Raven Crowking
First Post
Can someone XP ByronD for me?
Thanks!
Thanks!
There is a lot of talking past each other and covering the same ground happening.
Fitting the story to the mechanics is different than fitting the mechanics to the story.
That does not mean one if remotely "better" or "more fun" than the other. But someone who likes one may not like the other, or, more likely, may like it notably less.
But they are different.
And I see people telling me that their orange is exactly the same as my apple, and then using a description of an orange as proof that it is an apple. So be it. To me that just means you are having fun and don't perceive the distinction that is important to me. And there is no remote need for that distinction to be important.
But when someone says that it doesn't look like Rome to them, they can be telling the truth, even if you don't see it.
I like the mechanics around skill challenges because my players find it more fun to include skill rolls on top of the rp when resolving those types of situations where I use them. Simple as that.
Just to be picky, I already pointed out that inappropriate rolls could clearly be discarded.
But it is still all an "underlying framework" when none is needed, and moreso, a lack of such is preferred.
I think that's a little harsh.This example proves my point even more. It was simply another formulaic rules construct being exploited because it was known to provide a bonus.
Find a way to use combat power X in a non-combat challenge and receive a bonus to Y, oh, and you get a cookie.
As it happens, the PCs - while knowing that the temple they were in was somewhate damaged - hadn't though through the ramifications of using thunder powers. The same paladin PC later nearly got hit by falling ceiling blocks as he entered the room the bear had been in. (The vulnerability of the ceiling to various sorts of effects was a part of the 3E module text that was very easy to implement when I ran it for 4e.)I see this kind of thing more as a no brainer rather than inspired creative content. Hmm... a skill challenge is an encounter so find a way to shoehorn a combat encounter power into the situation, get an extra bonus, and profit. Hey no loss either as the power is refreshed right after the encounter.
This is definitely too harsh. If you come over to the Actual Play thread that I linked to earlier, I think you'll see that computer simulation is not an option on the table.If the basic actions of the players and the decisions of the DM can be simulated in a computer game then then the lightning in a bottle, which is the core of the human D&D experience is lost.
I think that fits with what I had previously thought.[Just to be clear, by "fiction-first" I do not mean "story-first" or "plotline-first"; I mean "verisimilitude of the fictional setting-first".
This implies, for example, that in a skill challenge approach the narrative significance of the RP is not included. Which I regard as false. What is true is that in a skill challenge approach the narrative signficance of the RP is not, on its own, determinative, because the structure of the mechanic obliges the GM to inject additional complications, and the players to inject their own responses to those complications.And I like the way I do it in my games because my players (and I) find it fun to have the narrative significance of the rp included when resolving all kinds of situations.
This hypothesis has recieved official (if uncited) endorsement:
Dungeons & Dragons Roleplaying Game Official Home Page - Article (An Introduction)
I am sure we can all agree that Mercurius should now win a large portion of the internet.
THE LINKED ARTICLE
"This may sound strange, coming from R&D—but it’s easy to mistake what Wizards of the Coast publishes as the core essence of D&D. We might print the rules for the current version of the game, or produce accessories you use at your table, but the game is what you, the community of D&D fans and players, make it. D&D is the moments in the game, the interplay within a gaming group, the memories formed that last forever. It’s intensely personal. It’s your experience as a group, the stories that you and your friends share to this day. No specific rule, no random opinion, no game concept from an R&D designer, no change to the game’s mechanics can alter that."
Nice try at imposing a false meaning that completely ignores the context of the statement.Why? And just checking that you are intending to argue for diceless outside combat? Because that's what not having an underlying framework means. And I for one like having a framework there to give me a hand with pacing and so I don't need to worry about what or how much the PCs have to roll, allowing us to get on with the game. Skill challenges are scaffolding, not architecture.