I'm just guessing here, but my guess is that WotC management came to regret the contribution of so much Open Game Content to the Open Game License initiative.shadzar said:Was it done just to ramp up the number of "powers"?
I agree that the two things you characterise here are different. But I don't think there is much, if any, of the latter in 4e.I believe that the DM or player narrates what is attempted, determines what needs to be rolled (if anything), rolls the dice, and then narrates the result.
This is different than rolling the dice, and then narrating what was attempted and the result.
Like I said in response to RC, when it comes to action resolution I think the difference between 3E and 4e can be overdrawn sometimes. But also, as the discussion of social mechanics and Bob's jump is meant to show, while both ways of going can appear in both 3E and 4e, 4e perhaps leans a bit more in one direction than the other.In 4E the mechanics come first with building a narrative to describe how the mechanic is resolved following. It may be that you need to describe how the mechanic work, or maybe how it failed.
I agree with this, but think it's different from what RC and BryonD are talking about.The primary difference that I see between 3e and 4e in this case is that in 4e, the mechanics don't dictate a specific interpretation of how the event was resolved.
Makes sense to me. (Although in Rolemaster, at least, Dancing is a skill, so you'd still have to roll d100 and add your modifier, which would probably be fairly low for the typical PC.)Until such time as a mechanically determined event is resolved in some manner, it cannot be narrated.
Note, for events that are not mechanically determined, you can narrate them any way you want, so long as the table is happy. If I narrate that my character tap dances up to the orc, instead of walking or whatever, if the table is groovy with that, then no worries. The mechanics couldn't care less since movement in combat is not (usually anyway) a mechanically determined event.
I don't think this is generally right. It certainly doesn't fit Hussar's spoon example - there the narration doesn't follow the mechanics, but vice versa - Hussar announces "My mad Kord-worshipping rogue is going to open the lock - he taps it with his wooden spoon." Then dice are rolled. Then the outcome is narrated (probably by the GM, at least in the typical D&D group).The narrative needs to agree with the action. In 4E the mechanics "says what happens". Yes, the player is free to come up with any of a billion explanations for how that particular thing happened, but they are still following the lead of the mechanics. Pop-quiz role playing.
It's the ne plus ultra of the way 3e turned wandering monsters from strategic problem into "XP on the hoof". The drunkard's walk may be less than optimal, but now it's not too bad either. If you actually play smart enough to avoid trouble, you get stiffed XP for "not addressing the challenge". The challenge is no longer to secure an objective but rather to get maximally fouled up along the way.
Shadzar said:You can say the player and DM can agree to not let the power push the opponent, but I would bet you would have other players whining and crying that the player isn't pulling his weight, because the system would become unbalanced leaning towards the DM. I also bet that most 4th edition players wouldn't let another, or even the DM "push" someone away from them with an attack, unless the power included it.
4th isn't I want to swing with my sword and push someone. 4th is I swing with my sword, and the power MADE me push them.
If a power notes a distance that you or an ally moves willingly (for example, “you shift 2 squares”), the character allowed to move can decide to move all, some, or none of that distance. Similarly, if a power forcibly moves an enemy (for example, “you push the target 3 squares”), you can decide to move the enemy all, some, or none of that distance.
BryonD said:But it isn't divorced. The narrative needs to agree with the action. In 4E the mechanics "says what happens". Yes, the player is free to come up with any of a billion explanations for how that particular thing happened, but they are still following the lead of the mechanics. Pop-quiz role playing
OK, lets follow this thought for a second and say it is those reasons that so many power exist, rather than just trying to add the funky bits to them, that can be done without them, in order to have enough powers to satisfy every class, so those of a chosen class don't feel like they got left out in the design process.I'm just guessing here, but my guess is that WotC management came to regret the contribution of so much Open Game Content to the Open Game License initiative.
I think 4e is set up to make it more difficult for anyone to produce a "work-alike" rival. I think of the enthusiasts who say that they would not be enthusiasts without WotC's computerized tools.
That replacing a huge amount of the old material with the all-new Powers material contributes to that may be just felicitous. The Powers system in detail also satisfies explicit design goals that the designers have discussed at some length. However, I doubt that carrying over much of the 3e System Resource Document was seriously an option.
There are examples in the DMG (p 77) and the Rules Compendium (pp 162-63). Neither fits your example. Both involve the players explaining what their PCs do (with or without reference to the skill their PC is intending to use - much as has been the case in most RPG play since forever). Both involve the GM assigning a DC, and adjudicating the upshot - for the PC, and for the gameworld as a whole - of the player's skill roll. And then the players responding to the changed situation.Ariosto;5436725Show me! Give us an example of what [i said:you[/i] think a proper application of the rules looks like.
Here are the quotes from the DMG, itemised by your points (the passages are found on pp 72-75):Whereas in a 4e "skill challenge" it's:
1) DM decides goal and context
2) DM decides level and complexity
3) DM decides what skill numbers are applicable, with what +/- factors
4) DM decides on other conditions
5) DM decides on consequences
6) Players roll dice and make up excuses for why
Despite the errors in your presentation of (1) to (6), you are correct that there is a complicated construction that differs from what is traditional in playing an RPG like Traveller, Runequest etc.Strip that away, and I'm happy -- and it's no longer a 4e "skill challenge". It's just playing an RPG, using the long proven method that simply has no need for the complicated construction.
On the example of Bull Rush, I believe that Shift is not forced movement. You don't have to shift into the empty square if you choose not to. From the Glossary:
Mallus and billd91, and anyone else who seriously thinks my problem is not with the formalism itself but merely with "people who use the rules badly"...
Show me!
Give us an example of what you think a proper application of the rules looks like.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.