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Jack99

Adventurer
What is the relevance of your question? If I didn't like the new direction they were going in I wouldn't be defending it against some fans who are against it. So really... what is your point? Or was this just an attempt at snarkiness that really isn't contributing anything to the discussion?

It was your /boggle post that made me ask. You see, I am constantly boggled by your complaining about 4e. I am glad that after two years you have something positive to say (albight about a product we haven't seen yet) about 4e, but why play and CONSTANTLY post complains about it, in the 4e section, no less..

So in short, I am just curious. As for relevance, well lets just say it matters as to how much time I spend reading your post and possibly responding to them..

Cheers
 

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Imaro

Legend
Actually I think giant.robot explained the logic quite succinctly. You NEED rules for conflict because something has to quantify how conflicting actions resolve in a reasonably objective way. Otherwise you're just playing an elaborate version of Cops and Robbers ("bang, bang! You're dead!"). There's no NEED to have such a set of rules for whether or not you can build a boat or bake a cake. In any case those kinds of actions are at most only indirectly contributing to conflict resolution, unless you subscribe to the theory that cake baking contests are a significant aspect of the game that warrants a whole subsystem like that.

Yep, I agree that you need rules to resolve conflicts, the problem arises when people assume combat = conflict... when conflict can encompass so much more. The fate of your party could easily rest in how quickly or how well you can build a makeshift boat... that's direct conflict resolution that has nothing to do with combat. IMO, a robust conflict resolution system (as opposed to a robust combat resolution system) allows you to decide how a conflict is resolved as opposed to pushing you into a certain direction because that is what is mechanically supported...YMMV of course.

No, you don't NEED powers, but that really isn't the point. You need some way to decide what cool combat maneuvers the players can do and how to resolve them because otherwise you just have no rules at all worth the name. You could simply use page 42 for everything, but given that it is already there as a fallback for whenever you want something outside the more specific rules you see that combat powers are simply a convenient way to arrange the game so that the typical types of things people will try have already been worked out.

I think you missed my point, I'm not saying I think the powers a re a bad thing, especially since we also have utility powers, some of which allow one to do things outside of combat, and surprise, surprise... players actually pick them and use them. In other words there is already a precedence for mechanical support of non-combat actions.

Beyond that you have character background, skills, etc that can be used to define in general what sorts of things outside of combat which characters are good at. The thing is it need not be more precise than say background because "out of combat" covers a VAST array of possible situations which may or may not involve conflicts. The game could easily have subsystems for baking contests, wooing women, running a business, committing graft, building a temple, etc etc etc but for the vast majority of games 99% of those won't be used. Beyond that it is a lot less likely that a DM will want to use them as-is. Combat mechanics tend to be appropriate to all campaigns and settings. Other types of mechanics not so much.

Or we could have a general framework that's a little more robust than a +2 to a skill or new class skill for the background you picked. Why do there have to be exact rules for every permutation of a background or skill? You're assuming a methodology that isn't necessarily how the system has to be implemented. And ultimately, just like with combat there will be a DM fiat space somwhere within the mechanics.

And then there's the issue of the oft-cited down side, that once you codify something into a skill, feat, practice, whatever then you've essentially created a converse rule that says everyone who lacks that element on their character can't do said thing. This applies to combat as well, but in combat everyone has a lot of things they CAN do and they all generally lead to the same ends, so it really isn't a big deal. Out of combat that isn't true at all and thus you have roadblocks tossed in the way of the story like "Oh, Joe Dwarf doesn't have 'swim', so I can't really force the party to try to swim the rapids."

Yet again, most people claim this is not a problem with powers... so why would it be a problem with another area of the game? As far as the swim example... don't you run into the problem of Joe Dwarf without Athletics in the same situation? It's called adversity and problem solving, I'm not seeing the problem... everyone can't do everything.

Personally I think there's a zone in there where some things that probably will come up pretty often, don't generally block progress if they can't be done, and are unlikely to need huge variation between settings CAN be given mechanics. I'm not sure what the amazing value of doing so is, but whatever.

Again, a general framework... which is what most rpg's do anyway... with specific rules for the most common uses and the rest is left in DM fiat space.
 

Imaro

Legend
It was your /boggle post that made me ask. You see, I am constantly boggled by your complaining about 4e. I am glad that after two years you have something positive to say (albight about a product we haven't seen yet) about 4e, but why play and CONSTANTLY post complains about it, in the 4e section, no less..

So in short, I am just curious. As for relevance, well lets just say it matters as to how much time I spend reading your post and possibly responding to them..

Cheers

Well if we are being frank... it boggles my mind that, in majority of your posts all you do is hold 4e on some type of pedastal, as if it can't be questioned or criticized. It also boggles my mind that you read that post as negative towards 4e, when I didn't say anything negative at all... but instead was commenting on some fans lack of understanding that some of us want these types of options and mechanics in 4e... Hey but you know what... you keep on fighting the good fight and defending 4e no matter what.

As to whether you spend time reading my posts and responding... I pretty much know your M.O. so you do what you have to do, but the conversation with you only goes in one direction. I post my complaints because I want to see the parts of the game I am unsatisfied with go in a direction I enjoy (which it now seems to be doing), I don't see a reason to post about what I like because if I like it, apparently it works for me.
 

Jack99

Adventurer
Well if we are being frank... it boggles my mind that, in majority of your posts all you do is hold 4e on some type of pedastal, as if it can't be questioned or criticized. It also boggles my mind that you read that post as negative towards 4e, when I didn't say anything negative at all... but instead was commenting on some fans lack of understanding that some of us want these types of options and mechanics in 4e... Hey but you know what... you keep on fighting the good fight and defending 4e no matter what.

As to whether you spend time reading my posts and responding... I pretty much know your M.O. so you do what you have to do, but the conversation with you only goes in one direction. I post my complaints because I want to see the parts of the game I am unsatisfied with go in a direction I enjoy (which it now seems to be doing), I don't see a reason to post about what I like because if I like it, apparently it works for me.

Thanks. Now I understand. Your posts make more sense now.

And trust me, I hold no game on a pedestal. Plenty of things about 4e that I do not like. You must not have read enough of my posts about the blandness of wizards, fights being too long, the exponential economy or a few other things. But you are right that I really like the game and often defend it when some people attack it without good reason or due to a lack of understanding of the game.
 

I'm A Banana

Potassium-Rich
AbdulAlhazred said:
You NEED rules for conflict because something has to quantify how conflicting actions resolve in a reasonably objective way. Otherwise you're just playing an elaborate version of Cops and Robbers ("bang, bang! You're dead!"). There's no NEED to have such a set of rules for whether or not you can build a boat or bake a cake. In any case those kinds of actions are at most only indirectly contributing to conflict resolution, unless you subscribe to the theory that cake baking contests are a significant aspect of the game that warrants a whole subsystem like that.

Unless such a thing becomes a point of conflict. If I'm playing a game where the Gods are sending a deluge to drown all the sinners and our party might be saved if we can construct a sturdy enough boat, you bet your behindus I want a solid set of rules for how well I make that boat. Likewise, if I'm trying to bake a poisoned cake for the evil king, or trying to bake a file into the cake for an incarcerated fellow PC, or trying to bake a delicious cake to win over the nobles at the big noble party, solid, tension-building cake rules are important.

Some people's games revolve around these things more than or as much as they revolve around combat. Combat is not the only important conflict that needs to be resolved. Skill Challenges don't really rise to the occasion, as they are.

Really, a "better Skill Challenge system" would go a long way toward solving this. One where characters could contribute uniquely, do significant things, make significant choices, and spend significant resources to acquire success, a skill challenge system that encourages expansion and use, rather than one basically designed to get past the boring parts, tell you if you win or not, and get back to the "real game."

Which, it sounds like, we may be getting, so Hurrah.
 

Yep, I agree that you need rules to resolve conflicts, the problem arises when people assume combat = conflict... when conflict can encompass so much more. The fate of your party could easily rest in how quickly or how well you can build a makeshift boat... that's direct conflict resolution that has nothing to do with combat. IMO, a robust conflict resolution system (as opposed to a robust combat resolution system) allows you to decide how a conflict is resolved as opposed to pushing you into a certain direction because that is what is mechanically supported...YMMV of course.

There is a huge difference though. All groups are going to be relatively competent at combat. The DM can always place a combat encounter as an obstacle to be overcome. No other type of conflict falls entirely into this category. Because of the generalized skill system most of the problem was overcome though. If the PCs get into a diplomatic situation or a situation where they need to sneak around the chances of total party incompetence in that area is very low. OTOH when you introduce Boat Building as a game mechanic chances are most parties won't have that resource and thus by codifying it you have actually made it difficult or impossible to put into an adventure. Either the party is competent at building a boat or they aren't. Given the HUGE (infinite really) range of possible things like this that may come up making a specific resource needed to be competent in each one fails. The existing core 4e system was the most elegant solution, let the players invoke their skills and backgrounds to solve all these types of problems. At the very worst any given party will be reasonably capable in most of these things, making the situation much more analogous to combat where all parties are always competent.
I think you missed my point, I'm not saying I think the powers a re a bad thing, especially since we also have utility powers, some of which allow one to do things outside of combat, and surprise, surprise... players actually pick them and use them. In other words there is already a precedence for mechanical support of non-combat actions.

Sure, but Utility powers are specific tricks. Virtually all of them ARE useful in combat, at least potentially. They (and even combat powers in some cases) may well be able to be purposed for things outside combat, but Utility powers are not a generalized mechanics for OO combat resolution. If they were then nothing else would be needed. Notice that in 99.9% of cases players choose the most useful IN COMBAT Utilities anyway. Almost nobody picks Jump instead of Shield for instance.
Or we could have a general framework that's a little more robust than a +2 to a skill or new class skill for the background you picked. Why do there have to be exact rules for every permutation of a background or skill? You're assuming a methodology that isn't necessarily how the system has to be implemented. And ultimately, just like with combat there will be a DM fiat space somwhere within the mechanics.


Except again there are a virtually infinite such non-combat situations and there is no 'one size fits all' way to create mechanics for all of them. Given that the system can't possibly anticipate all the situations and uses of any non-combat mechanic what's the point in having anything more elaborate than just "you can get a bit of a bonus to do this". I'm also not just talking about the +2 skill bonus for backgrounds. I'm talking about the way background can be used to justify additional competence at specific things. The son of the blacksmith may get +2 Athletics, but he also knows a good bit about how to make a decent sword. If it comes up he can justify to the DM that he knows how to do that and he can get some kind of situational bonus. Thus adding some kind of 'blacksmithing skill' isn't actually doing anything, except telling the players that if they don't have that 'skill' they can't do it at all. [/quote]



Yet again, most people claim this is not a problem with powers... so why would it be a problem with another area of the game? As far as the swim example... don't you run into the problem of Joe Dwarf without Athletics in the same situation? It's called adversity and problem solving, I'm not seeing the problem... everyone can't do everything.[/quote]

But again you fail to account for the difference between combat, a single specific type of situation that the game's core concept insures will come up very often, with all the other things that come up that are MUCH less common individually and which thus when they do come up the PCs also need to have some competence at (some chance of success). Notice how this works with skills. ALL PCs have some chance to climb, swim, etc. Half level bonuses insure that these capabilities will to some extent keep pace with the difficulty of challenges they face. A DM can confidently add these challenges to the game and the players can attempt to solve them. They may well indeed choose to have items, utility powers, etc to make it easier, and they may run into a few that they need to work out alternative solutions to, but the DM can at least anticipate that a difficult swim is not an insurmountable challenge to any party, until you toss a swim 'skill' in there and then indeed it does become an insurmountable challenge to some parties and thus no longer eligible to be a general obstacle. The DM now pretty much HAS to provide alternatives.[/quote]

Again, a general framework... which is what most rpg's do anyway... with specific rules for the most common uses and the rest is left in DM fiat space.[/QUOTE]

Which is EXACTLY WHAT 4E HAS HAD UP UNTIL NOW, and exactly what is being proposed to be done away with. It's not so much that it goes away in theory as that it goes away in practice as soon as you start saying that specific 'skills' are required to do specific things. When they aren't present either the DM has to go back to the present situation "well, you can do that anyway, you'd just be a bit better if you had Carpentry" or constantly tweak every module to provide workarounds for his specific party, or just never invoke these kinds of things and rewrite adventures so they aren't needed.

So basically these kinds of subsystems have again and again proven to be mostly a waste of ink. You CAN get away with having them and gain considerable value out of some of them IF they are going to be covering very common things that are part of the core theme of the game, much like combat is in D&D. Shadowrun has all sorts of rules for 'deckers' because its a cyberpunk themed game and it's assumed you'll be hacking computers constantly in the course of play. It's a justified subsystem. Carpentry, and Boat Building, and Cake Baking OTOH aren't useful or justified in probably any RPG I've ever played. It's the concept of 'you need a resource to be competent at this' which is just a crappy idea. Once you introduce it then it becomes ubiquitous and pernicious.
 

Imaro

Legend
Which is EXACTLY WHAT 4E HAS HAD UP UNTIL NOW, and exactly what is being proposed to be done away with. It's not so much that it goes away in theory as that it goes away in practice as soon as you start saying that specific 'skills' are required to do specific things. When they aren't present either the DM has to go back to the present situation "well, you can do that anyway, you'd just be a bit better if you had Carpentry" or constantly tweak every module to provide workarounds for his specific party, or just never invoke these kinds of things and rewrite adventures so they aren't needed.

So basically these kinds of subsystems have again and again proven to be mostly a waste of ink. You CAN get away with having them and gain considerable value out of some of them IF they are going to be covering very common things that are part of the core theme of the game, much like combat is in D&D. Shadowrun has all sorts of rules for 'deckers' because its a cyberpunk themed game and it's assumed you'll be hacking computers constantly in the course of play. It's a justified subsystem. Carpentry, and Boat Building, and Cake Baking OTOH aren't useful or justified in probably any RPG I've ever played. It's the concept of 'you need a resource to be competent at this' which is just a crappy idea. Once you introduce it then it becomes ubiquitous and pernicious.

I just want to address this particular part of your post... 4e is suppose to have a general framework... WITH EXCEPTIONS. 4e is suppose to be exception based, yet the only time we see this is with combat... and I believe therein lies the biggest problem with all things out of combat, there are little to no rules exceptions that allow players the mechanical robustness that combat currently has.

I find it irritating that you keep holding up "cake baking" as an example yet avoiding other examples such as crafting, profession skills, or the tons of genre appropriate backgrounds that figure in fantasy fiction.

IMO, this is how it should be done, those things that are genre appropriate is where you concentrate your exceptions while the things outside those are where you create something like pg. 42 and DM fiat to deal with.
 

giant.robot

Adventurer
Again, a general framework... which is what most rpg's do anyway... with specific rules for the most common uses and the rest is left in DM fiat space.

I didn't want to quote your entire post but I'll respond to bits of it. In the 4E system skills work very differently than they did in 3E. Training only gets you an additional +5 to a check and you're likely to have only a handful of trained skills. Your class grants you some and it takes a feat to get more. Your can get a higher skill check bonus by taking the Skill Focus feat but even then you're probably only to do that once in the heroic tier. This system doesn't have room for specific skill training like underwater basket weaving. If you need to build a boat that's something better left to a skill challenge than a whole new set of skills. That's why skill challenges were introduced, they can take the place of overly specific skills.

2E's non-weapon proficiencies got a little out of hand as did 3E's long list of skills. It didn't make sense to make a difficult skill check if you didn't have pips in that skill. In 4E you at least get a level bonus to checks (and a sliding DC scale) so you've got some impetus to make skill checks even if you don't have training. My Wizard with Skill Focus in Arcana might figure out what a magic item is more often than your Fighter with a lower INT score and no training in Arcana but you're still encouraged to make the check.

I think 4E's skill system works pretty well most of the time. The general framework for doing off-the-wall things are skill challenges. Doing an important dance might be Acrobatics, History, and Stamina checks while building a boat could be Knowledge, Strength, and Wisdom checks. Once you start adding codified rules for all sorts of secondary and tertiary skills players are going to focus on those and request instances where they get to use them. The campaign might be taking place in a dormant volcano but they'll really want to use Profession: Shipwright because they wasted two feats to get it.

I think 4E really needs to bring back the Sage/Hireling rules. They would solve a lot of your complaints and make a simple system for getting non-combat chores done. Players don't want to play Cobbler: The Roleplaying Game, they want to kill monsters and take their stuff. Instead of letting them waste a feat getting Profession: Cobbler they can just go to a cobbler's shop and get their boots mended. If they need to know the history of the local lich they could hit up a Sage in his reclusive study rather than go through a boring hunt in a library. The Sage might require something other than gold for his services and voilà you've got the recipe for adventure. A character making a History check in a library is boring.

As an aside, I've posted maybe ten times on this forum yet you were more than happy to make all kinds of assumptions about my opinions and motivations and best of all my history with 4E. You created some sort of 4E loving straw man you felt comfortable arguing with rather than ask me what I actually thought about the various rules. Don't do this in the future. If you want to contradict something I actually said feel free but don't decide to attack your personal boogeymen through me.
 

I don't understand the players that require every last bit of the game codified with some rule like they're playing Monopoly with dragons.
You don't have to understand them to realize that they exist, and accept that they know what they like. I've seen enough posts here at ENWorld to know that there is a proportion of the gamer community that felt these things were lacking in 4E.

That's one thing that D&D players really need to realize: not every product is going to be targeted at you. There's more than enough stuff out there already dealing with detailed combat rules, there's no harm in providing other stuff for other people.
 

I love when this argument is thrown out by some fans of 4e, who play a game with a million and 1 powers that, at least partially, codify combat and provide a discrete power for a vast number of combat actions, which they enjoy... yet for some reason cannot fathom why someone would want similar mechanical robustness in other areas of the game... this is what boggles my mind.
I'm with Imaro on this one. It's one thing to have your own preferred playstyle, but it's quite another to not realize or recognize that other people have other playstyles that they prefer, and that this is not the result of them not understanding something, or not 'getting it' like you do, or whatever.

You don't have to like playing that way yourself, but to be puzzled that other people do like to play that way...well, I don't know what to say. There's a sniff of BadWrongFun there.
 

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