Krensky
First Post
Everything it did in 3e outside of skill challenges. That hasn't changed. Skill challenges are for complex plans that require more than just bluffing.
So you can use it to gain combat advantage in a fight?
Everything it did in 3e outside of skill challenges. That hasn't changed. Skill challenges are for complex plans that require more than just bluffing.
This is a fairly narrow definition of "playing a genre", then.
I want a game that lets this sort of question to be posed and explored, perhaps resolved, as part of play. I don't want the answer presupposed. Mechanics like punitive alignment, personality (at least in many forms), sanity (at least in some forms), "dark side points", etc are part of what supports high concept play but is (in my view) an obstacle to narrativist play.
But the player doesn't get to decide whether or not they achieve their goal.
And the GM has to make that fit into the world.
It is (in part) about whether the player is following the GM's hooks, or the GM following the player's hooks. 4e has more of the latter than any earlier version of D&D. That is part of the difference.
Well, the reality of 4e is that it is non-simulationist in both character building, action resolution and encounter design. And for the reasons I gave upthread in post 246, this makes a difference to pacing, to the way players engage the challenges of the game, and so on. And heroquesting is an example of the sort of game that benefits from this - whereas simulationist mechanics, where the ingame reality rather than metagame considerations dictate pacing, and challenge levels, and where intervention in the past in order to change the future is either a matter of GM fiat or else mecanically spelled-out rituals, don't support this so well.
4e resembles Heroquest in the relevant respects. Like a HQ player, a 4e player gets to dictate to the GM what is relevant (by choosing Paragon Path and Epic Destiny) just as a HQ player does by chooing relationships and the like. Like a HQ player, a 4e player gets to choose how to engage situations, and thereby help frame them thematically in the game, via skill challenge mechanics.
Because of the alignment rules - the GM gets to decide whether or not I'm evil, for example. Because of the lack of myth and history. Because of the metaplot. Look at Dead Gods, for example. As I read that module, there is no expectation that the players, via their PCs, will engage with the backstory and use that to change the gameworld. To me, at least, it reads just like a railroad.
But it's an accurate one. Especially since Star Wars is a rather narrow genre.
Then you don't want to play Star Wars. You want to play something Star Wars-esk. Anger leads to hate is part of the nature of the universe in SW. By saying, "Let's play a Star Wars game" you're presupposing this, just like you're assuming wookies and droids and lightsabres exist.
This is a fairly narrow definition of "playing a genre", then.
I want a game that lets this sort of question to be posed and explored, perhaps resolved, as part of play.
So you can use it to gain combat advantage in a fight?
Yes. Standard Action, opposed by an Insight check. Gain CA to the end of your next turn. I think there are a few ways to get it as a Move or Minor action.
pawsplay said:In 4e, those skills don't do anything. You literally cannot know what your character is capable of until you see the skill challenge.
Me said:How is this any different from, say, 3E combat?
Can you look solely at your character sheet and answer the question, "Can you beat an orc?"
Actually, you can calculate it to a high degree of accuracy.
[...]
It is not the same thing. It is just true that in 3e, an orc warrior 1 or an orc fighter 12 has certain capabilities, and you can imagine how you will fare against an orc war 1 or an orc fighter 12.
See, that's actually part of the problem.Actually, you can calculate it to a high degree of accuracy.