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Kimberly614 said:Kimberly614
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Kimberly614 said:Kimberly614
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Sure, but I am more interested in whether you consider them to be or not to be dis-empowering for the DM.
...there's also story elements (Say as a DM my campaign world doesn't have psionics... but in 4e a psionicist is core and allowable if the player wants to play one, so...) this is, IMO, DM dis-empowerment regardless of whether psionics is overpowered or not.
I've also seen players, when things turn against them, start to grumble and make snide remarks or question DM's about whether an encounter is "appropriate". In fact I will say I've seen this more often in 4e games than in 3.x games... of course I admit that's purely anecdotal evidence. A better question I think is why is this even coming up if a DM has the right to set the encounters at any level he wants?
I will reiterate my opinion that while there have been change in rules there also had been a change in demographics and both of those have impact on gaming.
As far as the encounter, there seems to be absence of the concept of "status quo" as 3e DMG put it. Encounters have to be winnable.
Sending a 18 level elite ( such as a lich) vs party of six composed of level 9 PC is not in 4th or 3rd, but acceptable in 2nd (DUN # 75 "Forgotten Man"). Is that the way to go? Matter of personal opinion.
I don't know the Mentzer box but Moldvay Basic has the same dragon-slaying heroic stuff that the game can't really deliver.I think there has probably been a cultural shift over the past 20 years or so such that more people are growing up with a sense of entitlement. And maybe modern D&D caters to that more - "This game is about you being awesome" rather than "This game is about you probably dying horribly and repeatedly". OTOH the intro to the 1983 Mentzer Basic D&D Red Box told players the game was about heroic solo dragon slaying, then gave them 1d8 hp and death at 0. At least 4e's mechanics match the promise of the fluff a lot more closely.
I agree it lacks that concept. As you know, for me that's not such a big deal - and the scaling rules make it easy to adjust one's planned stuff pretty easily if necessary.4e does lack the concept of the status quo encounter, and for me this is certainly a problem and something I have wrestled with.
I agree with this too.It does not mean that encounters must be winnable. It does mean that the assumption is that non-winnable encounters have a story/dramatic purpose, not an environment-simulation purpose.
Encounters have to be winnable. Which is paradoxically not diferent from previus editions, just with the clear cut math there is different definition what is called so. Sending a 18 level elite ( such as a lich) vs party of six composed of level 9 PC is not in 4th or 3rd, but acceptable in 2nd (DUN # 75 "Forgotten Man").
I ran an encounter with a 15th(? - memory a bit hazy) level solo wizard against 12th or so level PCs in my 4e game. I narrated his high hit points as skill with his staff (having the LotR movies in mind), deflection magic, etc. And as a Vecna-cultist I gave him a way to steal the secrets of the PC's encounter powers to gain action points, which he could then use to cancel debuffs. Plus he could blind at-will, or close to it - the PCs ended up using their wish ring to wish that no one in the keep in which the were fighting could be blinded for the next hour, which depowered the wizard quite a bit and let them win the fight.In 4e, take 10 minutes to turn the level 18 elite into a level 13 solo, and it's a good 'very hard' encounter for your level 9 PCs.
Page 5 (Putting it All to Use) of probably the best piece of 4e work to come out of the edition; the DMG 2 by Wyatt, Slaviscek, and Laws:
Start by knowing when to say no. If a player brings a new option to your table that doesn't fit in your game, it's okay to tell the player to hold on to that idea until this campaign wraps up and you (or someone else in your group) starts something new. Balance this, of course, with the advice to say yes as much as possible (see page 28 of the Dungeon Master's Guide), but know the limits you want in your game and don't be afraid to enforce them.
Apparently you guys weren't very active on the internet over the last 10 or so years in which we witnessed lots of players complaining about GMs not following the RAW, disputes over what the RAW meant, dismissals of people who adhere to Rules as Interpreted as "house rules", as well as players complaining bitterly about GMs violating encounter creation guidelines, not upholding wealth by level limits, destroying their stuff with rust monsters setting them back on their WBL permanently, creating campaigns that disallow certain character concepts, enforcing paladin code violations, and otherwise saying no to them when they want to do something "cool".
Of course Mearls's theory isn't going to apply to every single game being played. He's not trying to say that games in which the players and GMs have a functional rather than dysfunctional relationship don't exist. He's trying to describe the zeitgeist of D&D with respect to rules vs rulings, rules vs GM authority. The pendulum has swung when you compare the 1e days to the 2e days to the 3e days to now (in fact, it's probably fair to say there are multiple pendulums all swinging around at once). And in some ways, that's deliberate. Part of 3e's philosophy, thanks to Skip Williams, was to put more of the rules in the players' hands so know what to expect out of the actions they choose to take. And while that may be reasonable, one of the blessings of turning things over to the general public is that you get people and groups who push reasonable to the point of unreasonableness. And that gets reflected here on the discussion boards where discussions serve to amplify differences more often than promote commonality.