Why Must I Kludge My Combat?

No. At the end of 2e, using minis was relatively uncommon. D&D comes out of a skirmish wargame.

No. If 40% of the people polled never used minis, that number includes all of the people polled, not just the people who began playing at the tag-end of 2e. Moreover, the question is not "Are you using minis now?" but "Have you ever used minis?" or words to that effect.

EDIT: As has been pointed out by others upthread, use of minis was actually increasing at the tag-end of 2e, not waning.

Your logic doesn't follow. It is entirely possible that people who spend more money on minis than on books.

It doesn't matter where they spend the money; what matters is that the key difference between $1 and $10 is whether or not they buy minis. So, if you are intelligent, you try to make sure they buy minis.

I see nothing that could qualify as a refutation. Merely assertion.

Well, you can lead a horse to water...... :lol:

Sorry, but if you see nothing that could qualify as a refutation (as opposed to, say, a refutation that you might, in turn, choose to refute), I have no desire to argue the point with you. I don't think it would profit either of us.



RC
 
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There is much wisdom in this. You can't please everybody all of the time, and no finite/usable rule set does everything well. It just isn't a practical possibility. It is not unreasonable for a designer to choose what the game will and won't do.

I'm not a fan of certain foods. That doesn't make a restaurant that serves those foods a bad restaurant, poorly conceived, or with a sub-standard chef.

Yes, but you and Hussar pre-suppose that 4e succeeded at what it set out to do. I honestly feel that many of the gripes raised in this thread concerning 4e are because it doesn't.... at least not without one spending money on more books (or DDI) beyond core and/or houseruling. As an example...It didn't do skill challenges well at all, and you are now expected to pay for more in order to get them to work halfway decent.

I also don't think a fantasy rpg system that can cause grind, can't handle an exciting and interesting fight with a solo BBEG by himself (without houserules and DM fiat) or a quick unimportant (but interesting) mook fight (without drawing one into a 40-60 minute tactical-grid game) a success in the combat department either... at least not as it relates to the feel of fantasy and the genre overall ( I won't get into how IMO, 4e also stumbles pretty bad in the single PC vs. enemy scenario).

This I think is one of the major problems I have with 4e. I like 4e for large epic battles... but loathe it for those unimportant battles that a PC has stumbled into or chosen to take part in. The fact that the system assumes every battle is a major setpiece of epic proportions and deadly terrain is IMO, a failure in it's design philosophy that has nothing to do with grid vs. non-grid.

In fact I would be more forgiving if it tried to cater to more styles and that was why these weaknesses were in the game... than I am with a game that was supposedly focused on these principles (a tactical and interesting combat engine, structured way to handle extended/complex skill checks, minion mechanic, etc.)and doesn't get, IMO, alot of them right. YMMV of course.
 

There is much wisdom in this. You can't please everybody all of the time, and no finite/usable rule set does everything well. It just isn't a practical possibility. It is not unreasonable for a designer to choose what the game will and won't do.

I'm not a fan of certain foods. That doesn't make a restaurant that serves those foods a bad restaurant, poorly conceived, or with a sub-standard chef.

This is all true, but it avoids the question "Is the role 4e set out to play the right role for the game most RPGers know about or have access to?" It's all well and good if I have the choice of lots of different games, but as KM points out above, that's not really true for a lot of people who aren't really well-plugged in to the hobby.

McDonalds may serve one type of food that a consumer doesn't like, but if that's the only restaurant in town...
 

No. If 40% of the people polled never used minis, that number includes all of the people polled, not just the people who began playing at the tag-end of 2e. Moreover, the question is not "Are you using minis now?" but "Have you ever used minis?" or words to that effect.

EDIT: As has been pointed out by others upthread, use of minis was actually increasing at the tag-end of 2e, not waning.

Point. I'd forgotten about Skills and Powers. It wasn't quite at an all time low. And (as a professional statistician) I'd love to see the exact wording. Minis != battlemat.

Well, you can lead a horse to water...... :lol:

And then when you get there realise that the whole thing was a mirage all along :p

Sorry, but if you see nothing that could qualify as a refutation (as opposed to, say, a refutation that you might, in turn, choose to refute), I have no desire to argue the point with you. I don't think it would profit either of us.

You have not engaged with any of the refutation. There is no way to keep in one person's head a visualisation of the interactions between the positioning of six a side combat. Let alone to ensure you are all on a shared narrative space. Mapless works (I run mapless with Feng Shui), but makes things like the lightning bolt's area of effect arbitrary and impossible to use accurately.

In short, to run D&D mapless you need to eviscerate a lot of the detail in D&D.

(Oh, and on another subject, it wasn't the presence of the weapon speed rules that sucked. It was that they were almost precisely backwards - the first person to hit should have been the one with the biggest and longest weapon, all else being equal).
 

Imaro said:
I also don't think a fantasy rpg system that can cause grind, can't handle an exciting and interesting fight with a solo BBEG by himself (without houserules and DM fiat) or a quick unimportant (but interesting) mook fight (without drawing one into a 40-60 minute tactical-grid game) a success in the combat department either... at least not as it relates to the feel of fantasy and the genre overall ( I won't get into how IMO, 4e also stumbles pretty bad in the single PC vs. enemy scenario).

But, are these issues issues with the system or the user of the system?

I honestly don't have enough experience with the game to know. So far, I've played exactly one scenario (Raiders at Oakhurst) to completion, so, I can't say if your claims are accurate or not.

I do know that in that scenario with a new DM who had never DM'ed anything previously, had never played 4e D&D previously, we did not experience grind, the solo fight was brutal both times (we had to run away the first time as it kicked our asses royally) and the one skill challenge I recall ran smoothly and with no problems. So, in my very limited experience, all your concerns are things I have not run into. I'm not saying they're not true, just that they're not things I've experienced.

Then I turn to the, now, 4 WOTC gaming podcasts - 3 with Penny Arcade and 1 with Robot Chicken, in which they run 5 or 6 encounters in a 3-4 hour session, with LOADS of role play AND skill challenges, noting that the latest one was run by Tycho (IIRC) and not by anyone at WOTC.

So, the evidence that I can see certainly doesn't support your assertions. The only counter assertions I ever seem to see are by people who have disliked the system since it was released. Which is pretty similar to how things were in 3e days as well.

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There have been a very large number of claims in this thread about speed of play, the level of tactical choice, and whatnot. So, I would like to test these claims with a couple of scenarios.

Scenerio 1 - Ease of play without visual aids.

A lone human fighter with a longsword and shield in chainmail is surrounded by orcs. 1/3 of the orcs have longswords, 1/3 have two handed swords and 1/3 have battle axes. Using only the 1e ruleset, how many orcs are surrounding the fighter?

Stipulation 1 - you must use ONLY the actors in the example. No substitutions.
Stipulation 2 - you may NOT use any sort of visual aid or a calculator.
Stipulation 3 - your answer MUST conform to 1e RAW. No house rules or DM Fiat.
Stipulation 4 - you must try to keep as close as possible the ratio of different weapon wielding orcs. ((No saying they all use the same weapon, all three weapons must be used))


Scenario 2 - Speed of Play

A group of 6 PC's (2 fighters, 1 ranger, a cleric, a wizard and a thief - all level 4) are wandering through a dungeon and meet a random encounter with a group of 12 hobgoblin mercenaries led by a drow cleric (level 2). Range is set at 60 feet. Combat ensues.

Determine surprise, roll initiative, and run the combat by 1e rules, all within 15 minutes or less.

Stipulation 1: This is a combat encounter. No weaseling out by claiming you bribe the enemy.
Stipulation 2: The PC's and the enemy choose to fight. No weaseling out by running away.
Stipulation 3: All actors must have at least two tactical options every round unless they are dead or incapacitated.
Stipulation 4: No substitutions. THIS is the scenario.
Stipulation 5: ALL RAW rules must be adhered to. No house rules, no ignoring rules, no DM Fiat.

Go to 'er boys.
 

It doesn't matter where they spend the money; what matters is that the key difference between $1 and $10 is whether or not they buy minis. So, if you are intelligent, you try to make sure they buy minis.

Bit of a correlation-causation error here. You cannot assume that "the people who buy minis spend more money" implies "making people buy minis will cause them to spend more." There could be a third factor which causes both the purchasing of minis and the spending of more money - namely, the willingness to drop money on D&D in the first place.

Some customers are willing to spend $10 and some are only willing to spend $1. If someone is only willing to spend $1, making them spend that $1 on minis will not make them spend more. And if you set things up so that you have to drop $10 on minis in order to play the game, that person will simply quit playing (or at least quit buying).

A strategy of "design the game to require minis" is targeting the people who might spend $10 on D&D, but will spend only $1 if that's what they can get away with. The goal is to "turn" enough of those players to make up for the loss of the $1 players who stop buying altogether.
 

Scenerio 1 - Ease of play without visual aids.

A lone human fighter with a longsword and shield in chainmail is surrounded by orcs. 1/3 of the orcs have longswords, 1/3 have two handed swords and 1/3 have battle axes. Using only the 1e ruleset, how many orcs are surrounding the fighter?

Stipulation 1 - you must use ONLY the actors in the example. No substitutions.
Stipulation 2 - you may NOT use any sort of visual aid or a calculator.
Stipulation 3 - your answer MUST conform to 1e RAW. No house rules or DM Fiat.
Stipulation 4 - you must try to keep as close as possible the ratio of different weapon wielding orcs. ((No saying they all use the same weapon, all three weapons must be used))

I didn't notice a location in the stipulation. Are we to assume a featureless plain without walls? I ask because per 1E RAW different weapons have different space requirements.
 

There have been a very large number of claims in this thread about speed of play, the level of tactical choice, and whatnot. So, I would like to test these claims with a couple of scenarios.

Scenerio 1 - Ease of play without visual aids.

A lone human fighter with a longsword and shield in chainmail is surrounded by orcs. 1/3 of the orcs have longswords, 1/3 have two handed swords and 1/3 have battle axes. Using only the 1e ruleset, how many orcs are surrounding the fighter?

Stipulation 1 - you must use ONLY the actors in the example. No substitutions.
Stipulation 2 - you may NOT use any sort of visual aid or a calculator.
Stipulation 3 - your answer MUST conform to 1e RAW. No house rules or DM Fiat.
Stipulation 4 - you must try to keep as close as possible the ratio of different weapon wielding orcs. ((No saying they all use the same weapon, all three weapons must be used))

6 or 8 depending on whether the DM thinks mainly in hexes or in squares. Pretty easy, frankly, particularly if you're worried about surrounding rather than actually attacking and dealing with weapon spaces. But I ask you, is referring to the rule book or the DM's screen using a visual aid in this case? If you think so, considering they're expected/encouraged tools without a set of minis and a battle map, I think your requirement would be unfair.

Scenario 2 - Speed of Play

A group of 6 PC's (2 fighters, 1 ranger, a cleric, a wizard and a thief - all level 4) are wandering through a dungeon and meet a random encounter with a group of 12 hobgoblin mercenaries led by a drow cleric (level 2). Range is set at 60 feet. Combat ensues.

Determine surprise, roll initiative, and run the combat by 1e rules, all within 15 minutes or less.

Stipulation 1: This is a combat encounter. No weaseling out by claiming you bribe the enemy.
Stipulation 2: The PC's and the enemy choose to fight. No weaseling out by running away.
Stipulation 3: All actors must have at least two tactical options every round unless they are dead or incapacitated.
Stipulation 4: No substitutions. THIS is the scenario.
Stipulation 5: ALL RAW rules must be adhered to. No house rules, no ignoring rules, no DM Fiat.

Go to 'er boys.

Why 15 minutes? Seems perfectly arbitrary. I certainly don't think I'd see a 4e combat with this many actors occurring in that time frame. All 1e has to do is noticeably beat 4e's time to support the assertion that 1e is faster. That said, I don't think the combat would take particularly long. Initiative by side speeds things up considerably and the ranger will make mince out of the hobgobins because he's +4 damage on each of them and will probably drop one per round.
 
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Yes, but you and Hussar pre-suppose that 4e succeeded at what it set out to do. I honestly feel that many of the gripes raised in this thread concerning 4e are because it doesn't.... at least not without one spending money on more books (or DDI) beyond core and/or houseruling. As an example...It didn't do skill challenges well at all, and you are now expected to pay for more in order to get them to work halfway decent.

I'm trying to think of an edition of D&D that isn't seriously mechanically flawed.

I also don't think a fantasy rpg system that can cause grind, can't handle an exciting and interesting fight with a solo BBEG by himself (without houserules and DM fiat)

How is the 4e fight going to be less interesting than the AD&D equivalent? Other than no games of win-roulette. A single solo fight in 4e is little different from one in previous editions.

or a quick unimportant (but interesting) mook fight (without drawing one into a 40-60 minute tactical-grid game)

If it's quick and unimportant, why is it interesting? (If it's sentry-ganking, I make it a skill challenge).

This I think is one of the major problems I have with 4e. I like 4e for large epic battles... but loathe it for those unimportant battles that a PC has stumbled into or chosen to take part in. The fact that the system assumes every battle is a major setpiece of epic proportions and deadly terrain is IMO, a failure in it's design philosophy that has nothing to do with grid vs. non-grid.

By the end of Heroic, there are two types of opponents. Skilled and powerful and darwin awards. 4e can cope with both. (What it doesn't do well is real grit - but my PCs were run ragged by a gang of thugs in the first couple of levels using no especially complex terrain).

This is all true, but it avoids the question "Is the role 4e set out to play the right role for the game most RPGers know about or have access to?" It's all well and good if I have the choice of lots of different games, but as KM points out above, that's not really true for a lot of people who aren't really well-plugged in to the hobby.

And this is where I am amused by the criticism. What sort of game does AD&D do well other than D&D (which is a genre in its own right)? 4e at least works well across a cinematic range (it just doesn't do grit). AD&D in particular was full of Gygaxian prose, weird levels of detail (count the number of polearms), random and inconsistent modifiers, and other things that would have caused trouble for people who aren't plugged in.

McDonalds may serve one type of food that a consumer doesn't like, but if that's the only restaurant in town...

Then people will be better off than if the only restaurant just serves blow your mouth off curry.

4e is not perfect this way, but it's the first edition of D&D I'd use to run something other than a game of D&D other than because people knew the system.

A strategy of "design the game to require minis" is targeting the people who might spend $10 on D&D, but will spend only $1 if that's what they can get away with. The goal is to "turn" enough of those players to make up for the loss of the $1 players who stop buying altogether.

You miss the $1 players who will repeatedly spend $1

Why 15 minutes? Seems perfectly arbitrary. I certainly don't think I'd see a 4e combat with this many actors occurring in that time frame.

Depends how many of the hobgobs are minions. And whether the party's got a Wizard or Invoker to clear the board.

Seriously, Skirmisher (Leader), two bodyguards, and ten mooks won't take that long in 4e.
 

Point. I'd forgotten about Skills and Powers.

No worries. It happens to the best of us.

Hell, it happens to me, and I am about as far from "the best of us" as you can get. :lol:

And (as a professional statistician) I'd love to see the exact wording. Minis != battlemat.

There are links to the WotC survey to be found; I know that over the course of the last few years I have found it & linked to it more than once.

There is no way to keep in one person's head a visualisation of the interactions between the positioning of six a side combat. Let alone to ensure you are all on a shared narrative space. Mapless works (I run mapless with Feng Shui), but makes things like the lightning bolt's area of effect arbitrary and impossible to use accurately.

In short, to run D&D mapless you need to eviscerate a lot of the detail in D&D.

The problem is that you are conflating the original claim with specific locations on a grid (which are not, themselves, actually specific). Neither complexity nor tactics require specific locationing of the type the grid allows.

And, when you claim that "to run D&D mapless you need to eviscerate a lot of the detail in D&D", you are reliant upon the base assumption that only certain types of detail matter -- specifically those that rely upon the grid.

As an obvious example, weapon speed, the manner in which a given weapon is being used (trying most to hit, trying to land a really solid hit, trying to defend yourself, etc.), attempting combat maneuvers, if you are able to draw an opponent toward you with a bluff, or intimidate an opponent to drive him away from you, etc., etc., are all properties of the RCFG combat system which do not rely upon a specific grid. They are all details that a grid-based system might not allow for, allowing for both complexity and complex tactics, because the focus of the grid-based system is elsewhere. And, in play, they work very, very well.

As another example, in 3.0, I ran an encounter where the PCs were travelling along a cave tunnel angled between 30-40 degrees downward, when a cave fisher attacked a PC from a tunnel that intersected the PC's tunnel at a 45-degree angle, adjoining from the ceiling. The need to use a grid would make such a set-up almost impossible, removing a tense and exciting encounter from the game.

Similarly, I ran an encounter where a grick attacked PCs climbing a rope down a cliff, from a cave that was bored into the cliff, that could not be seen from above. You could use a grid for that encounter, but the encounter was much better for not using a grid.

These kinds of "non-standard" fights are discouraged by a grid system, meaning that, for many games, you need to eviscerate a lot of the potential detail in the campaign milieu.

There is certainly nothing wrong with using a grid when it is appropriate; in a combat where the space is sufficiently complex, and where the fight is essentially a "set piece", it can be cool and fun to break out the minis and even a premade "battlefield" if you have one.....A map, a grid, or a three-dimensional model.

But neither are these things always necessary, or always desireable.

(Oh, and on another subject, it wasn't the presence of the weapon speed rules that sucked. It was that they were almost precisely backwards - the first person to hit should have been the one with the biggest and longest weapon, all else being equal).

I think you have to keep in mind the ability to set a weapon against a charge. A pike is a wonderful weapon when the enemy is coming at you; it is less useful when the enemy is in your face.

A great system for dealing with this is Codex Martiallis (sp?), which is really worth a look.

Bit of a correlation-causation error here. You cannot assume that "the people who buy minis spend more money" implies "making people buy minis will cause them to spend more." There could be a third factor which causes both the purchasing of minis and the spending of more money - namely, the willingness to drop money on D&D in the first place.

Sure, but in that case the guy buying minis is still spending more than the guy who isn't. And, if Scott Rouse is telling us the truth, the correlation was strong enough that it affected WotC's business strategy with respect not only to miniatures sales, but also to how the rulesets were devised.

I, personally, feel that there is more than enough evidence to demonstrate that the sales of miniatures are an extremely important part of WotC's business plan, and that the game rules are affected by the same.

If you are not convinced, that is your perogative. No one else can set the bar of your skepticism for you. ;)

And if you set things up so that you have to drop $10 on minis in order to play the game, that person will simply quit playing (or at least quit buying).

A strategy of "design the game to require minis" is targeting the people who might spend $10 on D&D, but will spend only $1 if that's what they can get away with. The goal is to "turn" enough of those players to make up for the loss of the $1 players who stop buying altogether.

You summed that up nicely. I think that this is exactly what we have seen with 4e.

In any event, I would love to see the marketing data on battlemaps, if any is ever released. Cheaper to produce than minis, and sold at a good price point, they might actually be more profitable than the minis.....although I believe that you would still need the minis in order to sell the maps.

There is nothing "evil" about trying to make a buck. As I said earlier, I think Gygax & Co. dropped the ball on marketing some obvious accessories to earlier editions. Had they not done so, TSR might still exist.

But there is also nothing "evil" in paying attention to that desire to make a buck, and trying to see how it influences the end product, for better or worse.


RC
 

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