It's easier to ban a class than two powers (CaGI and Warrior's Urging, which is the higher-level version)?And it would have kept it all contained in one, nice bannable class.
It's easier to ban a class than two powers (CaGI and Warrior's Urging, which is the higher-level version)?And it would have kept it all contained in one, nice bannable class.
Well, that is what the rules are trying to do - page 42 of the DMG says as much.Your response to this is that these attempts aren't restricted, but rather that these are limitations on how often you can use mechanics X to pull off these abilities, and the rest of the time use mechanics Y. I don't particularly agree that that's what the rules are trying to do, and find that to be a fairly unintuitive design anyway, particularly since that interpretation doesn't seem to be a common one that I've seen.
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The paradigm that you're suggesting - that you can attempt anything, and the encounter and daily restrictions are purely about what mechanics you use - is something that is, at best, presented in a highly unintuitive manner. I'm honestly not sure that it's actually presented in the rules at all.
Actually a whole page of the DMG is devoted to this, suggesting appropriate DCs and damage ranges. When it comes to imposing conditions, WotC initially left this up to GM intuition, but later published a web column on the topic (authored by [MENTION=64825]wrecan[/MENTION]).There's no particular guideline on how else to mechanically resolve an attempt to use the same power beyond the encounter or daily restrictions, and nothing that says that such an attempt should be more difficult and less effective.
The whole action economy is an "artificial set of restrictions" - it is a product of human artifice, for resolving turns in a game. It does not correspond to anything in the imagined reality of the gameworld.for a lot of people this variance is undercut if it's enforced by an artificial set of restrictions on what can be attempted.
By artificial, you mean not flowing from the setting's physics, correct? There's no explicit "fatigue" or "divine providence" explanation for why the effects occur with the frequency they do?
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I don't think the character has any indication he can do three things in a turn, and he has a limited selection of options for each one. I think from the character's perspective, he just acts.
For me, this is as absurd as the high level fighter having more physical robustness than an ancient dragon, simply because his/her hp total is higher.Actions are very much character resources; that's why we refer to what you can do in a round as "economy of actions." That doesn't imply anything about the characters knowing they function according to turn-based combat - they just know there's only so much they can do in a set period of time.
A gameplay experience needs to deliver on its core aesthetics, and the core aesthetics of storytelling or running a narrative are not the same as the core aesthetics of role-playing or pretending to be another person, and they are mutually exclusive
These are empirical psychological conjectures. My own experience leads me to believe that they are, in general, false. Perhaps there are individuals for whom they are true; perhaps you are one of them; but they are not universally true.It's not necessarily hard to swap between the two quickly, moment-to-moment, but they don't happen at the same time. Let me put it this way: When you control the story itself (like, you decide as a player what treasure you find in the dungeon, a la 4e wishlists) you are necessarily thinking out-of-character, because people don't control the events around them, they only control their own actions (that character doesn't decide what treasure is there).
Never mind the fact that we have far less loaded terminology which can communicate the same sentiments with far less value judgement.
To my mind this just reinforces [MENTION=27160]Balesir[/MENTION]'s point. Who gets to decide what results from Y, given the situation? The typical answer is the GM, as influenced by the suggestions and reasoning of the other players. Which is to say, exactly the negotiation that Balesir described.Instead of detailing the outcomes, stun for 1 round, move an enemy 2 squares and so on, the rules describe the tools. Make someone hallucinate for 6 seconds, make yourself look more imposing, etc. In the latter case some guidelines about what results actions can have in the world are also required, but you would not have a "If X Y happens" or even "You can do Y, no matter the X" relation. Instead you have "You can do Y which might result in X or Z or something else depending on the situation".
Actually for nearly 2 decades. RM predates 2nd ed AD&D - it dates from 1982. It's second edition (which was basically a layout/compilation cleanup of the original) came out in 1986, and then was re-released in 1989 (this 1989 imprint is the version that I got into in 1990).By the time 3e came out, you already had Rolemaster which had been doing 3e for darn near a decade already.
In some cases there is arguably needless duplication (eg there are two powers, I think - an Avenger one and a Swordmage one - which are identical to, or very nearly identical to, the fighter power Footwork Lure). But in general, the gameplay reason for different powers is the same as the reason for different classes: to ensure diversity of approaches to the game.We have a dozen different powers that "stun" a foe. Couldn't there have just been one that let the PC define how he did it?
"Reactions" and "actions" are metagame notions - devices for regulating turns in the action economy of the game. They don't correspond, except very loosely, to distinct categories of events in the gameworld. [MENTION=27160]Balesir[/MENTION] has already made this point in relation to melee exchanges. It can also be applied to OAs: one natural way to understand OAs vs archers and casters is that, when fighting a foe who isn't fighting or parrying back, you get more chances to hurt them. Instead of upping the rate of attacks, though (which can happen in AD&D when very fast weapons are used vs very ponderous weapons), we grant opportunity attacks.What you just described is the textbook "reaction" power: a foe does something and the player/character responds.
This seems like another example of reading the action economy rules back into the gameworld in an unhelpful, stop-motion way. Pleading is an "action" in the ordinary English sense, but I don't think it's an "action" in the action economy sense. No game rule is violated by saying that the victims of CaGI have hurled themselves at the feet of the fighter and are begging for mercy.Technically, the opponents can't do anything once they get in range until their turn.
It's the idea of archers or spellcasters charging heedlessly into melee that really got old fast.
CaGI only works if (i) the target is within 3 sq of the fighter, and (ii) can end his/her move adjacent to the fighter. The distance, therefore between the fighter and target may be as little as 10' (if we assume that each is at the nearest edge of his/her square), and between the target and the fighter's weapon the distance might be as little as half that (depending on reach).So you can't conceive of a character motivation or situation that would prevent a rational being from charging forward and engaging in melee?
As I already posted, I don't feel the outrage. Since OD&D players have had the ability to impose the "dead" status on those orcs. Why is it more outrageous to impose the "moved from there to here" status?It forces the orcs to charge. It takes the agency away from the character's controller (the DM in this case). It doesn't require the foe to enter to activate, it MAKES THEM MOVE THERE to do it. You can move 6 squares, activate CaGI, and force a foe that was 40 feat away to now engage the fighter in melee
there are certain things that should be the pervue of magic: controlling other creature's minds is one of them.
I have no powers beyond mortal ken. Yet I control others' minds ever day. I extend my hand to shake theirs, thereby prompting them to move their arms. I speak words to them in languages they understand, thereby causing them to have thoughts. Etc etc. In the real world, a person's exercise of agency is constantly shaped by the actions of others. (Those who are enlightened in the technical Buddhist sense are arguably exceptions. I don't think there are many such people around, however. They are certainly not the norm.)If you're saying that the fighter is doing it with something beyond mortal ken
Should it not be the pervue of the DM to decide if the orcs want to flip out and charge? Isn't that what the DM is there for?
There is no such assumption made by the game. It doesn't assume that only the GM can decide when an NPC is dead. Nor does it assume that only the GM can decide when an NPC's location changes.CaGI breaks the game assumptions by overriding the DMs control of his NPCs
Thank you. They are mostly borrowed from Ron Edwards' Forge essays.Can't help but admit - those are much more thorough definitions.
I think the level of hostility towards the Alexandrian is somewhat unwarranted - when I read the article, I saw a writer attempting to explain what he didn't like about a particular system; expressing his preference, as it were.
I think it doesn't get more dismissive, in this context, then to tell a poster to an RPG message board, who is wanting to discuss experiences of playing RPGs, that s/he is not actually playing an RPG at all.While I agree that the article in question is, shall we say, critical of your playing style - I don't think his limited definition implies the level of condescension or hatred you seem to be inferring.
Just curious for clarification....
Are you saying 3E was or was not a cleaned up version of the last edition? At first you say it was 4E was "the first that wasn't". But then you change the point. I thought we were in agreement that 3E was a substantial departure. I agree strongly with your second point. To me it was GURPS, but "HEROfication" of D&D was the term that seemed to have the most traction in the 2000 - 2001 timeframe.
I also see bits of newer games in 5E. (Gumshoe and MnM, among others)

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