D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


pemerton

Legend
assuming you are thinking in terms of HârnMaster (the "tailor made" system) then, yes, it is most certainly a possibility.
Yes, I was referring to the system.

The functional methodology I have found for exploratory play is to swallow the limitations - however painful that may be - and aim for short, specific series' of play focussed on exploring some specific thing that the players (including the GM) want to explore. This gets around the "illusionism" issue by explicit participationism or by an agreed arena for exploration. Essentially, you set up a situation, a setting or a combination of characters (characters with "dramatic needs" are often helpful, here, however humdrum those needs may initially appear - as long as they are determined about pursuing them) that everyone is interested to explore and then set about exploring.
That sounds like Chekhovian roleplaying!

I think I could get into it with a like-minded group, but it would be challenging. I also think the GM would have to pay some regard to dramatic need in narration of outcomes/consequences, wouldn't s/he, if the whole thing is not to stall?
 

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pemerton

Legend
That's just the premise, though.

<snip>

It's a matter of narrative focus, which is a matter wholly external to the game.

<snip>

The PCs could exist at any geographic and temporal coordinates within the setting, but they don't appear near the dungeon because they're PCs. They're PCs because we're paying attention to them, because they are in the right time and place for something interesting to happen.
To me that is still metagame - for instance, why is it a human cleric of Pelor rather than a dwarven assassin who is in the right place at the right time? Not because of any working out of internal world-logic, but because a player wanted to play one sort of character rather than another!

More generally, I don't really feel the aesthetic force of quarantining this sort of framing to setting up the game. If it's OK to have a dramatic thing happen to these people here and now because that's the premise of the game, I don't see why it's not OK for another dramatic thing to happen to them down the track.

It's not as if the causal forces in the world, as modelled through the dice and other mechanical systems, make it impossible that subsequent dramatic things should occur to them!

That part doesn't make sense to me. The DM should be neutral. The DM shouldn't be making your choices irrelevant. At least, that was the takeaway I got from 2E. I guess that would be pretty hard, if I didn't trust my DM to be honest, but there's also no real motivation for the DM to cheat, either. It's not the DM's place to try and shape the narrative.
In my experience, it is very hard to make much headway in 2nd ed AD&D without the GM having an overwhelming influence on the shape of events.

For instance, will or won't the PCs bump into any given NPC? There is no device for the players to instigate such an encounter. The random encounter tables to which the GM has access tend to indicate only hostile or potentially hostile NPCs (eg they tend not to include labourers, peddlers, admirers, etc, and all the other ordinary or not potentially hostile people the PCs might meet). And even if the GM confines him-/herself to these tables, and uses random reaction rolls, these don't dictate where NPCs come from, why they might be friendly to or hostile to the PCs, etc.

But if a PC is in prison, whether or not any given NPC comes to visit him/her, or tries to free him/her, or tries to sneak in to assassinate him/her, is all pretty crucial stuff (I've just been re-reading REH's "The Scarlet Citadel" and "The Hour of the Dragon", in which visits by NPCs, freeing by NPCs, and attempts to assassinate a prisoner by an NPC, all factor into Conan's ability to escape from prison). So the GM's decisions about this, whether made up out of whole cloth or constructed out of the random tables, will have a huge influence on the shape of the events.

Other examples could easily be given.

To my mind, this isn't particularly about the GM being neutral. Neutrality doesn't come into it, really - is it more neutral to not send an NPC to try and rescue the PC? Or less neutral? - nearly everyone has friends and admirers, after all!

It's about a lack of tools and techniques to avoid the GM having to do this heavy lifting. Classic D&D didn't have them because it wasn't really designed with those sorts of scenarios in mind, and 2nd ed AD&D didn't really add any significant new tools or techniques to the classic chassis that it inherited.

That particular example seemed really weird to me. I can't imagine a player not knowing if they have rope or not.
I can easily imagine this. Think about whether or not your PC has socks, or a handkerchief, or a lock of hair from his/her childhood sweetheart. I think in most games I've played PC equipment lists have not been specified to such a level of detail. Now all you have to do is generalise that to other cases - like the PC has "Adventuring gear" lists on his/her sheet, but we don't know whether or not it has rope in it. (Because the player didn't write it down, or because no one can remember whether or not all the rope got used up in an adventure we played a year ago, or . . .)

In my current campaign, I'm sure at least one PC sheet is in exactly this state.

But in any event, ignorance about roped-ness wasn't what I had in mind. Suppose we know the PC doesn't have rope. So the player declares an alternative way around the obstacle (say, an attempt to simply climb the wall Conan-style). If the GM then says no, or the player rolls a check and the GM declares it a failure, should the player keep trying to think of solutions (eg pull out the potion of levitation that was being saved for a rainy day)? Or should the player conclude that the GM is blocking any and all attempts to circumvent the obstacle, and the player is simply going to have to choose some other path for his/her PC?

In an illusionist game, including one in which the GM is sometimes blocking and sometimes not, the player can't tell. The GM could reveal, but then (i) we're out of illusionism into something else (participationism, or perhaps a trainwreck if the players arc up at the revelation), and (ii) for many players, immersion would be spoiled because the metagame has suddenly been made overt.

4e bites the bullet on (ii), by making the metagame overt: the player has to negotiate with the GM for the feasibility of what is being attempted before any check can be declared or resolved. But it thereby avoids the covert blocking issue: once a check is declared, there is a structure to establish DCs, to determine how close the situation comes to resolution (N successes before 3 failures), etc.

This is set out in the skill challenge rules that I quoted upthread: the GM first works with the player to frame the desired check within the fiction (operating under the guiding principle of "say yes as much as possible"); then the check is declared, made and resolved, with the GM narrating the consequences that flow from the framing.

I don't think I'd call that player-empowerment so much as table dynamics. The GM still has final say. He just says yes a lot. But the players don't have any more power. Unless I'm misinterpreting this and they do now have more power?
If the issue is one of word-meaning, it's no skin of my nose how you want to use the word "power" or the phrase "player empowerment".

I think that, in comparison to the way that "trad" framing and skill resolution works, the players have more power because (i) there is an overt, unconcealed negotiation phase where they are entitled to make a pitch for what is feasible in the fiction, and (ii) the GM is under instructions to say yes when possible rather than block, and (iii) there are mechanical systems that tell both players and GM what to do if the GM says yes (eg no "insta-win" buttons, but instead a system of accumulating failures and successes determined within a framework of "subjective" DCs that are at least notionally designed with the maths of PC build in mind).

I think the way that (i) and (ii) confer power on the players is fairly self-evident once stated. (If you don't think someone being entitled to negotiate with someone else who is under instructions to say yes when possible empowers the first person, OK, but then I think the issue is one about word use or about the deep metaphysics of social interactions, and not about game design.)

The way that (iii) confers power on the players is, in my view, two-fold. First, it prevents GM blocking, calling for endless re-tries, etc. All the stuff that [MENTION=2656]Aenghus[/MENTION] and I have talked about, which for me is part and parcel of 2nd ed-style D&D.

Second, and a bit more indirectly, it supports the GM in saying yes because it ensure that saying yes has predictable, workable consequences rather than leading to game-breaking outcomes. It might seem paradoxical that the removal of insta-win buttons empowers rather than disempowers the players, but I think that it does. Insta-win buttons create the illusion of power, because of their nature within the fiction, but the fiction is not self-executing - the need to mediate insta-win buttons via GM adjudication means that, at least in my experience, they are not a source of player power but rather a cause of illusionist or adversarial GMing (with the traditional treatment of the Wish spell being just one obvious paradigm).
 

Quickleaf

Legend
[MENTION=42582]pemerton[/MENTION] It is fine if we disagree, and it's likely we do. I believe that "one size fits all" skill challenge rules don't work. Or, more precisely, that they only work for groups willing to accept a high level of abstraction.

Anyhow here's why I described the skill challenge system as "marginally useful": IME the abstract nature of the rules made designing skill challenges in advance require lots of work from the DM. Compare that to, say, designing a combat encounter in 4e (which is fairly easy and doesn't take a lot of time), and designing a skill challenge with enough interesting twists, choices, and consequences takes far more prep time. What I would like is something like the skill challenge templates [MENTION=23049]Abdul Alhazred[/MENTION] mentioned to require less work.

Now, I and many others also use skill challenges spontaneously following player-generated ideas. In the case of using the skill challenge rules as an improv tool I'd say that it can do the job marginally well, but always it felt like a crude instrument to me.

For example, I recall a Chase scene that I ran spontaneously as a skill challenge with almost no prep, and there were many questions that came up in play which the skill challenge rules did not address: How far is the fleeing enemy now? Do I have a clear line of sight for a shot? At what point can the enemy make a Stealth check to hide?

While the spontaneous Chase turned out ok, I ended up discarding the strict "X successes before 3 failures" model because the logic of the PCs' actions dictated that they caught the fleeing villain before their target number of successes.

Interestingly, I later ran a Chase which I had done solid preparation for and it was much smoother since I had designed rules to address common player questions. Those sorts of questions, while outside the purview of the abstracted skill challenge rules, are things that matter to D&D players. Which is why 5e includes specifically designed chase rules in the DMG.
 

pemerton

Legend
I believe that "one size fits all" skill challenge rules don't work. Or, more precisely, that they only work for groups willing to accept a high level of abstraction.

<snip>

I recall a Chase scene that I ran spontaneously as a skill challenge with almost no prep, and there were many questions that came up in play which the skill challenge rules did not address: How far is the fleeing enemy now? Do I have a clear line of sight for a shot? At what point can the enemy make a Stealth check to hide?
We agree about the "level of abstraction" issue.

The chase thing is interesting. Without intending to try and persuade you that the system is adequate, I could think of two ways of going.

One is a 4/3 skill challenge to establish line of sight (with Athletics and Perception as the most obvious skills, plus Streetwise/Nature/Dungeoneering depending on location/terrain). Full success with Athletics as the final check would equal "caught". Success with failures but including Perception as the final check would equal "clear line of sight". Failure would equal "got away". Success with failures but with Athletics as the final check could also be "caught", but at a -2 penalty or down a healing surge. (Time for some fairly arbitrary GM calls!).

Another is a longer challenge - say 10/3 or 12/3 - where a Perception check establish clear line of sight and permit shots to be taken, and these get factored in as successes in the challenge (probably not direct successes, but rather +2 to the next check if the shot hits). An Athletics check would also be needed to keep pace between shots.

There are further issues around group vs individual checks which would have to be determined based on the minutiae of the particular situation and the declared actions.

The enemy's Stealth check to hide is tricky, because the skill challenge system doesn't permit opponents to take actions. I can think of two ways to handle that. One is to use their Stealth skill to influence the difficulty of the relevant Perception checks (eg they all suffer -2, or are Hard rather than Medium, depending on how Stealth the NPC/monster is). Another is to allow the NPC to make a Stealth check in response to a failed check in the challenge, which then sets the DC for Perception checks downstream.

As I said, I wouldn't expect any of this speculation to change your mind!
 

S'mon

Legend
Honestly the greatest triumph of 4e FUNDAMENTALLY was realizing and explicitly being designed around the fact that the rules are there to facilitate a fun game of D&D...

'Fun game' - yes. 'Fun game of D&D' - not sure about that. :heh: 4e seems to work best when it uses some of the trappings of the D&D milieu, but doesn't try to emulate what I'd regard as traditional D&D play - step by step exploration of large dungeon complexes in search of loot and xp.

Actually that is one of the things I like best about 4e - that it's a different game, with a different play experience from (other) D&D. In rejecting world-simulationism it does different things and satisfies different desires than any other 'D&D'.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
I said years ago- and caught a lot of flak for doing so- that I thought 4Ed was a good game that would have been better if it hadn't been weighed down with legacy concepts (a.k.a. "Sacred cows") from prior editions of D&D and just been released as a standalone FRPG.
 

S'mon

Legend
These are the sorts of adventures that I think run the risk of the "boredom" problem I mentioned upthread. Alternatively the GM intervenes in some subtle way to inject the possibility of hope (eg find the McGuffin). Very prone to illusionism and/or overt railroading, in my experience.

It's not boring if you use Pemertonian Scene Framing. :p
I ran a PBEM in the '90s that initially comprised PCs mostly fleeing from invading Chaos forces, the initial scenes opened with PCs in the aftermath of lost battles, or their refugee group being attacked, etc - but I just set the start conditions, I didn't pre-decide how the campaign would go. One of the PCs, Alidarn, decided to become a guerilla leader raiding the enemy supply lines, weakening them over time, and eventually he reached the allied lines; the climax (though not the end - it trailed off later) of the campaign was Alidarn and his friends
organising and leading the forces of Law in a successful defensive battle against the Chaos army, turning back the previously invincible force. I didn't give them hope though - they made their own hope.

Maybe it helped that it was not D&D but a d6-based system of my own devising; it was a trad design but had a flatter power curve which allowed for dramatic reversals, eg in one early scene the mighty Chaos
champion stepped forward to confront the terrified villagers - and was promptly blown away by an
energy blast from the boy-mage PC. Who was then accused of witchcraft and in danger of being burnt at the stake. :D
 
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pemerton

Legend
4e seems to work best when it uses some of the trappings of the D&D milieu, but doesn't try to emulate what I'd regard as traditional D&D play - step by step exploration of large dungeon complexes in search of loot and xp.
I stopped playing D&D in that sort of style in the mid-80s (with my purchase and then GMing of Oriental Adventures).

So I may not have noticed the contrast so markedly.
 

pemerton

Legend
It's not boring if you use Pemertonian Scene Framing.
Sure! But that means we're back to overt GM framing, "say yes" and "fail forward" styles of adjudication (at least in general spirit), the sort of protagonistic contrivances that 2nd ed players tend to be sceptical of (see [MENTION=6775031]Saelorn[/MENTION] in this thread), etc.

Maybe it helped that it was not D&D but a d6-based system of my own divising; it was a trad design but had a flatter power curve which allowed for dramatic reversals, eg in one early scene the mighty Chaos champion stepped forward to confront the terrified villagers - and was promptly blown away by an
energy blast from the boy-mage PC. Who was then accused of witchcraft and in danger of being burnt at the stake.
Differences of mechanics can certainly matter. I think Burning Wheel - which combines scene-framing with "objective DCs" and long skill and spell lists - gets away with what it does because of its mechanics (including a fairly flat power curve by D&D standards).
 

S'mon

Legend
I have yet to hear of the DM who had a guy stagger in and rolled randomly for which of the 20 nearest lairs he had a map to regardless of whether they were within the capability of the current party. No Sir, this guy JUST HAPPENS to have knowledge of a perfect place to go grab some better loot!

The 'Lordless Lands' hardcore Labyrinth Lord game I worked in (edit: meant 'played in' - Freudian slip!) seemed to be like that - there were tons of missions/areas that were above our level. But the GM made the threat level clear, and sometimes NPCs would refuse to hire us for missions because we weren't powerful enough. It was up to us to locate doable
stuff.

So a guy might stagger in with a map to the Doom Dungeon of the Deadly Hydras, but our PCs knew
or could easily establish that we should not go there if we wanted to stay alive.

The game had a deliberate feeling of bathos - if the GM had been trying to make us feel like cinematic
protagonists it would have been a terrible setup. Instead it had a darkly humorous tone that was
great fun.
 
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