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D&D 4E The "We Can't Roleplay" in 4E Argument

I let my players pencil in skills. How hard is that? >_>

You are now trained in: fishing
And
I was assuming that, after the first roll, the matter would be settled, and that no more rerolls would be permitted until some significant relevant event intervened (perhaps Bob's Warlock spends time in training or spends money on a better set of pipes).

Which leaves us again with one of the two scenarios:
  • "Yay! Free Skills!" if you do get the "trained" skill boost- which means you're essentially conceding that it needed to be a true skill in the first place
  • Skills that are still fundamentally different on a mechanical level because (presumably) you don't get the "trained" skill boost. IOW- fake trained skills.

The first is unsatisfactory since it let's more creative players rack up skills without regard to balance. The second is unsatisfactory because they don't receive the same treatment as other trained skills.

Imagine a game where the player playing the Bard made no writeup about playing the Lute, while the Warlock's player did and a "Crossroads challenge"
pops up. Under the first regime, the Warlock is the one who handles the challenge- the Bard, master performer- is never in consideration.

Under the second, if the Bard lost to the Warlock once before, he is again not the one you want. And if there had been no previous challenge, either you need to have them compete against each other to decide who is better (while Hell waits) or the PCs are functionally interchangeable (which is just blech and is surely at odds with SOMEONE'S PC concept) and it doesn't matter which takes the challenge.
 
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Danny,

I don't think it only leaves you with two senarios. Hopefully you can find a way to make it work for your group. Mine has no issues with it and it adds another layer for them to bounce around in. I also have skills for Blacksmithing, etc...
 

Danny,

I don't think it only leaves you with two senarios. Hopefully you can find a way to make it work for your group. Mine has no issues with it and it adds another layer for them to bounce around in. I also have skills for Blacksmithing, etc...

If I ran 4Ed, expanding the skills list- and the list for each class- would be near the top of the list of HRs I'd have. Thank goodness I'll never have that issue: I have ZERO desire to DM 4Ed. There simply are too many things I dislike about it to put myself through that.

I'll play it and have fun- steering away from those issues- but that's as far as I'll go.
 

First a qualifier: I love 4th edition. It is currently my game of choice. I have tons of fun with it.

However...

One of the things that I don't like about 4th edition is the extremely light skill system. The skills are combat oriented, even the knowledge skills. I liked the non combat skills of 3e( i.e craft, profession, perform, etc.). I understand that background and DM fiat can grant me these skills, but it would be better if they were hardwired into the system rather than an afterthought. Like Dannyalcatraz said, I like to know that I'm better than someone else rather than a random check or a "Yeah sure. You're better than NPC A".

I've actually thought about bringing over the 3e skill system to the next 4e game I run. I don't think it would be game breaking and might add some fun. (But that's a thread for the houserules forum ;))
 

My experience is quite different. I find players who like to role-play, which is to say, to pretend to be an elf with a favorite color and daddy issues --ie, with some characterization to go along with their character class-- will do so regardless of the use of a battlemat and minis.

Conversely, players who prefer characters like Melf the Elf IV, who live only for combat, treasure and levels, will not be made significantly deeper in the absence of representational aids.

Also, you can role-play during fight scenes. Why should characterization and character immersion stop when the swords come out? It doesn't in my campaigns. Some of the most interesting character bits came from combat, such as the battle cries, "Not in the face!", and "For Universal Healthcare!", which neatly summed up the PC's Meiji Kitsune and Lizzie Lutzmueller, respectively.

Be careful of sweeping generalizations. Our groups all live in paradigms with boundaries and aren't well suited to comparisons.

For example. If my group has a bunch of theatre-driven and experienced people in it (it doesn't but I've been in groups like that) the game is going to have a different level of role-play in it by default because people are going to come to the table with, on average, excellent back stories and the plots are going to be more player driven.

If my group has a bunch of war gaming and board gaming people in it (again it doesn't but I've been in such groups) then the plot's more GM driven on average and the role-playing experience is what it is at any given point in time.

Neither group is playing D&D the wrong way. They're playing it their way. So when you say "I like to find people that role-play" you're setting that expectation based on your standard which to my group and eventual reply may be greater than my own expectation or much lower.

So what I'll say is this. If you wave a bag of pebbles in front of a group that's enamored with pebbles they're going to be distracted by the pebbles. If I walked into your group with whatever it is that drives them, provided it isn't role-playing by default then they won't be role-playing regardless of what you wanted them to do. :)

Sorry for being vague but the overall population of D&D players and the degree to which people like to role-play prevent there from being any position I'm willing to defend other than my own.
 

I'm with many others in not seeing why you regard "aware that XYZ" as equating to "acting rationally in light of the awareness that XYZ". This equation isn't true even for most human beings - why would it be true for an ooze?

On the issue of 'ooze knowledge', I think Ilmaro's hangup here is based on an overly pedantic interpretation of the rules. Lets examine this "you know all the effects on you" rule a bit more closely.

First as applied to PCs: There's no issue here. All PCs are presumably competent and aware enough that they reasonably can understand the implications of whatever they've been hit with. This is really what the rule was meant to address was players anyway. It prevents 'gotcha' ploys and cleanly prevents arguments about what the player knows vs what the PC knows in all of these, very frequent, situations. Given that the DM can create NPC/Monster/whatever powers and effects that break this rule if he feels it is necessary for story purposes there's no issue on this side of the screen.

Secondly as applied to DMs: Here we run into a terminological quandry faced by the writers of the game. They have 2 possible entities to which they can impute knowledge, the DM and the monster. If they say "the DM is aware of all..." that doesn't clarify the scope of his use of the information. Do all the creatures under the DM's control get to act on that information? Do any of them? Do none of them? By imputing the knowledge to the CREATURE OTOH the scope of the information is clear, the information is scoped to the creature. Given that the designers understand that the DM has the job of deciding what information to act on and DE FACTO knows everything mechanically going on in the game anyway all the rule does is define that other creatures don't know the effects and thus guides the DM to act accordingly.

Thus there is no issue with the rules and 'ooze knowledge'. The DM has information about effects and conditions related to powers used on the ooze, scoped to that particular ooze. He's still responsible for playing the ooze in character and deciding how, when, or if it makes use of this information.

As this applies to the "you can't charm someone without them knowing" thing... So what? That's the way magic works in the 4e universe. And again, ALL PCs are aware enough and competent enough that they will understand the ramifications, and again the DM is presumed to be playing monsters in character (or not, in which case who cares).

The whole issue is simply trivial and barely even worth noting.

This goes back to the "flag" issue. If it is just a flag, then why not just write it on the sheet? Unless you have some sort of resolution system for being a good musician, why is it important to spend PC-build resource points on it?

Or are you envisaging that the resolution system would be d20+skill and whoever gets the highest score gives the best performance? But this then gives rise to the question that Crazy Jerome in particular has talked about, namely, how are we going to cost that skill in a fantasy adventure game?

To come at the issue from a slightly different angle - the game has no "I'm a noble" skill. Yet presumably being a noble makes a difference in some challenges - everything else being equal, commoners may be more likely to listen to someone who instructs them to address him as Your Grace, for example. How would you handle this in a skill challenge? Perhaps grant a circumstance modifier to the Diplomacy check in question - +2 for an obsequious audience, -2 for rebels. Anyway, however you would take into account this non-mechanically represented element of the fiction in resolving the action, take a PC's background "skilled musician" into account in the same way.
Unforunately I can't XP these excellent posts.

Exactly, the player is perfectly free to define his character's background to include a talent at playing an instrument, weaving baskets underwater, etc. There aren't specific rules for how you might acquire these kinds of 'skills' because they simply aren't central to the theme of the game.

I'd go further, there is NEVER A REASON to have any sort of 'opposed check' in 4e. Consider, the PC vs an NPC is simply a DC set by the DM. It could be set via a fixed DC the DM invents or it could hypothetically be set via some arbitrary 'skill level' the DM sets for the NPC vs some 'skill' bonus possessed by the PC, which is exactly the same thing. Either way the player has to roll in excess of some number on the dice. Opposed checks are just pointless.

In the case of PC vs PC there's no conflict to be resolved. They are on the same side. The players decide which of the two characters they prefer to have 'win' the contest and that's the winner. They can fluff this as the better character won, or as the better character threw the contest, or whatever makes sense based on the choice they made. The outcome is in any case entirely under their control.

First a qualifier: I love 4th edition. It is currently my game of choice. I have tons of fun with it.

However...

One of the things that I don't like about 4th edition is the extremely light skill system. The skills are combat oriented, even the knowledge skills. I liked the non combat skills of 3e( i.e craft, profession, perform, etc.). I understand that background and DM fiat can grant me these skills, but it would be better if they were hardwired into the system rather than an afterthought. Like Dannyalcatraz said, I like to know that I'm better than someone else rather than a random check or a "Yeah sure. You're better than NPC A".

I've actually thought about bringing over the 3e skill system to the next 4e game I run. I don't think it would be game breaking and might add some fun. (But that's a thread for the houserules forum ;))

Yeah, except the issue with detailed skill systems is they don't work well at all. There are a dozen issues and they have all been beat to death in the past, but as a quick set of basic points:

1) Each skill you add tells the players what their characters CANNOT do, unless they have that skill.

2) Narrow skills simply mean that the party will most likely lack the key but unusual skill they need the one time per campaign they actually need it, thus narrow skills might as well not exist from the DM's perspective. He can't count on the party having them.

3) Which skill covers what? Is it mining, geology, or assaying that lets my character know how rich a gold vein this mine contains? The more skills you add, the more unclear it is what they actually cover and which one covers what.

4) The designers of games don't really know a lot about most areas of human activity. That is they lack most skills they will be designing and thus they will fill the game with misinformation more often than not. That might not matter to some people, but it will just irritate the people that DO understand that skill, which generally happens to be the people who care whether it is in the game or not...

Thus every detailed skill system provided in every RPG that has ever had one has broken itself on these same rocks. I am infinitely glad that 4e eschewed even the attempt and provided a nice set of general categories of things that characters would likely vary in their ability to carry out and just made a short fixed list. Sure, it can sometimes miss a few nuances (the guy that can climb but can't swim), but it also CAPTURES some that more detailed systems fail to capture, like the ability to fluff Perception to whatever sensory mode or techniques are appropriate to the character and the situation (the longtooth shifter smells the enemy, the keen-eyed elf sees them, etc).

And note that when a player is bothered by over generality they are quite free to restrict their character. If you don't want to know how to swim, just put it on your sheet. For that matter don't take Athletics training and instead grab a skill power that lets you jump really well or climb really well, now you've quite effectively differentiated without descending into the bog of needing 12 different athletically related skills.
 

I find I have more wiggle-room in 4e than anything prior. It's easier for me to handle things and I have experienced a proliferation of creativity. This is not to say I expect everyone to have the same experience. I do, however, think people will use anything they can to bash what they don't like.
 

1) Each skill you add tells the players what their characters CANNOT do, unless they have that skill.

Feature, not a bug.

2) Narrow skills simply mean that the party will most likely lack the key but unusual skill they need the one time per campaign they actually need it, thus narrow skills might as well not exist from the DM's perspective. He can't count on the party having them.

I agree- I much prefer that systems that have skills have long skill lists.

3) Which skill covers what? Is it mining, geology, or assaying that lets my character know how rich a gold vein this mine contains? The more skills you add, the more unclear it is what they actually cover and which one covers what.

Long lists of broad skills usually takes care of this problem. Especially if- in systems like HERO- you can add skills at any time to model something that was missed...as a GM OR player. If the skill in question is more specialized version of another skill- say astrophysics as opposed to physics; microbiology as opposed to biology- you can have the general one be a prereq or give the person with the specialized skill bonuses for specialized knowledge and penalties for the broader areas of knowledge ("Its been a while since I looked at that stuff, but...").

4) The designers of games don't really know a lot about most areas of human activity. That is they lack most skills they will be designing and thus they will fill the game with misinformation more often than not. That might not matter to some people, but it will just irritate the people that DO understand that skill, which generally happens to be the people who care whether it is in the game or not...

Which is just an argument for either a system that has a uniform structure for trained vs untrained use of skills and a broad list OR relegating all skills to a nearly pure RP realm and just having them be stat checks of some kind, so that ALL PCs with a given Int are equally good at physics, chemstry, etc.
 
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I find I have more wiggle-room in 4e than anything prior. It's easier for me to handle things and I have experienced a proliferation of creativity. This is not to say I expect everyone to have the same experience. I do, however, think people will use anything they can to bash what they don't like.

Eh, mostly the discussion here tends towards some level of reasonable discourse though. Unlike the D&D Community forums where you generally end up at best with strident disagreement and usually worse, lol.
 

So far the best implementation of a skill system that fits both the "small(ish) list of broad skills" and also the "huge list of insanely nuanced skills" that I have seen is found in Shadowrun (up to SR3 - haven't played SR4, so can't comment on that).

The game lets you pick from an array of very broad skills, such as Athletics, Firearms, Stealth, etc, but then you can have up to two levels of specialization on top of that in the form of "concentrations" which break the skill down. You still have (and have to take) a broad base skill, but it suffers as your specialization increases. Your Firearms skill loses a rank, but your ability with Pistols improves. Beyond that, you have "specializations" that worked the same way, reducing your concentration, but making you a master of a specific, narrow area of that skill, such as Ares Predator Heavy Pistol.

It worked well, and felt pretty realistic in the scope of the game's other mechanics. And the best part is that it left the choice up to the player. You could specialize and very cheaply (in terms of build points/karma) gain a high rating in your skill, but if you were stuck improvising out of your preferred element, you'd be hosed. Likewise, if you spent a lot of points taking ranks in the generalized skills, you would seldom be caught in an area where they wouldn't apply, but it was costly to do so (or you'd have fewer skill ranks).

Further, if you didn't have the appropriate skill, you could do just like in D&D and default to your attribute (albeit at an increasingly large penalty as you default up from your specialty).

The game also encouraged players to fill in any blanks with creativity, much like the Craft (thingy) and Profession (odd job) do in 3.x, and my suggested houserule does in 4th.

Probably my favourite skill system that I've played or GMed (right up there with Chaosium's BRP). Just too bad about all the other issues that game has....
 

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