Ahnehnois
First Post
Don't all characters?So, I have to wait until we're in a mid-level game to have narrative space? That's not a good solution at all.
Don't all characters?So, I have to wait until we're in a mid-level game to have narrative space? That's not a good solution at all.
The sad thing is that this would be a perfect use of, say, 3e's feat system, but they didn't apply it in this way.
Don't all characters?
Yes, I agree, feats (in both 3E and 4E) gave the initial impression that they'd give a lot of non-combat options, but in practice whose options were never competitive (except the much-maligned Leadership feat).
[h=4]✪ Master of Disguise [Deceit][/h]Requires Clever Disguise and Mimicry.
The character can convincingly pass himself off as nearly anyone with a little time and preparation. To use this ability, the player pays a fate point and temporarily stops playing. His character is presumed to have donned a disguise and gone “off camera”. At any subsequent point during play the player may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually the PC in disguise!
The character may remain in this state for as long as the player chooses, but if anyone is tipped off that he might be nearby, an investigator may spend a fate point and roll Investigate against the disguised character’s Deceit. If the investigator wins, his player (which may be the GM) gets to decide which filler character is actually the disguised PC (“Wait a minute – you’re the Emerald Emancipator!”).
And that's at issue all over the D&D Next edition. How do you work in options to support the kinds of games people want to play and how do you balance things if portions of the balance between characters resides in a segment of the rules your particular game table doesn't happen to use?
Such abilites could have been feats, available to players who prefer to do things this way rather than taking half the play session to play out the above example. And they could be available to anyone with decent Disguise skill.
In practice, that should depend on the kind of game you run. In a game like d20 Call of Cthulhu, in which combat is pretty deadly and knowledge skills particularly useful, we spent a lot of feats on skill enhancers. A D&D game with the same general sensibilities could encourage the same feat distribution. It's up to the kind of game that people want to play.
And that's at issue all over the D&D Next edition. How do you work in options to support the kinds of games people want to play and how do you balance things if portions of the balance between characters resides in a segment of the rules your particular game table doesn't happen to use? You could try a siloing method, but how many silos are you ultimately looking at and how many does it require to balance? Are sub-silos going to be involved like martial and spell combat within a broader combat silo? And what if a particular game manages to not use one or more of those sub-silos within a broader silo? How do you balance things then? Or should the game just present what it presents assuming a default mode of play and leave it up to the individual game groups to find their own balance within their play styles?
And the historic D&D wizard has the ability to turn straight to the DM and say "No. It isn't happening." Such as when the DM says that the enemies are coming through that exit to the cave. A Wall of Stone means they aren't.
As for play what thou wilt being the whole of the law, this is what the whole argument is about. One of the things I want to play is a genuinely competent thief-acrobat. In D&D Next as it stands, tightrope walking is DC 25. I can't even play a thief who can match a real world circus performer on a tightrope - or even walk reliably on one in my back garden. A rogue therefore does not fulfil my criteria to work as an acrobat. If I want to tightrope walk reliably, I'm going to need the Levitation spell.
If "Play what thou wilt shall be the whole of the law" then where is the objection to letting me have my trickster-rogues? The ones who are able to step in and say "What you've just seen wasn't actually what was going on". And it's for the rogues far more than the fighters that I need the metagame abilities - especially if I want the rogues to stand a chance keeping up with the casters.
Just to put this into perspective, 1e soft-capped at level 9 and the game was intended to change at this point (indeed the highest level PC in Greyhawk was Sir Robilar at level 14). And in 2e the generalist wizard needs to explore for all their spells. One of the huge advantages a specialist wizard gets in 2e is a free spell each level. Also Save or Suck isn't that reliable.
I know it is in mine. My PCs are typically drowning in items and generally are able to do commerce effectively when they are in an appropriate area. I suppose that is an additional disincentive to create one's own items.
No it doesn't. It assumes that spending 2 spells to ensure a good night's rest and we progress faster if we sleep in warm beds.
A problem made easier by Teleport because we get a full powered ambush on the hostage takers, having bypassed their defences.
They need to prepare every place we've spent five minutes. This is a lot harder than attacking our campsite.
Indeed. L9 it's probably too much. L11 a specialist wizard gets three spells a level higher. L13 it's irrelevant.
You feel at home in your home base.
And somewhere you can see counts as studied carefully. Which is why you get the scry and fry combo.
rules as written said:“Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour.
Indeed they will. Which is why you carry a couple of scrolls of teleport.
It depends. Most NPCs aren't spellcasters. Most spellcasters don't care about the PCs. And the tiny remainder? Should.
Then again, my most recent experience was having an 11th level NPC druid sneak attack a party of 3 10th level PCs and one fairly weak NPC. Your PCs were a ranger, a monk, and a monstrous character with blink dog abilities and a couple levels of rogue (i.e. no real casters). I definitely optimized that druid and unleashed the rulebook on them, and the PCs totally owned him. None of his offensive spells could pierce their defenses, his animal companion was useless, and his wild shape forms did him no good. I find that happens frequently with casters; tons of options, but most of them don't work, and option paralysis sets in.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.