jbear
First Post
I haven't run into this kind of problem with any rules set I've used. But I tend to run around problems instead of into them. I might have had to look up squeezing rules for a Black Pudding in a system that is explicit about that kind of thing. That would be an interference during play so I'd make it up. In 4e squeezing seems to say that it can't be done which doesn't fit with the fiction. No mention of a special ability in its stat block for me to point at and say specific over general (which could be solved by customising the monster with a quick slash of my pen). Or I could not bother as well and just describe what happens as it plays out in my mind. Which is what I do. But that is nothing new.The question is - do these matter in the same way that Boardwalk has higher rent because it's on the beach, or because of its location on the board?
There's a way of playing the game that puts the weight on the statblock and removes it from the fictional content. Here are some examples:
- A black pudding can't squeeze through cracks under doors because the rules for squeezing say they can't; since ogres can't do it, neither can the black pudding.
- The only way to disarm someone is to bring them to 0 hp or have a power that explicitly says the creature is disarmed, even if you are standing on the weapon or you can control the creature's mind.
- Come and Get It pulls creatures into bad positions regardless of any fictional considerations - archers jump off fortified towers or drop prone.
- An ogre isn't level 8 because it's big and strong and raised to fight; it's level 8 because it's level 8. It could be level 1 or level 30; the fiction doesn't map.
It's not necessary to play the game this way, but it's a valid style.
I've only played Descent once, but I seem to recall that line-of-sight was very important. In Descent you can't place a mirror in a corner and expand your line-of-sight. That's what I would consider a board-gamey rule; even though the fiction supports it, the rules don't, so you can't do it.
These aren't good or bad things in and of themselves; the question is how they support the metagame goals of play itself. Do you want to put an emphasis on exploring the world? Running dangerous fights for heroes? Challenging political or social beliefs? Focusing on strategic or tactical play?
I think there's a lot to say about how one could run 4E for different styles/metagame goals of play and which techniques would support those goals better. For example, if one of your goals is to explore the world, you probably won't want to raise or lower the levels of monsters (save where world-appropriate - e.g. young and the infirm), while if you're playing a game focusing on "premise" you probably will want to raise or lower monster levels in order to provide appropriate adversity while getting the colour right.
Where mechanics meets limitations, it doesn't mean the fiction should. I know the mechanics well enough as they are so streamlined that I can make a ruling how something the rules don't cover that my players come up with should be resolved. To tell you the truth many of those ideas have actually been inspired by you, from your thread Sandboxing in the Nentir Vale.
Is it an explicit or even implicit part of the system? You seem to have found so, but you get to game far more often than me I fear. I haven't found it personally. I just have a feeling that I don't need to look rules up in books any more.
Monster stats... great. streamlined, easy to read/use. But monsters are people too. I'm not going to limit my goblins to hurling javelins and sticking people with spears just because that is all that appears on their stat block. But heck, it's a great place to start.