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[WotC's recent insanity] I think I've Figured It Out

Korgoth

First Post
Perhaps some will disagree, but the combat system is at the heart of all versions of D&D. It's the reason we all say "I kill them and take their stuff," not, "I persuade them to give up their stuff."

The problem I have about the "kill them and take their stuff" meme is that it's actually false. The notion of the meme is that old school D&D was about killing monsters and taking their stuff. And that's simply not true... at most it was about taking their stuff, but you only had to kill them first if you messed up and got yourself into a scrum.

Grabbing a single, low-mid level treasure was worth killing thousands of orcs. And the orcs could kill you back. Solution: get the treasure without a fight, if possible.

Speaking of caricatures, sometimes it seems like 3E and later editions were designed by people who saw caricatures of D&D and thought they were true.
 

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Argyle King

Legend
@Johnny3D3D

I dont see how-Great Cleave Just lets you use your cleave attack an unlimited times per round. Cleave lets you make an immediate extra attack if you drop an enemy to 0 or lower HP-but ONLY if the enemy is in reach, and you cant take a 5 ft step. With a spiked chain (despite the name Cleave doesnt say it can only be used with slahing weapons) I can see him clearing everything within reach in a single turn, which would look rather impressive if just ONE guy were completely surrounded.

Make for one helluva intimidate check.

Feats :: d20srd.org

I may be mis-remembering the name of the feats I'm thinking of. I recall there being one which allowed you to take a step between the attacks.
 

Mallus

Legend
Fair enough. I'm just comparing some of my old school experiences with my experience playing at Encounters. And the contrast is so close to your caricature it's remarkable.

On the other hand, that's choosing some of my best old school experiences with my worst experience playing D&D ever, so I see your point.
To be fair, my experiences playing 3e and 4e have been with a great group of people who do not lack for cleverness, smarts, general amiability and role-playing skills, so that obviously informs my opinion of latter-day D&D, and I've never played an Encounters session, in fact, I haven't been to a convention/organized-play event in almost 20 years. My gaming experiences being exclusively campaigns with friends.

But I'll never, ever like "roll to see it" mechanics, or social mechanics in any rpg.
I'm not a fan of social mechanics, either, and when I run 3e/4e, I leave it to players whether they want to roll social skill checks. I'm happy talking things out exclusively.

So I acknowledge that your caricature is in fact a caricature, but that doesn't make it entirely inapposite.
Oh, I'm sure your caricature of 4e play in entirely appropriate in some cases. It just not appropriate, or rather accurate, to locate smart and creative play in any particular edition(s) of the game. Smart and creative play depends on who's playing the game, not what edition they use.
 

Mallus

Legend
But, clearly there are highly significant differences in what some people demand of the mechanical side.
This invites the question: what mechanical support for role-playing --use any definition you prefer-- did previous editions offer? And what kind of mechanical support do you prefer?

From my perspective, all 4e lacks is the role-playing support department, is the 3e spell casting system. Which is kinda a plus, unless you really want to role-play a 3e caster...
 
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Ariosto

First Post
Mallus said:
...with shallow caricatures of contemporary play...
False.

With the actual examples of contemporary play I have seen. With the texts that impart and reinforce it. With what mostly gets talked about when people talk about the game right here at EN world, too.

That you are an exception does not nullify the rule. For the most part, people either
(A) play the game as the books instruct because they have no previous experience doing "D&D" any other way; or
(B) bought the thing in the first place because it is so thoroughly in agreement with their view that "encounteriz4tion" is more fun than what we used to call role-playing; or
(C) happen to prefer RPGs, and D&D, as they have been known (even if only in the previous decade), and so not to be invested in 4e
 
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Dm_from_Brazil

First Post
False.

With the actual examples of contemporary play I have seen. With the texts that impart and reinforce it. With what mostly gets talked about when people talk about the game right here at EN world, too.

That you are an exception does not nullify the rule. For the most part, people either
(A) play the game as the books instruct because they have no previous experience doing "D&D" any other way; or
(B) bought the thing in the first place because it is so thoroughly in agreement with their view that old-style role-playing games are rotten, and D&D is the worst; or
(C) happen to prefer RPGs, and D&D, as they have been known (even if only in the previous decade), and so not to be invested in 4e

FALSE.

What YOU have seen or read is an exception that does not nullify the rule.
For the most part, people either play in a myriad of ways - and that, of course, is just an IMHO and a personal point of view - as mostly EVERYTHING posted here in En World, by the way... But we are all such a specialists, "RPG studies" researchers and know-it-all, isn´t ?

(As you see, this game can be played by two - now you come and say that all I said is false, and we enter an endless loop)
 


BryonD

Hero
This invites the question: what mechanical support for role-playing --use any definition you prefer-- did previous editions offer? And what kind of mechanical support do you prefer?

From my perspective, all 4e lacks is the role-playing support department, is the 3e spell casting system. Which is kinda a plus, unless you really want to role-play a 3e caster...
There have been, literally, hundreds of threads on this topic.
Pretending you have not personally participated in them does not make them go away.


As to your perspective, that is perfectly fine. I respect your perspective. But, you can't respect other people's perspectives without admitting it exists. And it exists in very large numbers.
 

pemerton

Legend
with an occasional random Dice Challenge where other folks might put problem solving and conversations with NPCs.
Skill challenges were an attempt to develop social and exploration encounters in the same way, but as written they fall pretty flat. There are very seldom any meaningful choices to be made in a by-the-book skill challenge. You pick the best skill you can find an excuse to use, and then it's all up to the dice.
Neither of these comments reflect my own experience with skill challenges.

I have a collection of rulebook quotes I like to pull out on occasions like this:

From the player’s point of view (PHB pp 179, 259):

Your DM sets the stage for a skill challenge by describing the obstacle you face and giving you some idea of the options you have in the encounter. Then you describe your actions and make checks until you either successfully complete the challenge or fail…

Whatever the details of a skill challenge, the basic structure of a skill challenge is straightforward. Your goal is to accumulate a specific number of victories (usually in the form of successful skill checks) before you get too many defeats (failed checks). It’s up to you to think of ways you can use your skills to meet the challenges you face.

From the GM’s point of view (DMG pp 72–75):

More so than perhaps any other kind of encounter, a skill challenge is defined by its context in an adventure…

Begin by describing the situation and defining the challenge. . . You describe the environment, listen to the players’ responses, let them make their skill checks, and narrate the results...

When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. As long as the player or you can come up with a way to let this secondary skill play a part in the challenge, go for it…

In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no. . . This encourages players to think about the challenge in more depth…

However, it’s particularly important to make sure these checks are grounded in actions that make sense in the adventure and the situation. If a player asks, “Can I use Diplomacy?” you should ask what exactly the character might be doing … Don’t say no too often, but don’t say yes if it doesn’t make sense in the context of the challenge.​

So it's not about "making excuses" to use skills. A player has to explain what his/her PC is doing to resolve the challenge. If this is not a meaningful choice with potentially meaningful consequences, that's only because the GM is not making the effort to set up skill challenges with meaningful stakes, where methods of resolution make a difference. As a very simple example, whether a social challenge is resolved using Diplomacy or Intimidate should have very obvious consequences for downstream relationships between the PC(s) and NPC(s) in question - and even for subsequent checks during the challenge (eg -2 to future Diplomacy after successful Intimidate).

The main difference between a skill challenge and "free-form" but skill-based encounter resolution of the sort supported by games like Traveller, Runequest and Rolemaster is that a skill challenge imposes a mechanical constraint on resolution - no more than 12 successes can be required by the GM (and XP must be allocated accordingly) and no more than 2 failures may be permitted with success still being possible. The rationale for this sort of quantification (which resembles eg extended contests in HeroQuest or some aspects of the Duel of Wits in Burning Wheel) is that the GM and players aren't free to just string the encounter along until they reach an agreement on its resolution. This imposes pressure on the GM (and, perhaps to a lesser extent, players) to narrate the outcome of skill checks in such a way that a sensible resolution within those mechanical constraints is feasible.

Whether this is a good or bad thing might depend in part on whether you see "free-form" resolution as open-ended an innovative, or as GM-fiat-"mother-may-I". As a GM who has found "free-form" resolution increasingly frustrating over the years, I personally like it.

Outside of combat, how do the mechanics respond to the choices the players make? Do they feed back into character resources? The adversity the players face? The rewards the characters earn?
Based on what I've said above, I think the answer is "Yes". Player choices should affect the resolution of a skill challenge, by opening up some options and foreclosing others. This in turn feeds into adversity. It can also feed into rewards. A very simple example: a successful skill challenge might lead to a magic item being given as a gift, which otherwise is obtained only following a fight. More complex examples might involve access to healing, to information, to social positioning that opens up mechanical and/or ingame options, etc.

there are issues with skill checks that cause problems when you use skill challenges.
I'd like to hear more about this.

I for one find the skill challenge rules excellent - near the sweet spot of providing me as DM enough to resolve things without being constraining or meaning I need to disrupt the scene to look things up.

<snip>

The guidance on how to use them sucks. Which is very different from nto finding them extremely useful.
I think the guidance on how to use skill challenges could be better. I wouldn't go so far as to say that it sucks - the passages I've quoted above are pretty clear. But I disagree with you about the rules being excellent. I think they have at least a few problems. The main one that crops up for me repeatedly is a lack of clear rules on integrating powers and rituals into skill challenge resolution. Now I'm not an idiot, and so some of this I can work out myself (helped by what is said in DMG 2). But given the intricacy of the mechanical balance in 4e, exactly what is the expected likelihood of saving a healing surge (a fairly standard issue in a skill challenge) by using a ritual costing X gp (DMG 2 says a ritual is worth an automatic success, but this just obviously can't be right eg for a 1st level ritual used by 10th level PCs).

4e to me is the first edition to provide that without heading hard down the simulationist rabbit hole
Agreed.
 

Ariosto

First Post
DM_from_Brazil said:
Based on what?

I have given you the basis for my claim. I am pleased that you should weigh it on its merits.

You offer none whatsoever for yours. I weigh it on its merits.
 
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