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Playing 2e, 3e, and 4e at the same time: Observations

[MENTION=428]RaveN[/MENTION] - You must have more magical items or spellcasters by 6th level than I do in a 2e game. If you have 4 players, and an enemy spellcaster gets off 2 save or die spells, then how is that anything but a matter of luck? Sure the players can make choices to avoid those save or die spells, but obviously they failed.

You think that if I'm in the DM's chair and you are in the player's seat with equally competant players, that I can't reduce your party to half strength with a couple good save or die spells at low to mid levels? You think your "player choices" will save you when the dice are against you?

As for what running out of resources "too early" means, it means a plausible place to seek refuge or escape because you had a single bad encounter. You can't go forward, you can't survive going back. So the choices remain as always... 1) Use magic in your possession to restore disability, if you don't have it because your cleric is a duck then you are screwed. 2) Have a DM that is willing to allow you to retreat even if goes against what was established in the scenerio, or you are screwed. 3) Have some sort of innate ability that allows you to shake off the hp loss and/or disability or you are screwed. 4) Accept you are screwed.

Now you can argue that it isn't a bad thing to be screwed because of a single bad encounter. I don't agree with that, and I don't want to toss months of story telling away on a few bad rolls. But you can't deny that those are your four options.
 

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I disagree combat must long and tedious, regardless of the system. I strongly advocate Caller play. Don't take turns. Work together as a group. Share initiative. Discuss strategy as a team until a consensus is reached for what each PC will do for the round. Yes, every player ultimately decides for his or her own character, but success is far more likely when working in concert.

A well oiled adventuring team won't happen in one session though. (This is one of the drawbacks to random convention play) Like great choreography and dancing, working together well takes time and practice. Fortunately, all this practice is actually playing D&D, so that's hardly a drawback. And once you do get going, then particular party tactics will become commonplace. Each round will speed up as players are more assured on what to do in a given situation, how they competently work with other characters, and many other aspcts. Not to mention how discussion can continue for the forthcoming round, while the Caller reads to the Ref the actions of the PCs in the order of action agreed upon.

And the best part is never having to sit around while everyone else takes their turn. It's a constant give and take, except perhaps when the Ref relays the results back to everyone.

Yes, this is a strategy and not a rule. Players can and do act individually. But I would remove any rule from an RPG which said turns MUST be taken individually. It's been far too fun for me with the freedom not to.
 

You can point out how a good DM can use them judiciously, or that with enough careful playing you can avoid some, but you cannot hide from the truth that a save or die mechanic means that characters will die from random chance.

I'd say that you can die from random chance even with healing surges. To normal attacks. To hit point damage. By falling. There are so many ways to die by random chance. This is not unique to save or dies, it just speeds it up.

[MENTION=21556]Jester[/MENTION] - Argh! I've said 10 times now that this isn't about people who know they are low on resources but continue on into the dungeon anyway. It is about pre-4e games where you get destroyed in a single encounter because of bad luck.

I'm really not sure of the point on this. I mean, are you just stating your personal preference? If that's the case, that's great. Don't use save or dies, or anything else you don't like.

Is this leading to some other commentary on gaming, though? If that's the case, I'm not sure I follow where it's heading. I'd like to see where it's going, and have a discussion evolve, rather than you feel like you're being argued with.

Let me say this: I'm not here to argue with you. I want to know what the point of saying you dislike the save or die mechanic is, and where it's going. I'm interested in that discussion.

As always, play what you like :)
 

[MENTION=37609]Jameson[/MENTION] Courage - In 4e you can die for sure, and you can have a TPK. However, if you survive the encounter having healing surges, restoring encounter powers and shrugging off disability generally means you aren't stuck in a place with no way out.

This is what I've argued all along. People want to paint me as someone who doesn't believe in PC consequences, but that simply isn't something I've ever said. I simply said in response to DannyAlcatraz that the restoration of character's abilities after an encounter is good for avoiding getting stuck, and therefore is better for dungeon crawling.

Since you don't get stuck in a hopeless situation, you can continue or retreat despite the bad luck that you had no control over. Now people are trying to tell me that simply entering a dungeon is a meaningful player choice, but this is Dungeons and Dragons if you aren't adventuring in dungeons and fighting dragons, you aren't playing the game.
 

[MENTION=428]RaveN[/MENTION] - You must have more magical items or spellcasters by 6th level than I do in a 2e game.

I have no idea what you have in your games! :lol:

If you have 4 players, and an enemy spellcaster gets off 2 save or die spells, then how is that anything but a matter of luck? Sure the players can make choices to avoid those save or die spells, but obviously they failed.

First off, unless the enemy spellcaster is in their bed when they wake up, I would assume that some context existed before this came about. Second off, because the players "obviously failed" in making choices, it doesn't then follow that the consequence is nothing but a "matter of luck".

How do my players magically manage to avoid putting their characters in death traps? I mean, it is obviously possible to do so. Yet, they're generally pretty good at doing it.

Maybe it is because I am providing more context for choices? Maybe it is because I don't assume razor-wire game balance, so that a single bad roll...or even three or four bad rolls....are automatically lethal? Maybe they just know that I won't save them, so they pay more attention?

I don't know enough about your game to know where it differs from mine, but I do know that, in mine, what you see as a huge problem simply doesn't occur after the first few mishaps. The players get smart.

You think that if I'm in the DM's chair and you are in the player's seat with equally competant players, that I can't reduce your party to half strength with a couple good save or die spells at low to mid levels? You think your "player choices" will save you when the dice are against you?

If you provide adequate context, and the consequences of choices flow naturally from the choices made, then either my choices will save me or they will not. I'll tell you one thing, though -- I won't cry if they don't.

If the GM is trying to reduce the PCs, or kill them, then that's what happens. End of story. In a "Player vs. GM" scenario, the GM always wins. 4e won't save you.

In a "Context -> Choice -> Consequence" game, where the GM is neither trying to kill you or save you....where the GM, indeed, isn't trying to decide your fate in any particular way, your choices can save you. I see it all the time, first-hand, almost every game I run.

As for what running out of resources "too early" means, it means a plausible place to seek refuge or escape because you had a single bad encounter. You can't go forward, you can't survive going back.

Huh.

I guess you shouldn't have pushed for that last encounter, then.

Here's what I do: As I explore an area, I consider which rooms are potential fallback points, that I can barricade or otherwise fortify. Which ones don't seem to be known to/used by the current inhabitants. Going deep into enemy territory without a fallback point is unwise.

But then, I don't play games where killing everything is the best option. He who lives by the sword, when something else works better, sooner or later will die by the sword. Thankfully, the orcs I parleyed with earlier might be willing to help me escape in return for some ransom. If Tyrion Lannister can bargain with the Blood Men, surely Damien the Undaunted can bargain with the Bloody Eye. Or die trying, of course.

Not every story ends with the PCs on top.

So the choices remain as always... 1) Use magic in your possession to restore disability, if you don't have it because your cleric is a duck then you are screwed. 2) Have a DM that is willing to allow you to retreat even if goes against what was established in the scenerio, or you are screwed. 3) Have some sort of innate ability that allows you to shake off the hp loss and/or disability or you are screwed. 4) Accept you are screwed.

5) Do your best to make the best of a bad situation. That might mean you're screwed, it might not. If what was established in the scenario is that you made enemies with everything behind you, and you also failed to clear out that area, and you also pressed further in without a line of retreat, accept that that was a foolish thing to do, and try to do better next time.

I don't agree with that, and I don't want to toss months of story telling away on a few bad rolls. But you can't deny that those are your four options.

I just did. If there is nothing in the established scenario that you can use, it's certainly no scenario I'm familiar with.....unless the PCs really borked it up, effectively running farther into the dungeon with an angry host at their back. If that's what you did, don't blame the GM for it.

Also, I note that LotR didn't end when Boromir died.....the GM even took the time to let "his brother, Faramir" into the game. Likewise, in A Game of Thrones,

[sblock]although Lord Eddard Stark is a major character, when he makes some poor tactical choices, and is beheaded, that doesn't mean that chapters of story telling are tossed away on a bit of bad fortune. Nor is it altogether clear that the poor tactical choices are poor choices; we certainly admire the honesty and honourableness of Lord Stark. His arc comes to an end; the world (and the story) is driven forward.[/sblock]

What happens become part of the ongoing tapestry of the milieu; the game need not end. Well, unless you make it so dependent upon these characters, those choices, and this outcome that the players need not be there at all.

There is nothing wrong with choosing to stop, and choosing to play something else. If that's how you prefer to handle character death, by all means do so. But it is a choice; it is not the only option.


RC
 


[MENTION=21556]It is about pre-4e games where you get destroyed in a single encounter because of bad luck.

If the save or die defenders can't take my words at face value, then I can't argue with you.

...

I will also argue that of course save or die is bad for narrative, because save or die spells DO come up in cases where they are unavoidable, no matter your player's skill.
I think you are missing the point. And it is because of highly significant differences in what constitutes a quality narrative. The "face value" of you point presumes very different things than the "face value" of others.

It seems to be an unending problem with people assuming that an rpg is an rpg and therefore everything can be compared apples to apples. It is vastly more complex than that.

You complain about pre-4e. Fine. I don't care if you like pre-4e any more than I care if you like baseball. You like 4E and that is great.
But you are discussing the merits of 3E narrative as apples to apples with 4E, and you may as well talk about which baseball team has the best goalie.

On the list of reasons I don't play 4E is that this very topic makes the potential for the best possible narrative dead on arrival. (Yes, I could work around it if I wanted to, but why bother when such overwhelmingly better options are available?) You can not beat a threat you never face. There are things that in order to get the narrative "right" they must be resolved by save or die.

If you fall into lava, you die. No save. However, if you have one chance to catch a rope, or avoid falling in then that save is automatically save or die. And there are vast other threats that either automatically kill you. And if they don't in your game, then as far as I personally am concerned they are "wrong" in your game. They may be great for you and I offer no argument there. But my baseball team is doing just fine without your goalie.

When you equate save or die to coin toss challenges then you demonstrate to me that you don't conceive of the game experience that I routinely take part in. You may be 100% dead on for your game, but when describing mine, you are just wrong. Accept that or not, it makes no difference to me.

There are games out there with a "death trap dungeon" style. And that CAN absolutely be a blast. But it need not be that way unless you want it to be.

But you can have "things that kill you". And the narrative that I demand requires (among many other things) that those elements must be present. The game as described by you prohibits those elements and therefore is never going to be "good enough" for my tastes.
 

[MENTION=428]RaveN[/MENTION] - We are talking in circles here. You accept that you can get a bad TPK or a character death with one or two save or die rolls and say that you won't cry about the bad luck. Then however, you say that you can avoid the bad luck through smart playing and you make claims that I'm not playing the game right if I have have succumbed to a save or die roll.

You simply can't have it both ways.

As for context, take the Tomb of Horrors. You can't get through Tomb of Horrors with one character because it is loaded with save or die creatures and traps. If you don't have characters who save or die constantly on your adventures, you use less save or die hazards than Tomb of Horrors does. If save or die effects aren't disruptive to your narrative game at all, you probably don't use them very much at all.
 

Re: Minis

I first used minis in an AD&D game in 1977, in the library of East Middle School after classes let out. I was playing in my first game of D&D ever, and I was a 2Hd sword wielding human fighter. Since then, I have always used them when given the option.

Personally, I find they speed up combats because there is less confusion as to where characters are, and what terrain may interfere with or benefit the characters' actions. Questions like "Can I see the ogre?" are answered with relative ease, and the reasoning behind why one PC can and one can't are usually self-evident.
 

You can't get through Tomb of Horrors with one character because it is loaded with save or die creatures and traps.

The very randomness of die rolling means that it is perfectly possible that a PC could make all of his save or die rolls vs traps, etc. Not likely, but not impossible.

(FWIW, while I own the original Tomb of Horrors, I have neither run it nor adventured in it.)
 

Into the Woods

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