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D&D 4E 4e and reality

P1NBACK

Banned
Banned
I'm in 100% agreement with the first sentence. I just don't believe this is a problem. Basically, you can either have real balance or consistent, plausible fluff but you only get to pick one.

As evidenced by our discussion in the "swarm thread", I think many of us disagree on this.

Plausible fluff says that wizards destroy nearly everyone in a room with every fireball spell they cast. A big ball of fire basically kills anyone it hits. And a Fireball HITS everyone.

Really? Not one edition of D&D has fireball work this way. Rogues in third edition could escape from the blast of a fireball entirely. The fireball may not deal enough damage to outright kill everyone. What "plausible fluff" are you drawing these conclusions from? An explosion of an IED in Iraq might not kill everyone, so why would a fireball?


In order to play in a game where you can play a guy with a sword and a guy who shoots fireballs in the same group and feel like you contribute the same thing to a fight, you need to do away with the idea that there needs to be consistent, plausible fluff and instead start with the balanced game effects and move backwards to semi-plausible fluff, glossing over the rough edges.

Again. Read a Robert E. Howard novel and see how Conan goes toe-to-toe with sorcerers and then come back and tell me that a guy with a sword can't be in the same group as a guy who hurls fireballs from his fingertips.

Or, how about a more modern source? The Sword of Truth series has Richard wielding the Sword of Truth and Zed throwing fireballs... In the same group... Hmmm.

I save my completely plausible fluff for non-combat situations when game balance isn't nearly as important.

You don't think game balance should be preserved in "non-combat" situations? Interesting.
 

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Says who? If you look at an old james bond movie, you might get the idea that a lazer is a terribly effective super-weapon. Yet, in actual fact plain projectiles are almost always much more effective.

Why would a wizard's arcane magic be of particular utility in a fast-paced combat compared to plain steel? Perhaps he has difficulty lighting more than a candle in mere 6 seconds. Perhaps that's the most heat magic can make in the first place.

That's the easy thing about fantasy - it doesn't exist and you can invent it's logic - and as long as it's consistent or even inconsistent in ways that suggest undiscovered territory rather than nonsense, it's fine.

There's nothing intrinsically more plausible about a wizard's fireball that goes off like a nuclear blast than one that goes off with just a small flame and insufficient power to set anything alight.

I think they sacrificed plausibility to gain a cleaner system, and for the idea that immunities (or other ways of shutting down player's abilities) are un-fun. And... it's not worth it. In fact, many solo's are now gaining just such protections versus stun/daze and status effects in general.

Such immunities are just fine as long as they're not overdone and as long as they fit with the fluff. The 3.5 era immunity problem stemmed from the fact that such abilities were almost required to permit a monster to be a real threat - and that meant that some immunities or gotcha abilities became almost pervasive as levels rose. And we're coming full circle; the bad sort of immunities - those that make no sense fluff-wise and exist purely for meta-game reasons to stump players are back in force. Fortunately, the nonsense is mostly in solos, which are easy to avoid.

Meh, this is so overblown though. Big deal, the rules don't have a specific section that says you can't grab a swarm. This is WHY there is a DM. Seriously, it is going to TERRIBLY unbalance everything if the grappling build fighter can't grab the blood spider swarm. Really? Come on. Its kaka. The DM just creates consistency by a judicious application of the rules. There is VERY little chance this is going to create any real problems. The same for a Gelatinous Cube that happens to be stunned and knocked prone, it is REALLY going to break the game if you can't move through it's space? This whole kind of reasoning just doesn't hold up to any kind of close examination.

Besides, I can easily point out equally preposterous nonsense in every edition of D&D. The rules are no more or less sacrosanct now than they ever were (which is not at all). Obviously DMs should be careful to deal with special situations in a way that is fair and reasonable, but the players should also realize that the DM is the arbiter of how the world and the rules relate and how things actually happen in specific situations. It is IMHO not a great idea to toss in house rules for reasons of 'realism' but that has to do with the fact that when the rules are consistently re-written that CAN and usually DOES have implications for certain game elements. The same is really not true for specific situations.

The 'problem' with 4e is, coming from an old school D&Der, that something changed a lot with the D&D community's attitude towards the rules during the 3.x era. It was a change for the worse too. As Moldvay said, all rules are guidelines. The very concept that there is some absolutist 'RAW' is basically laughable to me. Get that nonsense out of your head and suddenly 4e is just a very well-crafted RPG with solid mechanics that work well in a LOT more situations than they did in previous editions.
 

This is WHY there is a DM.

...

Besides, I can easily point out equally preposterous nonsense in every edition of D&D. The rules are no more or less sacrosanct now than they ever were (which is not at all).

...

The very concept that there is some absolutist 'RAW' is basically laughable to me. Get that nonsense out of your head and suddenly 4e is just a very well-crafted RPG with solid mechanics that work well in a LOT more situations than they did in previous editions.
I'd give you xp thrice, but I can't even give any to you once yet.
 

P1NBACK

Banned
Banned
This is WHY there is a DM.

Some people here have apparently had such traumatic experiences with their roleplaying experience that they are quite literally afraid of the DM... or any interpretation the DM might possibly make. It's insane.

Who are all these horrid DMs out there that are abusing this community?? :eek:
 


P1NBACK

Banned
Banned
P1NBACK, I've probably played with more than my fair share of truly terrible DMs. But I still recognize that having an empowered DM beats the snot out of most alternatives.

I've played with my fair share of :):):):):):) players too. I don't expect every player I play with to be that way. *shrug* Certainly, a DM not given the tools to function properly (or one that ignores the tools altogether) is going to be a problem. But, I think the 4E design team has gone to great lengths to give DMs the opportunity to make the kind of judgment calls necessary for these kinds of scenarios (page 42 of the DMG).
 

Saeviomagy

Adventurer
A wise man once said that when creating a new houserule, consider the following:

1. Is it fun
2. Does it make the game simpler
3. Does it make the game more realistic

and then to only implement the houserule if it is at least 2 of those.

And I guess the next one is this:

Stand with your arms extended. Have someone do the same next to you so that you are standing with fingers touching. That's

Code:
...
xx.
...

Now have the other guy turn 90 degrees and have someone stand next to him so that they are standing with fingers touching.
Code:
...
xx.
.x.

Now remove the guy in the middle

Code:
...
x..
.x.

Now have the remaining guys try to touch fingers. Look at the size of the gap.
 

DracoSuave

First Post
No. That's a "rules-light vs rules-heavy" or a "combat vs out-of-combat rules" example.

When most people say 'simulationism', they don't mean lots of rules, for everything. they mean rules that are intended to be consistent with the fluff.
most sim complaints involve existing mechanics, not the lack thereof.

And yet, D&D has -never- been good at making rules to fit the fluff... it's always been about making the fluff to fit the rules. The only difference is that 4th edition admits it, and goes 'Look, you make the fluff, cause it's arbitrary anyways.'

You want to talk simulationist rules, then there is absolutely no edition of D&D that qualifies.

Take, for example, armor class. This is an example of where 4th edition is actually MORE simulationist than previous editions. See, a lot of training in weapon play is in how to defense yourself. Fourth edition is the only edition of D&D that models it, outside of monk-like character classes.

e.g. 4e has rules for exceptionally cool martial tricks, but there is no good in-game explanation for why they can be pulled-off exactly once per day / per fight.

There's no explanation in second edition why they can be pulled off exactly zero times in a fight either. Or why in third edition an expert at arms can, with experience, get better at avoiding hits from spells and magic, but not get better at avoiding hits from swords.

Every edition has its arbitrary problems where 'simulation' breaks down. The difference is that 3rd and previous editions claim to be simulationist while utterly failing to do so, and 4th edition doesn't bother claiming to be something it's not.

So, when someone refers to the simulationism of 3rd edition, they're certainly not refering to how rules are made to match the fluff, but instead, to rules depth used to disguise the arbitrary nature of the rules. Or they're deluding themselves.

Either way, not my problem.

it has rules to grab or poison things, even things that don't look grabbable or poisonable so you have to come up with tortured explanations for how it works story-wise.

Welcome to epic fantasy roleplay. Stop asking if Melvin the burger flipper can grab or poison these things. Ask if Hercules, or Batman, or Ajax, or Paul Bunyun, or Aragorn, or Legolas, or anything -legendary- can do these things. D&D4th is about simulating -legend- not about simulating -reality-. And when legends include doing 7 impossible things before breakfast, why let something arbitrary like rules-restrictions get in the way?

Hell, if you don't want tortured explanations, just use this one.

'He's that awesome.'

Seriously. That's all you really need. This is a game with flying floating eyes that pew pew laser beams as one of its mascots for gossake.

I don't see people complaining about minions because they're not fleshed-out. they just dislike the same creature having different mechanics depending on whether it's a minion, regular monster or NPC.

I like the minion mechanics. It -accurately- simulates the idea of disposable mooks. It's not even like 4th edition invented the concept. The same thing has been used in other rpgs like 7th Sea, Feng Shui, etc.

and, to keep this on topic, they don't complain about the lack of a battle grid, they complain about grids and movement rules they don't find believable.

Every battle grid is an abstraction. One is easy to use, the other requires kludges to handle things like 'straight wall.' People will complain with either one. Wizards chose to use the one that can handle a straight wall.

same for healing surges etc…

But healing surges -are- simulationist. They simulate the ability to keep going and shrug off fatigue and injury over time. Contrast with every edition's way of handling it which is 'They have hitpoints... and... um... it's an abstraction.'

How are healing surges and hit points -less- simulationist than hit points? What -exactly- do hit points simulate?

tl;dr: People using simulationist as a word to describe any edition of dungeons and dragons are being ignorant of the arbitrary rules those editions have had that have absolutely zero simulation in them. No edition of D&D has ever truly been simulationist. Ever. Palladium is more simulationist than anything D&D has come out with... and Palladium's terrible at simulationism.

Play games that aren't based on d20 rolls, then come back to me with your simulationism claims.
 

Tony Vargas

Legend
Meh, this is so overblown though. Big deal, the rules don't have a specific section that says you can't grab a swarm. This is WHY there is a DM. Seriously, it is going to TERRIBLY unbalance everything if the grappling build fighter can't grab the blood spider swarm. Really?
Yes, really. The rules are at least meant to be balanced. Holding some concepts to stricter standards of 'realism' and punishing them for their concepts by taking away their abilities is unabalancing, and really, not a very good idea unless you just don't want people playing the disfavored concepts.

The rules don't say you can Daze a swarm, either, but you don't see a thread where people are wondering why Color Spray works on them.

The rules are also /very/ clear that ranged and melee attacks do half damage to swarms and that close attacks do full damage (and the swarm is generally vulnerable to them, as well). Yet, I'm quite confident there are DMs out there ruling that Thicket of Blades does half damage to swarms.
 

Tequila Sunrise

Adventurer
Wasn't my group...I was just making an observation. Hex grids are fantastic for medium and smaller things. Wouldn't they be problematic for large+ critters?
It can be, if the DM doesn't prep a bit. I have cardboard cutouts for the bigger sizes, so my players know exactly which hexes such creatures occupy. (Each size bigger than Medium occupies an extra 'ring' of hexes, so Large creatures occupy 7 hexes, etc.)
 

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