Thasmodious
First Post
Snakes are naturally prone
No, they are not. They simply have more "feet" in touch with the ground. When those feet aren't in touch with the ground, they are THEN prone.
Snakes are naturally prone
On the one hand - that's a neat explanation!For that matter, I don't have much trouble imagining knocking an ooze prone. Just because they're undifferentiated biologically doesn't mean they are physically too.
Your typical ooze in combat is likely to be extruding cilia on its underside for extra grip, and pseudopods from its top side to lash out at opponents. If you flip it so that the cilia are at the top and the pseudopods are underneath, that's going to inconvenience it until it takes a moment (let's call it a move action) to reconfigure itself.
eamon said:Secondly, there's the ability consistency here: obviously mechanically if a PC has a power imposing prone he can't just willy-nilly say it instead slows or whatnot: the PC's abilities are consistent across scenarios. But in-game if you tweak the explanation to fit the mechanics you get complete inconsistency on the fluff front: why, if in one scenario (say) a fighter turn a five-foot cube on its head can't he do something similar in all situations? Would you let him do that to a defenseless bale of hay?
If he can trip even a giant, why can't he fell a tree in one swoop?
If a seeker can push a huge giant (without fail!), can he push a huge boulder?
If you change the in-game explanation all the time, the question arises why the abilities of the in-game character change all the time. It'd be wonderfully in-character for a player to describe some of his attacks colorfully, and proceed to use those same skills later again with consistent in-game effects but differing mechanical effects.
Yes, and I apologise for that. Put it down to me blundering around a bit in that last post, as I often do when trying to communicate about this very slippery conceptual area. Let me try to add clarity, again...You're kind of moving the goalposts on me here, though.
That "primary focus" may relate to what I'm trying to say, but it may not, since there is a critical difference between what we are talking about here with "stories" and roleplaying. Your next example highlights it nicely...We're talking about mixing the elements of play, not requiring that any we use be the main focus when it is being used. I don't think stories "switch" from one to the other, but blend. I would agree, most have a primary focus, but they mix seemlessly the other elements, the great ones often do, anyway.
Right, but this "ethical content" is hotly disputed by Tolkien fans and the supposed thoughts and beliefs of the man himself - did he deliberately set out to create a paen against industry, and associate industry with the fascists becoming prevalent at the time he wrote the tale, or not? And here lies the key difference between reading, or watching (or listening to) a story and roleplaying. With a story, we are witnessing the finished work, the tale complete, after the act of creation is done. With roleplaying, though, we are in the midst of the act of creation. The story is being made at the table. The analogue, then, is not with the finished tale of LotR, but with JRR Tolkien's focus as he wrote it. Sadly, there is only one person who even could really know what that was - and he has long passed from the world. Was the "industry : fascist : bad vs. countryside and nature : hobbits : good" stuff something he deliberately crafted into the story, or was it simply his world-view, naturally and unconsciously expressed as he focussed on creating an adventure tale? I don't know - and I'm pretty sure I never will.That was handled much better in an example I'd hold up as a highlight of blending elements that also, as a side benefit, led to the creation of our beloved hobby -
LotR. The thematic thread running through the whole tale was industry versus nature, but, as with most great stories (and I think great games), the theme was not something so directly acted upon by the characters. There are moments where a character makes a comment in support of the theme, but mostly Tolkien just shows us by making us love Hobbiton, and Rivendell, and Fangorn, and half a dozen other locations. The physical obstacles are many: fights, battles, natural obstacles, social obstacles (dealing with the elves, the ents, etc). We have a pretty seemless blending of all the elements, focused on a party, broken down into challenges, that nonetheless includes a wealth of moral and ethical situations, a strong running theme, and exploration of both the world and society as a central part of the adventure.
OK, so you have one focus, but it contains a number of things. I'm struggling to see how, but as I have said before, maybe it's possible - I have just stopped trying (for now) to do it.I feel I need to stress that I'm talking about blending the elements and not switching foci. I don't think switching focus is the goal. I don't think making a game moment solely about one thing or another is a good way to go about it.
I'll pull you up here for what I see as a common misconception - sorry if it was just a slip. The physical challenges and such are elements of the story and plot! That was kind-of the point of my description of "story" before getting into game specific stuff, earlier. As long as you have adversity/conflict - i.e. a protagonist with a dramatic need unable to fulfill it due to a series of barriers, whether they involve an antagonist or not - you will get a story. It may even be a good one. "Story elements" are simply "adversity/conflict", and "plot" is what we see in retrospect as we view events in hindsight. As Charles Tilly pointed out, "the truth is not a story" - stories are a way that we try to communicate about the truth by connecting certain parts of it together.I agree that many stories and games likely have a focus along one element or another, they are primarily action based or primarily a game of exploration (sand box for example), but a good game will blend in plenty of physical challenges and combats as well as elements of story and plot (whether GM or player determined, or both).
And every roleplaying game will generate a story; that is like saying every roleplaying game (or story) involves an imaginary reality. Even with "historical" stories, this is true, since the story is happening in our heads, otherwise it would be the events themselves, not a story about them. But both of these observations are generic. They say nothing about the nature of the game/story within its general class. Of course there will be a "shared imaginary space", and of course there will be an emergent story - those are fundamental, necessary elements for the whole endeavour to work. It's a bit like saying that a car is like a bicycle, because they both have wheels; of course they both have wheels - but it's the other things they have or don't have that makes them different.I don't. It may well have a clear focus, but even most action stories have story, even while action is what drives it. Sure, at the low end of genre, its pretty generic and tacked on, but, again, the great ones rise above the trappings by blending the elements, by having a great story, real character development, a focused setting.
Movies are an interesting case. Here, the story is almost created multiple times - first by the screenwriter, then by the director, the cameraman and so forth. It may be that the screenwriter had one focus and the film makers another. The Matrix almost pulled this off, I think. Avatar, less so.The Matrix is a prime example of this.
Absolutely, it's all the game. But, in play, the game group will be focussing on something - they will be "doing" something specific. Maybe the group you play with focus on a melange of overcoming the immediate in-game obstacle, figuring out the most interesting moral line to adopt in the current situation and assessing how the game world and characters "work" in the current situation - but I find that I generally focus on just one of those, and I find games I GM work better when I focus on just one of them, too. Your experience may be different - if so, good luck to you!My argument is that it's not a switch, or doesn't have to be. You don't stop the game, completely change the presentation, clear the minis off the map while the dilemma is being resolved, its blended with the action element or with the setting element. It arises from character or plot or setting. You don't have to change the focus of the game, it's ALL the game.
I'm not talking about mechanical consistency, I'm talking about in-game consistency - so if you can flip a gelatinous cube, you should be able to flip over anything similar (barring significant differences). And... it seems a bit ridiculous for a fighter to be able to do that.Well, I'm not quite sure what effect knocking a bale of hay prone would be, but, sure, why not?
I meant pushing over a giant, which is not the best of examples, indeed.Because trees, by and large, don't locomate?
Sure, so you cause the boulder to roll a little. Why not?Not familiar with this specific power, but, again, boulders don't locomate typically. You can push the giant, because using the power causes the giant to stumble (not directly but by imposing a little bit of Player Editorial power)
This would only be true if you insist that all powers have one, and only one possible explanation for how they work instead of having them work differently on a case by case basis.
I can, if necessary, flip over a bale of hay.I'm not talking about mechanical consistency, I'm talking about in-game consistency - so if you can flip a gelatinous cube, you should be able to flip over anything similar (barring significant differences). And... it seems a bit ridiculous for a fighter to be able to do that.
Well, for starters you have to overcome it's static friction.On the topic of seeker's pushing class feature...
Sure, so you cause the boulder to roll a little. Why not?
Melee-specific CA? The lack of cilia, and presence of pseudopods, makes it easier to get an attack in without being parried.So to recap; refluffing powers opens a proverbial bag of rats: and if you as a DM do so, you can't in good conscience (at least, I couldn't) disallow it in another scenario, you've gotta be consistent. And furthermore, the refluff doesn't actually make sense in the first place (whence the ranged defense bonus and the melee-specific CA?)
If I may make a slight correction, in the example provided you are not redefining a power's in-game function, you are redefininf a power's in-setting operation, which is quite different. The D&D 4E rules set out to define in-game functions and capabilities, rather than in-setting effects and capabilities as is traditional among "mainstream" roleplaying systems. On the one hand, this creates problems with "simulationist" habits, since the "game world" is no longer explicitly modelled and determinant. On the other hand, it's actually quite liberating, since the limits to the capabilities of sapient lifeforms are notoriously tricky to quantify.And that's exactly the point. If you redefine a power's in-game function continually, you're constantly redefining the character's abilities.
Or maybe that would be an Epic level ability?... you can't trick hay.
Snakes do not "fight prone". How do you know? If you have ever seen a snake strike and then strike again, you know they don't have much reach while staying ready to quickly strike again. If they commit and stretch, it takes a few seconds for them to be ready again. That is why people can, if they have the nerve, grab a rattlesnake by the tail immediately after a strike. (I don't recommend that you try this at home.)