D&D 5E D&DN going down the wrong path for everyone.

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I just read Tide of Iron, and I note that it requires the use of a shield as a necessary condition and that this power is solved by a test based on strength against AC. Therefore, I do not see too the relevance of this preposterous story about a fighter threatening to skewer the giant's foot with his longsword and, by peak of misfortune or awkwardness, this giant stumbles in the flowers of the carpet...


Furthermore, I applaud your brilliant easier to twist the fiction of the current action to lend credibility to the effect of the power, but I'm not sure that it will be the same for most people, especially if they are novice with the game.

However, I understand your initial idea even if I agree with very difficult, but let's face it, the example was not the most appropriate or objectively, embroider the narration whatever the power in DD4 with all these conditions and parameters is often doomed to fail or result in a deficient verisimilitude except if we are as clever as you once again.


So I do not know if the rules for this power DD4 have something planned for the case of a huge gelatinous cube advancing inexorably towards you. How tall story will you tell us as DM (or as PC) for us to swallow the pill this time?

Well, I don't want to have an argument about what is a plausible story, but I'd remember that this IS a fantasy story mostly involving PCs exploring dangerous areas and facing monsters. Bold and innovative fighting moves are sort of part and parcel of the thing. If a nasty 1 foot tall guy with a 4" sharpened metal stake was running around near your foot trying to skewer it to the ground you might well backpedal quickly to get a shot at him too! However, I think the point would be that there is a high enough degree of credibility in it to build a fun narrative out of, and if the DM is saying 'no' to that level of narrative I'd think the game is going to be pretty close to devoid of characters doing cool things. You may be right, not everyone will rise to that level. In fact I know its not something to expect constantly out of ANY player. People are tired, the party gets into less than really inspiring situations now and then, etc.

Obviously its going to be up to the group as to what they consider appropriate dialog for their campaign. Imagine Captain America stuck in the Gelatinous Cube situation, do you think he wouldn't 'shield bash' the monster? Would this raise howls of ire from comic book fans? I doubt it. And ultimately there's just no one standard, my group would accept a magical explanation for instance, even if the character is a fighter. The heroic dwarf fighter, on the road to meet up with cosmic destiny rises to the occasion and forces back the gelatinous horror! There simply isn't some 'deficient verisimilitude' line.

Finally, if the players see no rhyme or reason to why a power should work, that's fine, they can narrate it failing! Or use some other power. Maybe its time for that character to bravely die buying time for his companions to escape the cube's clutches.

Anyway, I understand the concern. Of course you will probably find some groups that are not inspired enough to bother with good narrative, but I'm not sure that's going to be substantially changed by running another even more process sim type game such as 3e or DDN in its current form. Try Dungeon World, its a good game in terms of illustrating that groups should probably be challenged to step up and narrate.
 

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But it has the downside that in order to maintain balance every power must work all the times no matter the situation.

Meh, that's overrated though. If once in a while a character has a power that doesn't serve them well in a given situation so what? Its going to be true even without that sort of adjudication anyway. You simply can't fire off Stinking Cloud in a restricted area and get much out of it, or on a pile of undead and have it do squat.

Frankly I don't rule on powers situationally that much, its not really necessary, but once in a while its fine if the world doesn't work exactly to the PCs plan. IDEALLY you would get the players to handle that too, but they're usually operating on a narrower view of things than the DM.
 

FWIW, I agree. The breakdown starts to happen somewhere around high Paragon, but it's certainly there by epic. I know of groups who've managed it, but I don't think it works as well past that point.

I agree that there is a breakdown as I'm currently DMing mid-Epic. It's possible to run the tier, but not 'right out of the box'. I've had to reinvent the wheel a bit for seven players, alter the math and push harder and harder (and closer to closer to fourthcore) in order to provide challenges. I've also had to challenge players through 'epic' decision making, things like who lives or dies among populations or planets or planes, and how best to address cosmic and deific threats, while marginalizing the gains of other enemies. There's also a fun, party politics going, as agendas between players diverge. And yet to address the ultimate opponents and conflicts of the endgame, they must remain united. I almost anticipate the final stretch of the game to risk going PvP... It's not for everyone, I admit, but its worked for us. Kind of liberating, in a way, using what you learned in Heroic and Paragon to sort of invent your own Epic. I'm not sure any of us were really shown, beyond perhaps Iomandra, what Epic really, truly was supposed to be. BIG. Yeah, we got that, but how and why?

I will say through a combination of scope, responsibility, investment, politics, and a shared narrative vision built through Heroic and Paragon, my group and I have created something we're happy with. There is a gravitas to it, but we worked hard to achieve that over the course of the campaign. It's almost as if we built Epic, reached and raced toward it, without really knowing what it was. I'm still not sure we 'did it right', but like I said, I'm happy with it.

Epic, or Immortal, or whatever highest-level play ends up being in Next, it should be... if at all possible... organic, and I'm not sure how to put that in a guide book, how to show a DM how to personalize it, or teach a player what his or her character can invest in and care for over the long haul. Epic is not a delve, nor a one-shot or single adventure arc. Epic is a culmination, the ultimate payoff, the series of finales beyond mythic opponents. It's best when not treated like the other tiers, but again I'm not sure how you quantify it. It's personal.
 

@AbdulAlhazred I was just skimming an old thread and I caught this beaut ;) Your RPG predictions are as seer-like as my sports predictions!

Originally Posted by AbdulAlhazred
All that being said there's no going back people. There's not going to be some kind of 5e regression back towards the old days. Things don't work that way. There's already so much in that design space it would just not make sense. Why would anyone play such a game when PF and a multitude of OSR games already exist? Sure, some people would pick it up, but WotC long ago clearly stated their goal was a wider audience, not just "lets sell some more stuff to the same old people."

They're going to want to recapture mindshare and really lower bars to entry, and those would be reasons to produce a 5e, but my guess is it will be another forward movement from 4e, not some kind of regression to the old days. That would simply be defeat. I think Hasbro would just sell the game before that would happen.
 

There's also a fun, party politics going, as agendas between players diverge. And yet to address the ultimate opponents and conflicts of the endgame, they must remain united. I almost anticipate the final stretch of the game to risk going PvP
I GMed my first Epic session yesterday. Divergence of agendas - expressed in the first instance by choices of Epic Destiny - is going to be a big issue.
 

where did you find the verisimilitude. Maybe I haven't looked in the right place.
I think ONE answer, mine at least, is that verisimilitude isn't "in the rules", it never really was.

<snip>

This ties into Pemerton's sort of techniques in that the key aspect of the game there is what the players decide to do or signal that they are interested. in. If a player decides his character is interested in pushing giants off the bridge, well, then lets make some interesting narrative about that! Not that the character will necessarily succeed, but success/failure is much more about mixing it up and making the story telling interesting than it is about the believability of the story. At least that's how I see it.
I'm sympathetic to AbdulAlhazred here. Part of the verisimilitude, for me, is connected to emotional investment of the players in the game - their commitment, that comes out in play - for instance the enthusiasm with which they plot, plan, suffer along with their PCs, etc. And I find that 4e gets this mostly right, in terms of focus at the table: when the stakes are high, the game encourages attention and detail; when the stakes are low, then generally the game doesn't make a big deal of it.

Whereas other games can sometimes go the other way. For instance, in Rolemaster (to choose a non-D&D example) sometimes calculating how long it takes to recover from an injury might take more time than actually resolving a key conflict, because of the use of scry-buff-teleport. So our effort and attention in play can become out of whack with the fiction. I don't think that is good for verisimilitude.

But another element of verisimilitude, for me, is that 4e gets the PCs right. They play like heroes. A few moments from my game that have reinforced this:

* When the PCs had just reached 7th level, PHB3 had also just come out - so the player of the fighter had taken Come and Get It as his power for 7th level, and had retrained a second-rate utility power for Mighty Sprint, a movement-buffing Athletics-based skill power from PHB3. In the first encounter at 7th level, the PCs were facing off some goblin and hobgoblin archers in a long room with a balcony. The goblins, at the back of the room, started to fall back down a trapdoor into another room. Then the fighter's turn came, and he used Mighty Sprint to cover the distance of the room and get up the stairs, Come and Get It to stop the goblins escaping (as I narrated it, the ones running down the trapdoor ladder saw/heard the fighter coming up behind them, and turned back around so as not to get cut down from behind), and then spent an action point on another close burst attack to cut the survivors down. That's how a fighter should play!

* When the PCs were 10th level, they were exploring a ruined temple. A couple of PCs climbed onto its roof, and started to check out a hole in the roof. They were attacked by a swarm of stirges, and were in a bad way. Then the wizard PC, down below at the base of the hill on which the temple stood, called on the other PCs down below to wait (ie delay their actions), while he ran forward as far as he could and conjured an Arcane Gate, with one doorway at the point where the party were and the other atop the temple. The other PCs were able to run through the gate up onto the temple roof and save their friends. That's how a mage should play!

* Around 14th-15th level, the paladin found himself alone against a phalanx of hobgoblins (statted up as a swarm) while the other PCs were a couple of hundred yards away dealing with some hobgoblin wyvern riders they had brought to ground. The paladin struck a mighty blow and drove the phalanx back (Strength of Ten, a Questing Knight PP close burst that, because it's a close attack, does bonus damage against a swarm). He then charged into the midst of the phalanx (enemies can occupy a swarm's square) and started cutting down the hobgoblins. When the ranger PC used his Flameburst bow to drop a fireball on the phalanx, it caught the paladin too (OG 10 fire damage) but being a tiefling he did not suffer from the fire. But the hobgoblins were scared, and as he lunged at them with his sword he did his best to set them alight (Intimidate check to do bonus damage in return for granting combat advantage to the hobgolins' attacks). That's how a paladin should play!

* At 19th level, the PCs were fighting a purple worm. It had already swallowed two PCs - the wizard/invoker and the sorcerer - who had escaped when the sorcerer forced its jaws open by turning the rock and grit in the worm's mouth into a pillar of stone (which then gave the wizard/invoker line of sight to teleport out). But it then swallowed the fighter, dangerously low on hit points. After tossing up his options, the ranger-cleric - riding his flying carpet - decided to fly into the worm's mouth to rescue his friend. And with his Acrobatics skill and a non-terrible d20 roll, he made it. I'm not going to say that that's how a ranger should play, but it was pretty good stuff at the time.​

To me, this has the feel - the fantasy-world verisimilitude - that I want in a fantasy game. These are PCs that I can imagine doing things like the elves in the Silmarillion, cutting down platoons of balrogs and whole regiments of orcs, forging gems that capture the perfect beauty of the light of Valinor, shaping the destiny of the world as much as any god does.

When we look back on our history of playing, the spectacular events (bad as well as good) are often the ones that stick out as noteworthy, not the routine ones. And part of what has made events spectacular has been their improbability. When something succeeds often, it's routine rather than noteworthy.
IMHO the most memorable stuff is when the players come up with some cool/crazy/unexpected/ridiculous idea or spin on things and the game runs off in some cool direction. Even if the players roll many unlikely combinations of dice that by itself won't make an interesting session. Fundamentally, IME it comes down to an exercise in creativity
I agree fully with AbdulAlhazred. Spectacular is key to memorability, but mere unlikelihood is not the key to spectacular - drama and creativity are.

Sometimes non-creative exploits can be dramatic - like when the ranger Twin-Striked the beholder to death with something like 6 hits in a row despite needing 13+ to hit (firing at long range from the bottom of a 100'+ deep chasm).

But the things I posted above are memorable to me not becaues they were mechanically improbable but because the player, confronted with a particular situation, threw his PC into it and did something unexpected by me, and unplanned by the player until the moment arose. Naturally I think my players are awesome, but I'll give myself some credit too - I framed some nice situations there - and I'll credit the system too - it makes it easy to frame those situations, and easy to resolve the players' ideas for their PCs, however unexpected.

That's another source of verismilitude, too - the system smoothly delivers the fiction the players are aiming at, and actively supports it. It doesn't have to be fought against.
 
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I GMed my first Epic session yesterday. Divergence of agendas - expressed in the first instance by choices of Epic Destiny - is going to be a big issue.

I think you have a couple of options to prevent a total breakdown. Firstly, you could supply a threat so great they must continue to work together for mutual interest and survival. Up the stakes, and strike a little fear into them (oh it's quite possible, even in Epic, if you tailor certain important monsters and NPCs).

Secondly, you could approach them as a small pantheon, suggest and demonstrate that each player is part of a greater harmony they are only beginning to understand, inherit, and exemplify, and that the world needs the infernal warlock and Hell as much as the holy paladin and their church or the archdruid and her primal spirits.

Third, marry and romance them to each other, reveal one or two are related, or simply encourage friendships between characters. That worked for a few of my PCs (but others have become, admittedly, quiet mortal enemies stayed not even by the apocalyptic threat of the campaign, but by the weight of consequence posed by all the other party members if they ever acted on their deepest, darkest desire).

Fourthly, you could embrace the notion of divergent agendas and allow for smaller alliances and social contracts done behind close doors between players, nothing openly aggressive toward other PCs, but 'understandings' if you will, who will back who in party decision making, who will come to the defense of the other's city or aid this one's guild, etc. Whether or not it ever actively comes into play during a game session, I've found just having the deals and mini-alliances between a few players have done wonders toward a party with divergent goals/powers working together. Strikes me as a fairly real and organic approach to politics, which I suppose can't be helped if your party is playing the game of nations, worlds, and planes.
 

I have to say that thing I like about 4th ed's take on verisimilitude, is the way game mechanics offer resources that players can use to confront problems. Rules (especially relating to PC powers) are not just about placing limits or regulating participants they actually let you do things that you could not normally do. The fact they are limited resources means there is resource management side of things and also timing is especially important so there is tactical and synergistic side of things. This strikes me as more realistic and dynamic than most other RPGs I have played.

I also like the ways the 4th ed skill system interfaces (or can interface) with powers in combat. My highlight in 4th ed was using a twin strike attack (Im a cleric ranger hybrid) to shoot a hobgoblin rider off a triceratops, then using acrobatics to climb up the beast and then action pointing and using a nature check to take control of the poor dinosaur. I found this to be realistic because it could have easily failed at any point - but not so unlikely that one would not try to do reckless things.
 

If you are just going to run endless instances of basically the same 5-on-5 'steel-cage-death-match' fight with no real interactivity or unique factors involved then yes at some point it is going to just get boring. The whole point of 4e's system is it sets you up solidly with the basics and gives you the tools to make things that are more cool.

That's a dodge and a cop out.

I was able to make exciting battles with every previous edition of D&D as well. 4e did nothing to make that MORE possible, it just made the grind longer and shifted the importance of the game to combat.
 


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