A couple of years. I was young, but serious. But didn't play with anyone who had learned other than from the books.How much did you play?
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I just wonder how much B/X you've played (I always lump in Basic and Expert, sorry). And, I wonder how your thoughts on it would change over the course of say 10, 20, 30 sessions.
(Since then, I've played a handful of times in a one-shottish, light-hearted way.)
I read quite a bit of Lewis Pulsipher (in White Dwarf) at the time, and tried to emulate that approach in my GMing - it's hardcore Gygaxian dungeoneering (if you don't know Pulsipher, think Gygax's discussion of "skilled play" in his PHB and DMG). But that never worked for me. I eventually found my stride as a GM when Oriental Adventures came out - it presented a very different approach to what the game could be about. It put heroics, myth and history more at the centre of things.
Agreed. I think it can shape the parameters for judgement, though. Whether that's worthwhile is (to some extent, at least) a matter of taste, I think.How do you resolve the chandelier in say, 4E? An Acrobatics or Athletics check right? But... You're setting the DC too right? How do you arrive at that DC? Is it an easy task? A hard task?
In my opinion, the DM is always making these judgments. Adding in a "roll" doesn't remove those judgments.
I'm not sure it's all taste, though. One thing the standardised DCs, damage etc do in 4e is set up a type of "reliable floor" that can give players the confidence to have their PCs do stuff without fear of being hosed. They don't remove the need for GM judgement, but they channel or constrain it's mechanical expression in certain ways.
This is very different from my experience of 4e. I find that 4e makes the fiction I care about matter - how the group is working together, where they are in relation to one another, dramatic entrances or retreats, etc - while making the fictional minutiae I don't care about - is the fighter attacking high or low?, is the ranger aiming for the head or the chest, etc - take care of itself. For me, powers abstract away just the right amount of the fiction, while making salient just the right part of the fiction, for my tastes.I think 4E minimizes the importance of fictional positioning. This is why a lot of people complain it feels like a board game. It's not entirely irrelevant, but it's certainly trumped by mechanics.
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When I played 4E, I tried my damnedest to bring it to a fiction-first level. The problem was, I had to fight the system to do it.
Can it be done? Sure. But, 4E doesn't encourage, or lend itself well to it.
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Sure, we can have our moments of creativity in 4E. But, that's the exception, not the rule. For the most part, we're looking at our power list and thinking, "Hmmm. Which power would be best here...?"
There are three things I like about skill challenges. (And in this respect I don't think they add anything new to RPG design. I see them as a version of the generic concept of extended conflict resolution.)
(1) They establish a certain type of pacing - the scene can't resolve until either N successes or 3 failures. That works for me. It produces more interesting and unexpected happenings.
(2) By using standard DCs, they give the players a type of confidence to engage the mechanics without worrying about their PCs being hosed. They establish a type of safety net for players engaging the situation.
(3) They establish finality in scene resolution. This helps especially in social situations, I find - the players don't have to worry, for example, that they will be hosed by NPCs suddenly changing their minds from what was earlier agreed.
I'm thinking of stuff as simple as "spill some oil on the ground to enhance my forced movement effects" or "open up my flask of elemental fire to enable me to use an Arcana check to do something funky with it".I don't think 4E does the "engage the fiction to open up mechanical effects" well though. I think it does the opposite: engage the mechanics so we can engage the fiction. "I use mechanics." Ok, we apply fiction after the fact.
I found the "rule of the Ming vase" stuff helpful. It helped me run a combat in a library in my 4e game.I really can't stand the "Old School Primer" honestly. It has some tidbits of goodness in there, but some of it is just B.S.
Gygax endorses this approach in his DMG. Which is not to say that he's right. But every time I want to defend the place of "fortune in the middle" mechanics in D&D, I point out that Gygax was doing it back in the day!In another thread, we're talking about old school saving throws. We're arguing about something else in terms of the saves, but in relation to this conversation, they do that mechanics-first thing and I hate it! There's a fireball! Roll a save vs. blast! "15!" Sweet! I jump out of the way.
This is too focused on minutiae for me. I like combat in my games, but not at this level of detailed description. Apart from anything else, as a GM I don't know enough about it to adjudicate it.I want to see, "I do something." Kick in mechanics.
"A fireball is hurtling at you! What do you do?" "I leap behind the corner of the wall!" Ok, kick in mechanics for that. Or, "I throw up my shield and try to cling behind it as closely as possible." Ok, kick in mechanics for that.
Absolutely no need to apologise (at least as far as I'm concerned). I'd give you some more XP if I could.Anyways, sorry for the rant.
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