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Beyond Old and New School - "The Secret That Was Lost"

In AD&D this benefit is for fighters, paladins and rangers but not monsters. Is applying it to monsters part of the OD&D rules, or your own innovation?

It is one interpretation of OD&D rules for monsters of 1+1 HD or greater. Due to the fact that many of these monsters don't have an exceedingly high AC or a lot of hit points, the granting of additional attacks ( the original meaning for " hit dice") helps maintain their terrifying reputation to normal folks.

An ogre is a tough challenge for a low level party but truly horrific against normal men as it slaughters maybe a dozen of them before it can be brought down.
 

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Mercurius

Legend
Pemerton, for the sake of time, I'm going to make a valiant attempt to condense this to a few key points....we'll see if this works!

I mean having more considerations relevant to action resolution than simply the roll of a die.

...snip
...

The notion that a D&Dnext GM will allow the battle captain archetype simply by requiring (say) a CHA check against a certain DC I find bizarre: "Make a DC 17 CHA check as you attack, and if you succeed all your friends can attack too, for free." Wouldn't that break the game, and make something of a mockery of the Haste spell? But if this sort of ability isn't allowed, then we have no battle captain. The problem is the lack of other rationing schemes for this sort of messing with the action economy.

Again, I'm not saying that there shouldn't be specific resources for players to draw upon - whether feats or powers or skills - but that all possible resolutions should not always, inherently, or by default be funneled into a "pick-your-power-paradigm," which is what 4e is. This works for some, but not others. Some prefer very simple action resolution: Describe action, DM assigns DC, player rolls d20 + relevant modifier. Voila.

I think the best of both worlds is to have, well, both. This is what is so intriguing about the idea of 5e, is having a simple core system with different avenues of further complexity through modules.

To give a specific example, in my 4e game I had one player, who played a rogue, who made strong use of the tactical nature of combat and knew how to optimize his powers for each encounter. Then I had another player, who played a fighter, who just couldn't do the same and found himself struggling with powers. I came to the conclusion that 4e is a good game for tactically-minded players who like complex combat, but not so much for those that don't care as much about such things. The problem is that the rules strongly benefit those who care to master them. This is the case with all editions, but is particularly so with 3e and 4e. I'm not saying that it shouldn't be to some degree, but in 4e the gap was just too large, too noticeable in each session.

As you describe it, your fate pool seems to grant a bonus to dice rolls made for certain sorts of actions, and is rationed in some way. (Presumably the fate pool recharges at some rate, either per session or per heroic victory or something similar.) I don't see any resemblance between that sort of mechanic and Marvel Heroic RPs rules for affecting multiple targets, which depend entirely on the fact that resolution in MHRP is not based on a simple die roll, but on relatively complex dice pool manipulation. (And that certain characters have abilities - rules, not rulings - that permit their players to change the composition of their dice pools in ways that open up certain opportunities but also increase certain risks.)

OK, so what you're saying here is that you prefer "relatively complex dice pool manipulation" over "simple die rolls." Cool. Can you see how that's not the case for many D&D players? Furthermore, can you see how its easier to "dial up" in complexity than "dial down?" The point with 5e is to start simple, then dial up if desired. 4e starts rather complex, making it difficult to dial down, even if page 42 exists.

What I am asking for has nothing in particular to do with very clear, very defined rules. It is to do with the scope of particular mechanics.

Yes, I hear that. You want the mechanics to be adequate to the job. I appreciate that. But understand that "adequacy" is relative to those involved.

Allowing a player to make two attack rolls rather than one....Every edition of D&D since AD&D has treated this as a matter to be addressed in a careful fashion...
If you allow this sort of change to the action economy to be introduced simply via a penalty to a die roll ...you are inviting the game to break....What you call "the tricky part" is, from my point of view, the only part, and in a system where the only dimension of resolution in play is bonuses and penalties to dice rolls then there is no solution.

Again, I hear this and I'm all for having rules as optional modules for this level of granularity. But think of the old "complexity dial" that Mearls was talking about early on in 5e. What I hear you asking is that the complexity dial starts at "medium plus"; this works fine for folks who want a medium plus or more complex game. But what about those folks who just want to charge into combat and attack? In 4e they get screwed, in a similar way that in 3e players who don't read Char-Op threads get screwed because rules mastery is an important part of both editions. Or what about those who don't want to use pre-determined powers but improvise their actions, not in primary reference to the rules of the game but to the narrative of the action?

How does a 4e DM handle that in a way that's any different than other editions? Page 42 ends up being pale in comparison to the powers because its impossible (in terms of what you view as adequate) to provide ad hoc guidelines, or rulings, on improvised actions that are commensurate with the frills of powers.

It also may be that certain game groups don't want to even worry about "gonzo" powers like free attacks and some of the other effects of powers that make more sense within the context of the rules, and less sense in the theater of mind (a lot of 4e powers have to be really stretched to make sense in theater of mind without turning the game into a Hong Kong action movie). That is, again, a level of tactical complexity that is already "dialed up" to a medium plus level.

To say that the option is switched on or off at the will of the GM - which some parts of your post seem to imply - is simply to add GM control over outcomes to broken mechanics, which - for me at least - is the worst of the 2nd ed AD&D experience. Why bother to have mechanics at all, as opposed to free narration of outcomes negotiated between players and GM?

Why must it be black or white, either everything is covered by the rules or the GM just tells a story? There are so many possibilities in-between; if anything, I'm advocating for a wide range of approaches - while you are painting me as advocating a heavily narrative-focused approach (which it is, but only relative to your approach!).

Yes, there are rules that guide play, but the DM's rulings are what actually happens, at least as I see it.

I'm not really seeing how it's not. If options that significantly change the players' mechanical effectiveness are to be toggled on or off at the will of the GM rather than by reference to "objective" conditions - either metagame conditions or PC fictional positioning - then I don't see how it's not a railroad.

A good GM, in my mind, won't arbitrarily "toggle" on or off. In most cases, the actual rules will adequately resolve situations. But I think the key difference is that I see GM interpretation and adjudication as a larger part of game play than you do, and that the GM reserves the right to supersede a rule with a ruling.

It's something of a tangent, but what you describe here is not a very apt summary of Ron Edwards's analysis of RPGing agendas.

I'm not surprised, because it wasn't meant to be an "apt summary" or comprehensive in any way, but merely to sketch some relevant qualities of the tonal differences between various editions. Of course I could be using GNS theory incorrectly, but that's not the point. Let me step away from those terms to re-phrase what I was trying to get at.

I see 4e as being a game in which the activity of game play itself is more primary than the story or setting, because of two reasons: One, it is built around the encounter, which is a challenge to be overcome. Two, and perhaps more importantly, the verisimilitude of the rules seems to be internal - that is, within the rules themselves - rather than relative to the story or setting/context. Couple these with a reliance upon the battlemat and you have game play experience that is more externalized, more "in the game" than "in the campaign world." This goes back to my early point about reduction in theater of mind.

I think the difference can be seen in the other extracts from your post that I quote here. What I described - mechanics to support the game by giving solid guidelines on mechanical difficulty and mechanical effect that, when followed, will deliver satisfying play - differs from what we had for 34 years prior, as soon as "satisfactory play" is allowed to range over preferences other than Gygaxian play in dungeon environments. You seem to concede this when you talk about "fudging" die rolls to improve the drama of a situation - this is a flat-out acknowledgement that the mechanics, when followed, don't deliver satisfying play. If they did, the fudging in the interest of drama would be unnecessary, because followig the mechanics would in and of itself produce drama!

I disagree here. In some ways what you're saying reminds me of the problem some folks have with defined skills. Take Diplomacy, for instance. In your logic, not having a Diplomacy skill for a social interaction in the game world would be insufficient mechanically; for me its an opportunity for role-play.

Again, I just don't think every thing a PC does requires complex, robust, or specific mechanical guidelines. The lack of rules outside of dungeon environments went too far, in my view, in that it created a rule for every possible situation and de-emphasized rulings.

My personal experience is that reducing mechanical robustness (which needn't equate to mechanical "weight" - MHRP is mechanically robust, but it's rules can fit onto a single A4 page) does not increase imaginative play. If the players don't have a good sense of what their PCs can accomplish in the gameworld, and also have a sense that the GM is running a Gygaxian-style game or an even higher degree of adversarial GMing, then in my experience "rulings not rulse" tends to foster player turtling. If the players don't have a good sense of what their PCs can accomplish in the gameworld, but know that the GM has a clear conception of "the story", then rather than turtling the result in my experience tends to be a type of solipsistic play: the players leave all the "big picture" stuff to the GM, and focus on a type of self-cultivation of their PCs, both in "roleplaying" terms (what sort of hat does my guy wear, what is the name of his fencing style, etc) and in manoevre terms (various sorts of improvised flourishes and actions, like the two-arrow short agaist the orc, which express the personality of the character). But because the GM is ultimately determining how things unfold, these manoeuvres, even if resolved in mechanical terms, ultimately have little bearing on the unfolding of the game.

I find it odd that you associate Gygaxian gaming (whatever that is, I assume you mean DM's power as absolute) with adversarial GMing. I don't see this as the case at all, or at least it isn't inherent to it. If anything, I find the approach of rules superseding GM rulings to be more adversarial because it encourages a GM vs. players field.

Furthermore, I think you continually make what I see as an erroneous assumption, that the traditional DM approach inherently leads to railroading. This is just false, imo, and is only true in a game that is either intentionally railroading (which some players like), and/or in which the DM is domineering. But those aren't the default modes of traditional D&D.

The second style of play that I have described is the "illusionist" play that I associate with the heyday of AD&D 2nd ed, and which I see hints of in D&Dnext. It is basically the antithesis of what makes RPGing appealling to me as a leisure activity.

My sense is that you like a game of full disclosure, in which all rulings are transparent mainly because there are no rulings, partially because the rules provide satisfactory guidelines. Again, that's totally fine. Viva la difference!

In a way we could say that I don't find the rules of 4e to be satisfactory for the type of game that I want to play, while you find the rules to be satisfactory for the type of game that you want to play. Maybe that's a cop-out, but at least its a civil one!

EDIT: p.s....lol at my attempt to keep it short. Damn.
 
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pemerton

Legend
I don't think the action economy is necessarily the best place to attack the problem. Having Fate as a reference point, I see the problem not in terms of action economy, but as a lack of any tangible mechanical effect whatever. That is, most checks in traditional D&D only affect fictional positioning, but unless that happens to feed into the relevant list of combat modifiers for the edition played, it has no mechanical impact other than the DM's whim. I think it would be acceptable if (as in Fate) the battle captain (or anyone, really) could create an Emboldened by the Battle Captain aspect that could be used by anyone to yield a bonus. (detailed rules governing how much and how many times could be hashed out.) Fate and MHRP both demonstrate that this can be handled effectively in a freeform manner which, IMO, would greatly enhance the "squishy" side of play.
I think part of what makes "aspects" (FATE) or "assets" (MHRP) work in such a flexible way - so they can cover everything from Emboldened by the Battle Captain to Standing on High Ground to My Blade Has Been Sharpened Really Sharply - is the overall abstractness of resolution systems.

D&D has always had non-abstract positioning, and hence non-abstract movement, and hence has always had limits on the abstraction of its action economy, including the idea of "turns" which correspond not just to metagame-level opportunities to do stuff, but to the actual passage of time in the fiction, and which reflect the capability of the character to move around and do stuff during that time frame.

The 4e warlord is really all about exploiting this less-than-fully-abstract element of the combat mechanics: characters led by a warlord exercise more control over the battlefield, and in the non-abstract positioning systems and turn system this means they get more movement (ie move as free action), more attack rolls (ie attack as free action), etc. And it is because of the potential of these free actions to break the game that the rationing - via encounter and daily powers - becomes key.

Given this, reducing "battle captain inspiration" to something like a +1 to hit or a +5' of movement - and even this would require some rationing device - would be to really etiolate the warlord concept. There would no longer be that sense of dominating the battlefield. Whereas in MHRP, at least, the bonus can be big - being rationed by way of being an augment generated in place of an action for direct effect - and can be narrated in a way that incorporates both positioning and actual attack effectiveness. (And I am assuming that FATE would work similarly.)

I'm not saying that there shouldn't be specific resources for players to draw upon - whether feats or powers or skills - but that all possible resolutions should not always, inherently, or by default be funneled into a "pick-your-power-paradigm," which is what 4e is. This works for some, but not others. Some prefer very simple action resolution: Describe action, DM assigns DC, player rolls d20 + relevant modifier.

<snip>

But what about those folks who just want to charge into combat and attack?

<snip>

It also may be that certain game groups don't want to even worry about "gonzo" powers like free attacks and some of the other effects of powers that make more sense within the context of the rules, and less sense in the theater of mind
I think there are different, orthogonal issues at play here.

Rules light vs rules heavy is one. Games like MHRP (and FATE) show that rules light games can still be comprehensive and robust.

In D&Dnext, it could be a simple as a token that every player gets when they roll initiative - and each player can spend their token to let a single player (oneself or another) take an out-of-turn action provided that the spending player makes a successful check that reflects some appropriate action in the fiction. So the player of the thief makes a DEX check and then spends their token for a bonus attack as they distract their foe with sand in the eyes. The player of the fighter makes a CHA check and then spends their token to grant an ally a bonus attack for being inspired by the battle captain. Etc.

Given that I came up with this idea off the top of my head while typing this post, I'm happy to concede that it could use some refinement. But I think it shows that it is possible to have simple rules, that are no obstacle to immersion, that in fact encourage imaginative play, but that allow a lot more breadth of play than simply bonuses or penalties to d20 rolls. And this possibility is completely independent of whether characters are built via power selections in the 4e model.

You could also use this sort of approach to eliminate a whole lot of spells, especially if you also allow the token to be spent to deprive an enemy of an action. You then replace spells like Slow, Haste, Power Word:Stun etc with a check by the caster and the expenditure of a token.

Why must it be black or white, either everything is covered by the rules or the GM just tells a story? There are so many possibilities in-between

<snip>

I just don't think every thing a PC does requires complex, robust, or specific mechanical guidelines.

<snip>

I think you continually make what I see as an erroneous assumption, that the traditional DM approach inherently leads to railroading.
In the absence of mechanics, it seems to me that we have only GM fiat. To put it by reference to the slogan "say yes or roll the dice", if there are no dice to be rolled then either the GM "says yes" - ie the players get what they want - or the GM "says no" - ie the GM decides that the players don't get what they want.

For all sorts of reasons I don't find that very satisfying. I recognise that my view is not universal. But I don't see how this is easily described as anything but the GM deciding what story will be told. If the players would like the story to go differently, where is their opportunity to bring that about other than by persuading the GM?

I find it odd that you associate Gygaxian gaming (whatever that is, I assume you mean DM's power as absolute) with adversarial GMing. I don't see this as the case at all, or at least it isn't inherent to it. If anything, I find the approach of rules superseding GM rulings to be more adversarial because it encourages a GM vs. players field.
By "Gygaxian gaming" I mean the sort of RPGing advocated by Gygax in his PHB and DMG. It is (in Forge terminology) gamist, or "step on up", RPGing. The players show their mettle by beating the referee's dungeon. Tomb of Horrors, White Plume Mountain and the like are classics of this genre.

Railroading is not a threat in this sort of play, because the GM has no story agenda that s/he is pushing. And story is not an important focus of play - the fantasy aspects of the game provide colour (as they also do in Talisman and Magic:the Gathering) but also provide fictional positioning which matters to action resolution (quite unlike a board game or a collectable card game). But there is nothing of thematic relevance in the fantasy elements. For instance, playing a paladin in this style of game isn't about playing through the moral challenge of being a knight templar. It's about playing a character who is (i) powerful but (ii) under a handicap because certain moves that are open to others are off-limits to you.

It would be wrong to say that in this style of game the DM's power is absolute. For instance, the DM does not have unlimited power over backstory - thsu, a DM who simply redraws dungeon corridors, or adjust dungeon inhabitants, so as to undermine the strategy and tactics the players have formulated in reliance upon their scouting, detection magic and the like is (in this style of play) flat out cheating. Of course, if those changes have an in-fiction explanation - say, a teleporter device - then the DM is not cheating. But this shows it is not railroading but overly adversarial GMing which is the threat to the functionality of this sort of play. You can see it lurking beneath the surface, but not very far beneath the surface, in Gygax's DMG (with the advice on earseekers), in his MM (lurkers above, trappers, mimics, earseekers, rot grubs, gas spores, etc) and in Dragon and White Dwarf magazines of that period. Not to mention the Tomb of Horrors.

Unlimited DM power, even to the extent of fudging monster hit points so as to keep them alive, or fiating player attacks so as to stop them killing "special" NPCs, is a product of AD&D 2nd ed rules texts (and similar era rules text in White Wolf books - the so-called "golden rule").

I'm not very good at GMing Gyagaxian D&D, and not all that keen on playing it either. But I would prefer it to 2nd ed style based on unlimited GM power in the interests of "the story".

I find the approach of rules superseding GM rulings to be more adversarial because it encourages a GM vs. players field.

<snip>

My sense is that you like a game of full disclosure, in which all rulings are transparent mainly because there are no rulings, partially because the rules provide satisfactory guidelines.
I prefer a game in which the players can make meaningful choices as to how their PCs engage the gameworld without relying upon the GM as the sole mediator of whether or not those choices have an effect - and if so, what effect - on the ingame fictional situation. I have two main reasons for this preference: (i) I want the players to play a major role in shaping the outcome of ingame events; (ii) I do not want the conflict of interset, as GM, of having to both establish the adversity that confronts the PCs, and deciding whether or not they are able to overcome it. For me, systems which do not satisfy constraint (ii) - ie systems in which the GM decides to "allow" things or not based on whether or not they are "good for the story" - are insipid and uninspiring. Whether or not they involve roleplaying, they all fall under the broad notion of the GM deciding what story will be told.

In a way we could say that I don't find the rules of 4e to be satisfactory for the type of game that I want to play, while you find the rules to be satisfactory for the type of game that you want to play. Maybe that's a cop-out, but at least its a civil one!
That's not in disupte. I'm not saying that you should like 4e. I'm just denying that it's a game which is a threat to imagine, or has caused imaginative play to become "a secret that was lost". By empowering players in the ways I have described in the previous paragraph, I find it produces more imaginative play than any other fantasy RPG I have GMed.
 
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Sadras

Legend
Unlimited DM power, even to the extent of fudging monster hit points so as to keep them alive, or fiating player attacks so as to stop them killing "special" NPCs, is a product of AD&D 2nd ed rules texts
...snip...
I prefer a game in which the players can make meaningful choices as to how their PCs engage the gameworld without relying upon the GM as the sole mediator of whether or not those choices have an effect
... snip...
- ie systems in which the GM decides to "allow" things or not based on whether or not they are "good for the story" - are insipid and uninspiring. Whether or not they involve roleplaying, they all fall under the broad notion of the GM deciding what story will be told.

To be fair DMing styles have changed over the years, hopefully for the better (hopefully). Just because one adopts an old mechanics system does not mean that DMs automatically railroad the story as they want it.
I'm not a huge fan of that, not that I have not been guilty of it in the past but through experience I would like to think that I have improved on this line of DM thinking.

Just as you surmise that old style mechanics can promote (perhaps its best to say are easier to manipulate) a style of play which allows the DM too much room to push HIS story, which I can concede - since the system allows for that DM flaw to come through - more so than in a 4E game - in the same light one can see that 4E does to some degree stifle PC creativity especially during combat with its "drop down menu of powers" mind-set as opposed to PCs thinking off the top of their head how they would engage in the encounter.

By empowering players in the ways I have described in the previous paragraph, I find it produces more imaginative play than any other fantasy RPG I have GMed.

Powerful statement. :cool:
 

Imaro

Legend
In the absence of mechanics, it seems to me that we have only GM fiat. To put it by reference to the slogan "say yes or roll the dice", if there are no dice to be rolled then either the GM "says yes" - ie the players get what they want - or the GM "says no" - ie the GM decides that the players don't get what they want.

For all sorts of reasons I don't find that very satisfying. I recognise that my view is not universal. But I don't see how this is easily described as anything but the GM deciding what story will be told. If the players would like the story to go differently, where is their opportunity to bring that about other than by persuading the GM?

I'm just not seeing how 4e's mechanics in any way enforce this? If I as DM of a 4e game don't want you to hit my monster... I create an armor class you can't hit. If I don't want you to find a trap I create a Perception DC that your passive perception won't beat. I don't want your push to work on a monster, I give him a power to negate it... So even if I am using the "system", at the end of the day, IMO... it's still for the most part the DM's story if he/she wants it to be. This seems more related to how a DM choses to run his game as opposed to anything inherent in the rules of any version of D&D. They are still persuading the DM to give them the opportunity to shape the "story" in either case. It seems, and I've said this before you like the mechanics of 4e which i understand but nothing inherent in 4e stops the DM from controlling everything, IMO it just puts up this facade of "system" to cloak it in.

I prefer a game in which the players can make meaningful choices as to how their PCs engage the gameworld without relying upon the GM as the sole mediator of whether or not those choices have an effect - and if so, what effect - on the ingame fictional situation. I have two main reasons for this preference: (i) I want the players to play a major role in shaping the outcome of ingame events; (ii) I do not want the conflict of interset, as GM, of having to both establish the adversity that confronts the PCs, and deciding whether or not they are able to overcome it. For me, systems which do not satisfy constraint (ii) - ie systems in which the GM decides to "allow" things or not based on whether or not they are "good for the story" - are insipid and uninspiring. Whether or not they involve roleplaying, they all fall under the broad notion of the GM deciding what story will be told.

How are you as DM of a 4e game not establishing the adversity that confronts the PC's and deciding whether or not they can overcome it? Aren't you picking what the adversity is? Aren't you also deciding the level/DC/AC/Def/etc. of the adversity as well? Unless you run only pre-packaged modules (which I don't think you do from some of the play reports you've posted) how do you not do this?

As to your second statement... aren't you flat out deciding to allow things based on whether or not they are "good for the story" whenever you use page 42 in 4e? I'm just not seeing how (if a GM desires to) any D&D system so far can stop him from deciding what the story is?

That's not in disupte. I'm not saying that you should like 4e. I'm just denying that it's a game which is a threat to imagine, or has caused imaginative play to become "a secret that was lost". By empowering players in the ways I have described in the previous paragraph, I find it produces more imaginative play than any other fantasy RPG I have GMed.

Well personally I've seen the drop down list play happen with 4e, so I'm not entirely convinced it doesn't have an uninspiring effect upon certain types of players. IMO, when you are playing a game in which your imagination is supposed to be the limit, you will by necessity have to give the GM way more power that the players due to the very nature of the game and trying to allow an near infinite number of possibilities of actions. Now, IMO, a DM who wants to control the story is going to control the story in any edition of D&D and this seems more like a DM advice or playstyle thing than a mechanics thing.
 

Ratskinner

Adventurer
I think part of what makes "aspects" (FATE) or "assets" (MHRP) work in such a flexible way - so they can cover everything from Emboldened by the Battle Captain to Standing on High Ground to My Blade Has Been Sharpened Really Sharply - is the overall abstractness of resolution systems.

This is one of those areas where I'm not really sure that the word "abstract" really applies. I find that such systems are actually more tightly bound to the fiction than systems like D&D. On the other hand, I totally know what you mean. I think the word we're looking for is "predefined". D&D is, IMO, much much more abstract than Fate or MHRP. However, Fate and MHRP don't come with the details ready-to-go and all set up for you. The mechanics deal with the flow of the story/fiction, rather than attempt to define the details of that fiction. So, in D&D you might have a table of Combat Modifiers that lists a dozen or more (usually fairly common) situations and their attendant bonuses and penalties. In Fate and MHRP, that table, and all similar tables, are just one mechanic (with a flat bonus mechanism in Fate and a variable one in MHRP), but instantiations of that mechanism in play can and often are very specific to the fiction. In D&D, a PC might Grapple an opponent, while in Fate you might Ride him like a hog or Got him 'round the legs.

Although to the specific point that that is what allows them to work that way, I agree. I consider it a huge asset for those systems.

D&D has always had non-abstract positioning, and hence non-abstract movement, and hence has always had limits on the abstraction of its action economy, including the idea of "turns" which correspond not just to metagame-level opportunities to do stuff, but to the actual passage of time in the fiction, and which reflect the capability of the character to move around and do stuff during that time frame.

I will disagree with you here. Later 1e and a lot of 2e was often played with abstract positioning and distancing...I believe "Theatre of the Mind" is the term often slung around for such play. At least, IME. With one-minute combat rounds, keeping track of every 5' step was often viewed as rather silly. I remember running 2e for a long time in college and using a precursor to Fate's "zone" system (not that I viewed it that way or formalized it at the time.)

The 4e warlord is really all about exploiting this less-than-fully-abstract element of the combat mechanics: characters led by a warlord exercise more control over the battlefield, and in the non-abstract positioning systems and turn system this means they get more movement (ie move as free action), more attack rolls (ie attack as free action), etc. And it is because of the potential of these free actions to break the game that the rationing - via encounter and daily powers - becomes key.

Given this, reducing "battle captain inspiration" to something like a +1 to hit or a +5' of movement - and even this would require some rationing device - would be to really etiolate the warlord concept. There would no longer be that sense of dominating the battlefield. Whereas in MHRP, at least, the bonus can be big - being rationed by way of being an augment generated in place of an action for direct effect - and can be narrated in a way that incorporates both positioning and actual attack effectiveness. (And I am assuming that FATE would work similarly.)

Why yes, the only way to fully replicate the 4e Warlord Concept is to play 4e:confused:...But no, that doesn't imply that you can't effectively play or realize leader-of-men-in-battle under other systems. I do agree with you, that beyond post-hoc narration, there is no such way to mechanically do so in pre-WotC editions of D&D. Although, for some folks, that post-hoc narration is enough.

You are correct about the bonuses being significant in Fate and MHRP. I would presume that if such mechanics were added to the D&D base that they would provide similarly large impact. Many groups have tried to add Fate's aspects to D&D. One of the problems they run into is that the rest of the system doesn't respond as well. Without the ability to create temporary aspects or an economy to control their usages of the same...it loses a lot of the punch.
 

Brock Landers

Banned
Banned
I will disagree with you here. Later 1e and a lot of 2e was often played with abstract positioning and distancing...I believe "Theatre of the Mind" is the term often slung around for such play. At least, IME. With one-minute combat rounds, keeping track of every 5' step was often viewed as rather silly. I remember running 2e for a long time in college and using a precursor to Fate's "zone" system (not that I viewed it that way or formalized it at the time.)


Yep, in the late 80s/early 90s I was never involved in a group (or those that I heard of) that used minis/grid/measuring, etc, in particular (maybe the odd minis/tokens for marching order or what-have-you).

I also used a Zone-type deal back in the day.

4th Ed was very much based on the plastic crack game that was DDM (both fun games).
 

pemerton

Legend
I will disagree with you here. Later 1e and a lot of 2e was often played with abstract positioning and distancing...I believe "Theatre of the Mind" is the term often slung around for such play. At least, IME. With one-minute combat rounds, keeping track of every 5' step was often viewed as rather silly. I remember running 2e for a long time in college and using a precursor to Fate's "zone" system (not that I viewed it that way or formalized it at the time.)
Yep, in the late 80s/early 90s I was never involved in a group (or those that I heard of) that used minis/grid/measuring, etc, in particular (maybe the odd minis/tokens for marching order or what-have-you).
I know a lot of people played AD&D without miniatures. I was one of them. But the rules aren't based around abstract positioning. Movements rates are specified in feet/yards per unit of time, not in terms of mechanical augmentation to effects (which is how they would be expressed in MHRP, or HeroWars/Quest, or (I assume) FATE).

Ranges, likewise, are specified in feet/yards. And locations are typically mapped out with non-abstract positioning. (I'm thinking of the classic white-on-blue dungeon maps inside the TSR modules.)

I think this non-abstract use of distance and time is - for better or words - a big part of the D&D play experience. To get rid of it would be a big deal. But while we have it, it puts limitations on how abstract resolution can become, and also puts constraints on how the action economy can work (eg the action economy must have a "movement" phase or element).

4e does get rid of this part of D&D resolution as far as skill challenges are concerned, but that causes its own headaches - for instance, in effect you have two sets of climbing rules, the abstract ones that are applicable in skill challenges (and work like Maelstrom Storytelling or HeroWars/Quest) and the non-abstract ones that are applicable in combat, and work just like climbing has always done in D&D. The same is true of jumping and swimming.
 

pemerton

Legend
I'm just not seeing how 4e's mechanics in any way enforce this?

<snip>

a DM who wants to control the story is going to control the story in any edition of D&D and this seems more like a DM advice or playstyle thing than a mechanics thing.
I don't think they "enforce" this, in so far as a GM might ignore them or not use them.

But they permit resolution without GM fiat. That is the respect in which they resemble FATE or MHRP and differ from (say) 2nd ed AD&D, which does not have a mechanic for (say) finding your way through the wilderness to the temple, or persuading the guard to open the gate, other than GM fiat.

How are you as DM of a 4e game not establishing the adversity that confronts the PC's and deciding whether or not they can overcome it?
The GM of a 4e games establishes the adversity the confronts the PCs. S/he does not decide whether or not they can overcome it (assuming s/he is following the rules of the game). That is determined via the action resolution mechanics.

If I as DM of a 4e game don't want you to hit my monster... I create an armor class you can't hit. If I don't want you to find a trap I create a Perception DC that your passive perception won't beat.

<snip>

Aren't you picking what the adversity is? Aren't you also deciding the level/DC/AC/Def/etc. of the adversity as well?
The game has a lot of advice on building encounters. If you follow that advice, and if the players have followed the PC building rules, then you will not get situations in which the outcome is a foregone conclusion. Although it is more likely than not that the PCs will, in the end, overcome the challenge set - this is a default assumption of the game, and contrasts with (say) Burning Wheel - the pathway to that results, and the costs that will be borne along the way, will be determined via application of the action resolution rules.

aren't you flat out deciding to allow things based on whether or not they are "good for the story" whenever you use page 42 in 4e?
That is not how p 42 is intended to be used, at least as I read it. The GM is meant to judge fictional positioning and genre applicability: it is analogous to the "credibility test" in HeroWars/Quest or MHRP.

The example given in the DMG is of a rogue swining on a rope (? chandelier?) and knocking an ogre into a brazier of coals. The GM adjudicates fictional positioning (yes, there is a rope and a brazier and an ogre in between them), and adjudicates credibility in genre terms (yes, in the gonzo fantasy genre rogues can kick ogres into braziers - contrast a hard physics genre, where the rogue will just crash into the ogre like a brick wall).

But the GM is not expected to consider whether or not s/he thinks it would be good or bad for "the story" for the ogre to be kicked, or burned, or killed, or whether or not s/he wants the brazier to be knocked down or remain upright.
 
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Imaro

Legend
I don't think they "enforce" this, in so far as a GM might ignore them or not use them.

But they permit resolution without GM fiat. That is the respect in which they resemble FATE or MHRP and differ from (say) 2nd ed AD&D, which does not have a mechanic for (say) finding your way through the wilderness to the temple, or persuading the guard to open the gate, other than GM fiat.

Yes but almost all rpg's (since there may be some which totally buck this standard that I am not familiar with) permit resolution without GM fiat... to a point. I mean even 4e has things which are not covered by it's rules which must be handled by GM fiat. So I'm not understanding is there some imaginary line which sets the standard where 4e is judged to "permit resolution without GM fiat" but AD&D 2e doesn't? They both have gaps which must be filled by GM fiat.

The GM of a 4e games establishes the adversity the confronts the PCs. S/he does not decide whether or not they can overcome it (assuming s/he is following the rules of the game). That is determined via the action resolution mechanics.

Not if the adversary chosen for a combat is a Level 30 kobold and the party is level one. They will loose and it's not the resolution mechanics deciding that, it is the DM. I have seen numerous proponents argue that the encounter guidelines in 4e were just that... guidelines, are you now saying that following them are part of the actual rules of the game? if not, then tell me what are the actual rules in 4e that constrain the DM from deciding the outcome of a combat in this way?

The game has a lot of advice on building encounters. If you follow that advice, and if the players have followed the PC building rules, then you will not get situations in which the outcome is a foregone conclusion. Although it is more likely than not that the PCs will, in the end, overcome the challenge set - this is a default assumption of the game, and contrasts with (say) Burning Wheel - the pathway to that results, and the costs that will be borne along the way, will be determined via application of the action resolution rules.

So it's not the rules of the game... it's the advice given. Couldn't a DM in OD&D, 1e, 2e, BECMI, 3e, etc. who had learned through advice from others, experimented (running mock combats), run enough games, etc. do the exact same thing. Again you haven't shown me how the rules facilitate this... it still seems like a playstyle issue. I even find this slightly ironic because you even admit it is guidelines and not the actual rules that you are speaking to.

That is not how p 42 is intended to be used, at least as I read it. The GM is meant to judge fictional positioning and genre applicability: it is analogous to the "credibility test" in HeroWars/Quest or MHRP.

I don't remember reading about a "credibility test" in 4e... is this another instance where you are bringing things from other games in to supplement the way you are reading the rules of 4e? because what i saw was that the DM decides whether an action is possible and then also how hard or easy it is.

The example given in the DMG is of a rogue swining on a rope (? chandelier?) and knocking an ogre into a brazier of coals. The GM adjudicates fictional positioning (yes, there is a rope and a brazier and an ogre in between them), and adjudicates credibility in genre terms (yes, in the gonzo fantasy genre rogues can kick ogres into braziers - contrast a hard physics genre, where the rogue will just crash into the ogre like a brick wall).

But the GM is not expected to consider whether or not s/he thinks it would be good or bad for "the story" for the ogre to be kicked, or burned, or killed, or whether or not s/he wants the brazier to be knocked down or remain upright.

Just in deciding the credibility test the DM is in fact deciding it is good for a gonzo fantasy story. I feel like you're splitting hairs here, if you are judging genre appropriateness then you are deciding whether an action is good or bad for the type of story you want to tell. If I want a gritty down to earth story then I will rule that action won't work, or I'll make it harder how is that not still the DM shaping the story... especially since not everyone necessarily has the same concepts of genre appropriateness and it is the DM's idea taking precedence...
 

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