwise happy running 4E who doesn't want the players to have any kind of narrative control, then said DM should ban CAGI and/or house rule it to work some other way. They should not allow it under some mistaken fidelity to the letter of 4E making power choice a player decision, but then effectively neuter that decision by arbitrarily imposing their vision of the power.
Agreed.
One of the things I'm a little unclear on in this discussion is exactly what players/PC's should and shouldn't be aware of...
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what about a situation where I've decided that in my world fire elementals can't be hurt by fire... do I need to inform or consult the players about this?
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Do the players/PC's know all the capabilities, vulnerabilites, powers, etc. of the various monsters? Should they before engaging with them?
My feeling is that the answer to these questions will be very table-specific.
There is a tradition in D&D of the GM surprising the players by sprining mechanically unpredicatable monsters on them. If a group plays with that tradition, the answer to your questions is presumably No.
There is also a tradition in D&D of ingame options to learn about monsters: ask a sage (in AD&D); draw on your own training as a scholar (monster knowledge checks in 4e - and 3E?). If you give the players full info about monsters in advance, you negate those options. This might be a problem at some tables, depending on the players' expectations for how their PCs might deploy those ingame options.
Then there are broader, thematic issues: many players are going to assume a lot of radiant vulnerability for undead, because (i) it is tradition, and (ii) it is mechanically expressed via many divine powers. Changing that, as a GM, is a big enough change that I think for many groups it probably should be called out and discussed in advance. Because now we're not making one ooze immune to "prone" - we're making a big change to an underlying presumption of a whole category of monsters and of PC powers.