D&D 4E How did 4e take simulation away from D&D?

Why is that silly. For me, this is the very important aspect of separating the magical from the mundane. If even the non-magical characters can do magical things, then not only does it dramatically downgrade the mystery-level for me, it completely loses it.
Yeah, I understand the argument. The problem with it is that the only way to implement it (mechanically, rather than via fluff, that is) is to be petty, and make the mundane characters inferior. That doesn't work for a cooperative game where PCs are supposed to be roughly equally-contributing. But, it's only an issue if you insist on mechanical superiority as the only way to model 'magical' vs 'mundane.' The 4e Fighter doesn't shoot balls of fire at his enemies, no matter how awesome his attacks may be, they don't /look/ like magic, and they're not narratively magic.

The same goes in the other direction, no matter how much you may argue that it makes no sense for the Barbarian's uber-attack to be 1/day, he shouldn't, for reasons of game balance, be able to do it every single round.
 

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And this is a cool way to interpret it and shows the strength of 4e when the narrative and gamist elements are pulling so strongly in the same direction. But what happens if your big attack misses or you used it up in an earlier encounter? Wouldn't you prefer for your character to at least have the opportunity to give their best attack a go against the BBEG.

I would respond by saying: Too bad for them. Time to prove your a real hero by dealing with whatever limited strength you have remaining.

I appreciate the onus placed upon the attacker but even still when combined altogether, there is not the level of differentiation between the two that I would prefer to see. Against more powerful enemies, the ratio of being affected actually improves in the wizard's favour, not the barbarian's.
This doesn't make sense to me. In terms of who gets hit more easily on fort - therefore most likely to actually end up poisoned (minding not all poison effects target fort at the same time, but theoretically) by epic the wizard is classically boned. I'm talking a 2+ scenario of being hit on his fort, because his fort will absolutely tank without a heavy feat investment. The Barbarian at the same time will likely tank Will himself, so the Wizard is going to get hammered by effects on fort and the Barbarian will be hammered by effects on will.

Poison effects tend to be fort (and forced movement) and dominate/stun etc are tending towards will.

Hey, that's what you'd expect them to be better at! So again, I'm just not seeing what the exact issue is, other than again - it's the attackers onus and not the defenders in 4E.

It's kind of like AC as presented in 3e/4e or the alternative approach of AC in co-ordination with damage reduction.
High level masterwork armor in 4E can actually boost various defenses and give DR as well. As for what AC and such represent, I don't recall ever reading that is purely about avoiding being hit - but avoiding whatever the effect was. If your armor holds back the blow that is just as good as the creature wafting at the air so hard it doesn't matter. It's also perfectly sufficient from a narrative point of view.

does not accurately take into account how difficult a target is to hit and thus be poisoned.
Which is rather irrelevant, because if you're looking at choking gas or a massive creatures chelicerae ripping into you like butter hitting wasn't relevant to begin with. Your ability to hold your breath or out muscle the creatures jaws away was far more important. You think of combat as an incredibly narrow "I hit and you miss" affair, which is just rather boring actually. To me when the fighter is missed narrowly by the giant spider trying to poison him (A vs. fort attack), he muscled the creature out of the way after violently struggling with its chelicerae and forelegs. Not that he wasn't actually in risk of being hit - it simply wasn't strong enough to overcome how beefy he is.

That's a much more interesting image to me than "Oh you miss. Oh I hit" and everything in existence being a variation of that. Maybe it even got its chelicerae most of the way into the fighters armor, but couldn't get it all the way because he's just so badass he pushed them back out before they got further. Much more invigorating an image in combat.

What I'm trying to point out here is that having powers attack a single defense can skew or muddy the results of what the actions seem to be simulating.
I just flat out disagree with this and think it's caused by your narrow perceptions of what attacks in combat actually do. I mean the rogue might be nimble - how is that relevant resisting burning acid that is literally burning off the mucous membranes protecting his eyes, ears, nose and throat? I don't care how much dexterity you have, you're going to be hit by that acidic gas and the only thing that is relevant is how strong your constitution is to hold off the damage.

Magic should still have it's mysterious and dark side (in my opinion).
So should the ability of martial heroes by their sheer force of their own strength, stamina or dexterity. So should the ability of psionic characters by sheer force of their will. So should the ability of those who use dark spirits to gain their power.

I mean, I don't see a lick of difference in any of those at all. All the same to me and all equally as improbable - so I don't mind any of it. "Magic should be the only thing that's special!?!!" is not really that convincing an argument to me from the get go.

There is a generally accepted body of things that "magic" can achieve in fantasy
I don't remember Hercules using a lot of magic to accomplish many of the feats he did - yet he did. They slew fantastic monsters and did improbable things, yet we like to pretend they don't deserve a place at the table of fantastic because what they did wasn't outright magical.

Now THAT is nonsense.

Things of a martial nature should still be able to do some damn impressive things; just damn impressive mundane things.
Basically "Why aren't casters just flat out better than the stupid guy with a sword?". The reason I say this is because my definition of "impressive mundane" is probably somewhere around the Olympics - but many martial characters can do things far greater than that with their most basic powers.

That's not really an argument that seems fair to martial characters - it's basically stacking the deck then declaring yourself a winner when all the cards are your own.

If they are doing something "magical" I would prefer it to be through divine or in certain circumstances primal intervention or means but never arcane unless there is an arcane element to the character.
In other words, why do martial characters deserve to do what my wizard does? Well it's very simple: Because they deserve to and their exploits have just as much justification in fantasy as your wizard.

Again, this isn't a convincing argument to me - unless you happen to have detailed physics equations that magic is trying to simulate from real life (nobody does) then I don't see why magic should be special above everyone else. Someone making a ball of fire out of thin air is no more illogical to me, than someone using hidden reserves of strength to jump off a high cliff and cleaving an enemy brutally in two.
 
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But no matter how injured my character is, as long as they are not dead, they can by mundane means fully recover to fighting trim within a day. This is a big kick in the pants for a simulationist style of play. However, hit points in D&D have always been weird. A way of dealing with this (from a simulationist's point of view) is to separate the hit points (representing the capacity to avoid or turn damage, divine influence, luck etc.) and physical damage. Hit points are restored quickly while physical damage is healed at a much slower/normal rate. 4e is designed more for fun than representing the "ickiness" of damage and infection - and this is most certainly not a bad thing.
I agree. I remember d10 games being good at simulating damage. I didn't play vampire long, but I remember I only had like 5 HP, and each point of damage gave massive penalties to everything. Very realistic, not very heroic. It wasn't my thing.

And separating HP and physical damage is a good trick. I like to think of the first solid hit as being the one that bloodies the target. Everyone has their own HP. The wizard is deflecting blows with magic, the rogue is twisting and rolling with hits, etc. I'm surprised you suggested this. Most simulationists I know hate the idea of abstracting HPs.

Yes I would, and as I say, this is the biggest simulationist gripe for me. In 4e the "puny" wizard "recovers" from being poisoned at a rate equal to or better than the "tough" barbarian 69% of the time! This is completely and utterly at odds with the mental picture I have of fantasy and the various tropes we include in a typical campaign. I accept this as part of streamlining the game but it still bothers me and would be the first thing ejected when creating a new edition.
Well poison is a bad example. Lethality of poison generally relies on body mass, dosage, and immunity from prior exposure or antivenom. The poison leaves your system at a rate determined by its own properties and the dosage (many drugs have half lives). The health of the recipient has little effect on resistance or duration. Granted someone with a bad health condition might suffer complications, but in general a marathon runner stands no better chance than an overweight person (the overweight person might be better off thanks to their increased body mass).

Poison is an exception, I understand your point. Someone adept at throwing off an effect ought to throw it off faster. It is more simualationist for saves to be affected by level, ability scores, etc. I think the reason they don't is that non-AC defenses already confer an advantage, and the system designers figured one advantage was enough. A case of balance > sim.

Not always true. A major trope of fantasy fiction is the physical effect of casting powerful magic. This is a very easy limiting factor to introduce. The other factor that can be addressed is the high rate of spellcasting compared to more mundane attack forms. If the rate at which a spellcaster can blast out a fireball is scaled back a little, then martial classes do not end up being penalized, particularly if those martial classes are empowered to get more out of their attacks than hp damage.

Which is fine if you want a "mysteriously" powered non-mundane fighter. And I can certainly jive with such variants from a Primal perspective (even though chi in my fantasy game still illicits that rice in the haggis issue I personally have). I still would want such restrictions explained more fully than encounter/daily - although my simulationist issue here is most definitely related to the mechanics of such things.
But why would a spell be physically exhausting while a physical maneuver isn't? I think our main difference here is that you don't see martial characters as fantastical and impossible, and I do.
Some things that get the half-level increase such as perception are generally well deserved as a character increases in ability and level (although an exception to this is easily enough crafted). I think it was KarinsDad on a different thread that highlighted the importance of this "adventuring experience" be hard-coded into the rules and how 3e's skill points failed to do this. Initiative is another area where the half-level bonus is suited and well earned compared to 3e initiative. However, why is my puny wizard getting significantly stronger as he increases in level? Why is my dumb-fighter getting so much more intelligent? Why are they getting better at skills they have likely never used? 3e does not give enough weight to this adventuring experience while 4e values and applies it too loosely. I would prefer a happy elegant medium between the two.
I again agree. This is an example of sacrificing detail and realism to achieve simplicity. You can explain away many things, perhaps the wizard is augmenting his strength checks with some magic, and your dumb fighter would probably learn a few tricks from experience. At some point you are going to great stretches to explain why your level 15 barbarian who has never seen a lock before can pick it with ease, but it's a sacrifice I make :P.
Why is that silly. For me, this is the very important aspect of separating the magical from the mundane. If even the non-magical characters can do magical things, then not only does it dramatically downgrade the mystery-level for me, it completely loses it.

I really disagree with this. There are a lot of mundane ways that a fighter can affect the battlefield that are powerful and effective. 4e opened the door here for some really good stuff but there are some examples that go a little too far for my "simulationist sensibilities". For me if you have ever read David Gemmell's books and characters such as Druss the Legend, then you have the perfect blueprint for high level mundane fighters. It is possible and it can be done. Again, if you could mix the best of 3e/4e on this, I think you would really have something good.
I think this is the one point where we disagree most. If you were to bind fighters by the laws of reality and disallow them any magical explanation for their abilities, they wouldn't last. There's no sensible reason a high level fighter should be able to soak 150ft of falling damage. If a first level commoner stabs a sword through the fighter's neck in his sleep, he gets up, bludgeons the commoner to death, and goes back to sleep to get his HPs back. A 30th level fighter, (or 20th, in 3e, etc...) can survive 8 doses of poison that would kill a level 1, even if he hasn't built resistance to that particular poison. That's impossible. It could only happen in a fantasy world. It could only happen if something outside of phsyics, chem, and biology were on the fighter's side. And without these things, the fighter can't compete with the wizard, so these things are necessary to have the game.
It is not the size of the numbers that bothers me or the bookkeeping (which as you can imagine is an important and intrinsic part of the game for me - I produce 14-20 page character sheets for my player's in my 3e game). It is the exponential difference between +1, +2, +3, +4, +5 and +6 items that bothers me. It is unimaginative, differentiates far too much in terms of coin and hearkens back to the previous point of relative mathematics versus absolute. It fails to make any quasi-realistic economic sense - something D&D has never been good at but gets a huge fail on in 4e. I suppose the designers thought. "well we're not doing and have never done a good job at economics in D&D; so let's just forget about it completely and just focus on relative value to a party of level x. Not my preference is all.
Sorry, the remark about the textbook made me thing you were struggling with the math. I'm not sure what a realistic market for magic items would look like. 3e used a squared function to calculate costs, and 4e uses an exponential with an error term to produce round numbers. This does mean you can guess the next level's cost given only this level's cost, without knowing which level you are. In 3e you would have to know which level you are and the current cost in order to guess next level's cost. That's one way in which it's relative instead of absolute...
But if you're saying that the wealth a high level PC carries makes most economies look trivial, and that such a world wouldn't function, then you have a point.
Anyway, my point in all of this is to give some insight into a simulationist's perspective and to attempt to answer the thread title - something which seemed to get sidetracked on the "craft [basketweaving]" mode of discussion that has little if anything to do with a simulationism. In the end, they are just my preferences and certainly not a true or correct way to play the game. If you are having fun playing, then you must be doing it right. :)

Best Regards
Herremann the Wise
Yeah, there's generally two debates in this thread. The debate of simplicity vs simulation, and a debate over whether increasing simulation actually gives you a more accurate picture. No edition of D&D simulates reality well at all. We can tweak the system to bring about the expected result in a situation, but in general we are only getting a few feet closer to a target that is miles away.
It's very eerily reminiscent of the way we construct math models at school. We can add more parameters to a model to make it behave how we would expect in some situations, but it doesn't make it better. We are just overfitting the model to the data.
So I'm on the simplicity side of the argument. And not because it's my own personal play-style. I think most changes intended to make a game more simulationist don't do so in a measurable way. They only increase bookkeeping.
 

if you're saying that the wealth a high level PC carries makes most economies look trivial, and that such a world wouldn't function, then you have a point.
Is this true, though?

I mean, our world has all sorts of overlapping economies. The economy I live in - that of a middle class academic supporting a family of four - is different from the on that Warren Buffet or Russian oil magnates live in. Costs that are significant for me are trivial for them, while costs that matter to them are completely outside my practical sphere of comprehension. But in Nairobi or Mumbai, for example, or in any refugee camp, there are economies where things matter that are completely trivial to me - like access to basics of food or education or public health services.

It's counter to board rules to speculate too far as to what makes these sorts of overlapping economies possible, but everyone has there own view about it. Whatever explanation your favour, port it into your D&D gameworld!
 

For example you might have a fighter and rogue with a fairly differentiated Fort defense but the rogue is much more dextrous with a superior reflex defense. Yet, the rogue must suffer the poison effect more often, even though the chances of the enemy actually hitting him should be much less so.

Depends on the poison. Clouds of gas don't have this problem. Blade venoms will hit the barbarian more than the rogue.

Magic should still have it's mysterious and dark side (in my opinion). There is a generally accepted body of things that "magic" can achieve in fantasy but in 3e/4e there is little to restrict the rather perfect casting of magic - one area where magic does not match up with what I imagine magic to be like.

Indeed. The 4e Combat Magic/Ritual Casting separation is IMO the closest D&D magic has ever been to something like this - but it's only just starting out.

In terms of 4e, things of a divine, primal or arcane nature can achieve these strangenesses. Things of a martial nature should still be able to do some damn impressive things; just damn impressive mundane things.

For some values of mundane that include James Bond and John McClain.

From a baseline point of view, I generally expect my wizards to be doing the extreme/mysterious things while the martial types are being obvious and effective. It is a matter of comparing the strange things an arcanist can perform as against the strange things a martialist can suffer (and keep going).

And martial stuff is more obvious than arcane in 4e. Also have you seen the Essentials martial classes?

But no matter how injured my character is, as long as they are not dead, they can by mundane means fully recover to fighting trim within a day.

An issue, I agree. One trick I use is to tinker with what's required for an extended rest to make it more ... extended and supplement this with magical sources. (In practice it's little different to 3e with cheap wands of CLW).

Yes I would, and as I say, this is the biggest simulationist gripe for me. In 4e the "puny" wizard "recovers" from being poisoned at a rate equal to or better than the "tough" barbarian 69% of the time!

In practice in my experience there are three basic types of poison. Assassins poisons are PC only. Combat poisons do hit point damage - and wizards have both fewer hit points and fewer healing surges than barbarians, meaning that if the poison does the same amount of damage (as on average they do), the wizard has only about two thirds the hit points of the barbarian, meaning he needs to spend 50% more healing surges to recover. And has fewer to start with - it hits him much harder. The other type of poison is long term debilitating poison (using the poison/disease track) and that's based on Endurance. Now it's possible for a wizard to have a higher con than a barbarian and thus a better chance of recovering assuming the barbarian isn't trained in Endurance. But that means that the wizard isn't that puny and the Barbarian's muscle-bound. Normally the barbarian will recover at least as fast. So your argument to me oversimplifies matters - and it's that oversimplification that produces the result you don't like when in practice what you want happens.

Not always true. A major trope of fantasy fiction is the physical effect of casting powerful magic. This is a very easy limiting factor to introduce.

You're saying that people don't get physically effected by fighting in melee combat? Seriously?

However, why is my puny wizard getting significantly stronger as he increases in level?

He isn't. He's learning to use his minor magic to shift things around more effectively.

Why is my dumb-fighter getting so much more intelligent?

Intelligence is what you use when you don't have knowledge. He's seen similar situations before. The tenth level barbarian's knowledge of the finer points of theology might be shaky, but he knows a lot more than the first level cleric about temples to dark gods through having knocked a few over.

Why are they getting better at skills they have likely never used?

Why not? They don't matter one way or the other.

3e does not give enough weight to this adventuring experience while 4e values and applies it too loosely. I would prefer a happy elegant medium between the two.

Find a simple one...

For me, the creation of a skill challenge is a case of going through and carefully examining the effect of different skills in different parts of the challenge.

For me it's asking what the PCs are trying to do and then evaluating.

I really disagree with this. There are a lot of mundane ways that a fighter can affect the battlefield that are powerful and effective. 4e opened the door here for some really good stuff but there are some examples that go a little too far for my "simulationist sensibilities". For me if you have ever read David Gemmell's books and characters such as Druss the Legend, then you have the perfect blueprint for high level mundane fighters. It is possible and it can be done. Again, if you could mix the best of 3e/4e on this, I think you would really have something good.

Have you seen the Knight and the Slayer? I think they are almost exactly what you are looking for.
 
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hehe, some of the discussion that happened back in the NNTP news group days was interesting. The Forge itself was an echo chamber.
Sorry, this sounds to me like further proof you haven't read what's there. The rgfa discussions laid the groundwork and raised the questions, certainly, but Ron Edwards and the Forge actually made some sort of coherent picture out of them.

In a way, it's a shame they kept the old rgfa terms, since they are still used with ambiguous (or at least different) meanings, but, heigh ho. Case in point: is "simulationist" used to mean "models the game reality similarly to the 'real' reality at most points (i.e. except where "magic" is happening)" or to mean "a focus in play on the internal consistency and coherency of the game-world reality in its own right, regardless of rules or story considerations" in this thread?

At least, these are the techniques I try to use to have a complex skill challenge be more than just an exercise in dice rolling, while still keeping to the published DCs. It has worked for me and my group. But it's not a technique I could have learned from the D&D rulebooks - in my case, I've learned it from the rules for other games with comparable action resolution mechanics (HeroWars/Quest, The Burning Wheel, Maelstrom Storytelling).
Very much agreed - this is an area crying out for expansion and development by the WotC team, but it isn't really happening. This is particularly odd given that Mike Mearls did the "Ruling Skill challenges" stuff - so, he recognises the need; maybe he thought those articles were enough??
 

What took away the simulation aspect? Largely, it was people thinking that they couldn't do the sort of things that you described, because they weren't specifically stated somewhere. What to be able to tell a joke and drop the punchline? Rolling a '1' on Diplomacy will handle that. You want to be able to make dragon fat soap? Maybe use a skill challenge related to Arcana and Nature, to create an alchemical formula for it.

The only thing stopping you from being able to do virtually anything in any edition of D&D, from Basic through 4e, is not letting yourself believe the words, "It can be done."

I haven't finished reading the thread, so bear with me.

I played 4E from when it came out until about 2 months ago. A fundamental part of D&D since it was originally released has been designing your own solutions for things not covered by the rules. On the surface, 4E may seem limited, but with a bit of imagination/improvisation/houseruling, it can be equally as diverse as any other edition. Saying this, I have recently moved on to other systems (BRP and PF), due partially to the apparent limitations of 4E. I agree fully with Ryujin, 4E (and really any system) can handle any situation thrown at it, provided you can adapt.
 

I think you make a good point here, but I don't agree with your final line. I think that the sorts of ebbs and flows you describe need to be introduced by the GM in narrating the consequences of skill checks, so as to establish a context for the next step in the players' engagement of the challenge. Besides failed checks as the cue for this, advantages (from Essentials) can also be used - ie something lukcy happens to help the PCs, but it introduces a complication of some sort into the situation that the players must now work out how to respond to - or even narrow successes, or successes on a group check where one or more PCs fail their individual components of it.

At least, these are the techniques I try to use to have a complex skill challenge be more than just an exercise in dice rolling, while still keeping to the published DCs. It has worked for me and my group. But it's not a technique I could have learned from the D&D rulebooks - in my case, I've learned it from the rules for other games with comparable action resolution mechanics (HeroWars/Quest, The Burning Wheel, Maelstrom Storytelling).

I guess I miss your point without a more concrete example.

The DM is introducing the ebbs and flows of what is happening, fine.

But, the only way that players (typically) have to respond to those ebbs and flows are by rolling yet another typically high chance to succeed skill check. An occasional power might work, but for the most part, it's the player describing yet another way to use Athletics or Arcana or Thievery and yet again rolling the dice. The high chance of success means that although there was a failure a moment ago, that has very little real bearing on the next die roll (except maybe for a +2/-2 that the DM introduces).

In combat, the ebb and flow is handled via a wider variety of methods, some of which are not dice rolling. A PC falls unconscious. The Leader can heal that PC. A PC can move over and give that unconscious PC a healing potion. A PC can stand in front of the unconscious body giving it a cover bonus from ranged attacks. A player can nova to protect the fallen PC, using up an Action Point and/or one or more Dailies. This level of "the PCs do something constructive without rolling dice for success" or "the PCs use up limited resources to turn the tide of the challenge" appears to be missing from the skill challenge system.

The skill challenge system appears to focus so much on dice rolling and on having high chances to succeed on the checks, otherwise the mechanics fall apart (especially for complex challenges). "Ok, nobody roll a 4 or less and we've got this" seems inherently lame compared to "Fred and Barney, hold off the BBEG for just one more round and we can finish off his lackeys". Granted, I realize that most people don't say the former quote here, but that's the feel or perception of how skill challenges work.

The combat system has "go to the well" and tactical options for the players that the skill challenge system is lacking. Ways for the players to succeed without it being "pick one of two applicable skills; roleplay something cool or witty, or try to rack your brain to think up yet another different way to use Arcana in this situation; roll dice".


As for advantages, without having read them yet, they seem like a minor Deus Ex Machina to me. The players do not extricate themselves from a situation, the DM does.
 

In combat, the ebb and flow is handled via a wider variety of methods, some of which are not dice rolling. A PC falls unconscious. The Leader can heal that PC. A PC can move over and give that unconscious PC a healing potion. A PC can stand in front of the unconscious body giving it a cover bonus from ranged attacks. A player can nova to protect the fallen PC, using up an Action Point and/or one or more Dailies. This level of "the PCs do something constructive without rolling dice for success" or "the PCs use up limited resources to turn the tide of the challenge" appears to be missing from the skill challenge system.

The problem is that Skill Challenges have to be very general where combat rules cover are specific.

Here are some examples of skill challenges I've run:
- Finding useful books, potions, and scrolls in a crumbling tower that could fall at any moment.
- Driving a barely operational and highly dangerous goblin-made car through an underground complex
- Throwing off the effects of an elder brain in order to reach the lower levels of a mind flayer space ship
- Convincing a group of mercenaries to switch to the PCs' side mid-battle

It's going to be incredibly difficult to make a set of deep, interesting, rules to that can cover these and more scenarios. I could make different rule system around each one, inventing various possible actions, reactions, rolls, and countermeasures against events. Each would be vastly different and allow the PCs to do completely different things.

But, that wouldn't be practical. It wouldn't be practical from a publishing standpoint, first of all. Page counts, man-hours spent designing the rules, etc, from WotC means no way. I could theoretically design my own cool rules for riding that goblin car or elder brain mental combat. But, of course, I can't just hand over two pages of rules to my players and enjoy it. Too much learning, then questions, and probably some contention.

So, what we have is pretty good. Not as good as it could be, and maybe the rules could be better! I've seen some good analysis of Skill Challenges on these boards, and some good house rules. But, comparing it to combat is simply not the right way to go about it. Skill Challenges will never, by definition, be up to the level that combat is. And, that's okay.

My players enjoy Skill Challenges immensely. They can be fast paced ordeals, with everyone participating equally, and involving lots of imagination and quick thinking. They are varied and can be used for fun/outlandish/unexpected scenarios that are attention grabbers. Simply put, they're fun!
 

This doesn't make sense to me. In terms of who gets hit more easily on fort - therefore most likely to actually end up poisoned (minding not all poison effects target fort at the same time, but theoretically) by epic the wizard is classically boned. I'm talking a 2+ scenario of being hit on his fort, because his fort will absolutely tank without a heavy feat investment. The Barbarian at the same time will likely tank Will himself, so the Wizard is going to get hammered by effects on fort and the Barbarian will be hammered by effects on will.

Poison effects tend to be fort (and forced movement) and dominate/stun etc are tending towards will.

Hey, that's what you'd expect them to be better at! So again, I'm just not seeing what the exact issue is, other than again - it's the attackers onus and not the defenders in 4E.

This is one of the classic lines that divides so much talk of simulation: The difference between simulation of result versus the simulation of process. For "the genre of D&D" as a whole, as it is often played at the table, 4E actually does a decent job of simulating results. A group of adventures go into danger; fight some monsters with appropriate powers; prevail, run, or die; and get some treasure. And the wizard gets his results via magic while the barbarian gets his by smashing things.

Some people prefer results via process so much that they will never enjoy this, though. They are the same people that prefer GURPS over Hero on the grounds of "realism," when what they really mean is that GURPS Fantasy has a "spell" called "fireball" that you have to get through a bit of a process, and when the character casts it, it works through the "magic" process. Where as, in Hero, you have an effect, probably "Energy Blast," that is bought to a certain amount and with certain characteristics, and then described as "fireball." Any process in Hero short of targeting and damage has to be supplied by the group at the table.

However, the latest versions of GURPS and Hero are closer on this question than they have ever been, and even back in their GURPS 3E and Hero 4E days were far closer than D&D 3E and 4E are on this question.

Compounding all of the above is that people have always disagreed as to what D&D (any version) should be "simulating"--whether via process or result. There are, to give just one trivial example, people who are quite happy if the process is so favored where "combat is deadly" even if this leads to the genre being "adventures go into peril and don't come out again." And there are equally people who are quite happy if the results are so favored where "adventures go in and often come out" even if the process is "rolled some skill checks that were practically foregone conclusions, laughed and talked in character, and got the treasure--which was a fair maiden's kiss."

Not there is anything wrong with either of those, or a host of other examples that could be used, but pretending that one set of rules could really make both happy has always been the 40 pound weight on the legs of D&D while it tried to sprint. :)
 

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