• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


Um, Glorantha. One of the oldest 3(?) published roleplaying worlds, after Empire of the Petal Throne and City State of the Invincible Overlord and before Greyhawk, was and still is based firmly on myth rather than anything recognisable as science.
Honestly, this is the first I've heard of it. I'll definitely look into it, though.

Edit Update: Glorantha isn't even a D&D setting. You might as well be talking about Candy Land, for how relevant it is to any discussion of D&D. (While you could set a D&D campaign int Candy Land, there's no reason to believe that it was ever intended, and conflicts with the implied tone in many places.)
 
Last edited:

log in or register to remove this ad

That's more like a fairy tale than a fantasy world. I guess there might be some people who are into that, but it's not something that D&D has ever tried to do. None of the established settings work that way.
My AD&D Monster Manual has brownies, leprechauns, pixies and sprites. My MM2 adds atomies, korreds, grigs and maybe some others I've forgotten about. These are fairies, right there in my AD&D rulebooks.

My AD&D books also contain river dragons, cloud dragon, mist dragons and typhoon dragons. These imply a world in which dragons are intimately connected to natural phenomena, especially those involving the water and the sky. And I have run games which follow up that implication. (The published material for Kara-Tur is mostly silent on this, but the module OA7 does imply that the nature of the atmosphere is magical, not chemical, and that it can be transformed by magic.)

In Dark Sun the world is a desert because the use of magic sucked all the life and moisture out of it. That is not a world governed by physical processes of the sort we find in our real world!

The creation myth in 4e is of a world whose matter was shaped from raw chaos by the Primordials, which was then given form and intellect by the will of the gods. The world also spontaneously gave rise to the existence of primal spirits, who taught sentient beings how to live their lives (hunt, gather, farm etc) and who hedged the world against gods and primordials. Winter in this world is the result of a compromise between the gods - long winters are the result of the Raven Queen (goddess of winter) pushing against that compromise.

I think you are projecting your own experience with some (relatively narrow?) D&D story materials onto the game as a whole.
 

Well, mostly. The GM still has total control over the complications when failures present themselves. And say, for instance, we took your consequence for failing the skill challenge and used it in context with the stated goal of the skill challenge.

The stated goal, in your post: "find a secured shelter, safe from the elements and predators, where she can stow the children".

Your stated consequence for a failed skill challenge when hyenas or mountain lions are preset: "I'm pretty certain that if she would have failed the SC outright with those hyenas or the mountain lion being the relevant threat at the moment, I would have charged her an HS and we would have begun a combat encounter whereby all of the children are one-hit-kill minions (with some kind of attack - like throwing rocks - and utility power defense each) and she has to control/kill the bad guys and keep them off of the kids. Then, down several resources and possibly some kids, she could attempt to start anew (a C1 SC)."

No, this doesn't add up to me. Her goal (to find a secure shelter, safe from elements and predators, to stow the children) has failed. There should be no retries, I would think. That doesn't mean she can't find shelter, or a place to stow the children. It just means that it shouldn't be safe or secure.

Also, even if you did allow her to try again, you are the person coming up with the complications on each failure. You can call for combat, or 1 healing surge lost, or 10 healing surges lost, or magic items or blessing disappearing, or loss of a hand or eye, or someone loyal betraying her, or whatever.

First, kudos to Manbearcat for the real play SC post. It's good to talk actual example vs. theory.

I think the play example is good but the original stated goal is not compelling enough for me. A better choice of success / failure would I think answer JamesonCourage's point as well.

IMO, SC have to have narrative teeth to be worth playing out. This narrative teeth also further serves the purpose of removing the need for illusionism.

So for Manbear's example, I think a much better set up would be something like:

DM: So, you want to keep these children safe? Well, this area is very dangerous -- full of predators and extreme terrain. Success at the SC means you find safe shelter, for every failure you lose 1/3 of the children. (or complete failure means you lose half or whatever -- something with real teeth)

And forget healing surge costs, combat etc. The SC itself has consequences if failed. That's why your bothering to play it out. That's why it's nice and tense. So, sure, the mountain lion could end up eating some kids but that is a result of the failed roll -- an abstraction of a lot of things, including fighting off the mountain lion.

Another example:

Not worth doing -- Hike through the wilderness skill challenge. Success -- you find your way to Ragamuffin Village. No pressing reason to be in Ragamuffin Village. Failure - everyone loses 2 healing surges.

Worth doing -- Find your way through the uncharted wilderness in three days. No has ever done the trip in less than a week. Success -- you get to Ragmuffin Village in time to defend it from invaders you know are on the way . Failure -- you get there too late and the village is sacked. friends die. (opens up adventure to track down captured inhabitants if desired though!). Or if you want to define micro failures -- each failure is one more day to reach the village giving you a harder time defending it. Complete failure like above.

If you don't define the micro failure consequence ahead of time then during the skill challenge failures (and successes) on individual checks simply influence the narrative, change the framing, and may open up or close down which skills are suitable.

Yes, the DM still has a lot of latitude on how this unfolds but it doesn't have to work like -- "You can call for combat, or 1 healing surge lost, or 10 healing surges lost, or magic items or blessing disappearing, or loss of a hand or eye, or someone loyal betraying her, or whatever." When the consequences of the SC are decided before hand (whether not to tell the players is another choice but a lesser one) then I think it solves of lot of this issue.

It also helps you decide if the SC is worth doing in the first place. Often the "success goal" sounds interesting, but if the "failure goal" isn't equally interesting than maybe it's not worth doing. That's why I much prefer narrative consequences to mechanical ones (healing surge lost, combat that doesn't really matter, etc.).

These are the kinds of things I wish they worked out further in a Next Gen Skill Challenge system.
 

When you say "otherwise might play out differently", that looks like a reference to the fiction - ie the fiction might otherwise be different. I'm not 100% sure what that actually means, because it's not as if someone is going to write the fiction of gameworlds that are never played in; nor do such worlds, undisturbed by episodes of play, exist in some Platonic heaven.
The DM says that the Big Bad is going to get the MacGuffin and use it to destroy the world (or rather, this information is revealed to the players over the course of gameplay). Unless something happens in-game to deter that plan, this will be the story which is told about the fictional world. The PCs don't want the world to be destroyed, so they do something about it.

Fictional worlds carry weight based on our emotional investment in them. The players should care about the fate of the world, because they care about their characters, and their characters care about the fate of the world. It may not be real, in many senses of the word, but it's real enough to matter.

I'm not sure what you mean by "exploring the nature of magic". When a player declares as an action for his PC of internalising the chaos energy so as to make a magic item, is that "exploring the nature of magic"? If so, then I would expect exploring the nature of magic to be quite common in a game that includes magic-users.
In this case, the PC would want to somehow internalize the the chaos energy to make a magic item, so the DM would ask the player to make some checks to determine if such a thing is even possible. The character can conduct experiments, and perform research, in order to determine which rules actually govern magic within the setting.

Whether or not that is a common activity would depend on how common magic-users are, and how inclined they are to try new things rather than just stick with the tried-and-true. If magical research is common, then many of the obvious questions would have already been answered, and the PC might already know the answer.
 

But it doesn't follow that they are independent of the beliefs of the authors of the fiction in question. In fact, I think they are obviously dependent, in some fashion, on such beliefs. For instance, it wouldn't be true of Middle Earth that elves can sail west on the "straight path" except that Tolkien imagined this to be so, and wrote it down.
Yeah, that's what I said. The laws of physics within any fictional world are going to depend (to some degree) on the person who created that world. In D&D (at least in 2E, though seemingly less so in 4E), the author is the DM and not the players.
 

You make 4e sound decidedly unique and wonderful, and possibly even irreplaceable, there. ;)

While 4e is, of course, unique (and is not unique in that, at all), and may seem exceptional when you consider only the set of RPGs bearing the D&D nameplate, not /everything/ (not every detail) that made it so is really needed to make a good game. At least, not each in that particular form. If a game is functional, balanced (ie gives players many meaningful & viable choices), and clearly presented, it can be pretty good. It needn't copy AEDU, any consistent balanceable class structure could do as well. It needn't have minions, any playable mechanism for modeling 'lesser foes,' might do as well, and so forth.

Oh, I don't think it has to be exactly the way it is. I'm sure it could be better. Some of the ways it could be better, conjecturally, might be perceived as 'more like earlier editions'. I can even give examples:

1. Why does 4e have 30 levels? I think there was an initial concept that heroic and paragon would be "what people play", the levels equivalent to levels 1-20 in say AD&D where by level 20 you can mess a bit with the weaker divine beings. Then apparently they were dedicated to fleshing out 'epic play' as a kind of new thing and levels 21-30 appeared. The end result was a game with 10 more levels than classic D&D, but covering pretty much the same ground in the final analysis. I think those extra 10 levels were a mistake, make the game 20 levels total, or 21, with 19-21 being 'epic', and 1-20 containing the material currently in most of the existing 30 levels. More like old D&D and better all around.

2. Why didn't they make a power that corresponded with pretty much every spell in the old spell lists (at least say the 1e PHB, with perhaps a few of the less interesting ones thrown out if you must). I never understood the deliberate moving away from existing familiar time-worn elements like that which seemed to have little purpose, except it raised the hackles of a lot of people.

3. Why not have had schools of magic lifted right out of 2e from day one? There are other ways that implement mastery-like stuff could still be included, like feats or just wrapped up in the implement type rules themselves. Again, what was the purpose of the loss of familiarity?

4. Why the new pantheon? Its fine, but they could have just used a subset of the WoG 'default' previous editions pantheon, and they could have included some better priest spheres while they were at it. Yet again, its more familiar.

5. Though I personally really like the mix of classes in PHB1 they could have put the bard and the druid in there on day one. Yes, the warlord and the warlock would have had to wait for PHB2, and the warlord is awesome, but it would still be just as awesome released a few months later. The warlock OTOH was kinda half-baked to start with anyway, it would have benefited from a few more months of work.

I'm sure there were reasons for all these things and others, but plenty of things could have been 'more like the old days' and not really impacted the game as a whole that much. There could have been a more abstract alternate combat system too. I wouldn't use it, but it would assuage the chapped feelings of a whole bunch of players.
 

I'm trying to follow along. Are you saying that none of the natural laws are known, until a PC checks them?
Known to whom? And checked by whom?

Here is an example of the sort of thing [MENTION=27160]Balesir[/MENTION] has in mind:

Player, in the voice of his PC: I wonder if I can internalise all the chaos energy emanating from this dead firedrake so as to turn this jewelled but otherwise mundane horn into a magical Fire Horn?

GM: How are you proposing to do that?

Player: I'll leap atop the body of the dragon, and then cast Cyclonic Vortex to suck in all the chaos energy!

GM: OK, make an Arcana check against DC [whatever is level-appropriate]. Add +2 for expending an encounter power.

Player: I succeed!

GM: OK, as you stand atop the dead dragon, the spiralling winds of your Cyclonic Vortex draw in the ambient energy, and concentrate it about your person. As you focus intently on the horn in your hand, you feel the energy permeating it, transforming it into a Fire Horn. Also, you see some flying creatures approaching you from the distant mountains. Their wings look like bats - but they are so far from you (though closing fast) that if they are bats, they must be giant bats!

Table, in chorus: I guess we just learned two things about the natural and magical laws of this fantasy world: (1) it is possible to use ambient chaos energy to turn mundane items into magical ones; (2) when you do so, you run the risk of drawing the attention of other chaos beings, who can sense your magical doings.​

I think Balesir was also suggesting the possibility of being a bit more systematic about it (eg the next time this is attempted, the DC might be lower, or it might work even if the mundane item is not bejewelled) so that we gradually establish, via play, a tighter and clearer set of patterns as to what is and is not possible.

In either case, not only are you handing narrative power over to the players (!), but you're tying that power directly into the skill check of the characters! If the player wants it to be possible to channel firedrake essence into a ring, then that theory works because the character knows a lot about magic. My character knows a lot about magic, therefore he knows that my theory is true.
Two things.

First, you are deploying a particular theory of character building which is not the only one. For instance, when a player builds a PC with a high Arcana score, it may not be that s/he is simply authoring a certain sort of person in the shared fiction. It might also be that s/he is establishing a "play position" from which s/he is going to be able to exert more influence over the direction of the game when magic is involved then s/he would if the Arcana skill were weaker.

Second, someone has to decide what it is that is known by a character who knows a lot about magic. Why should it not be the player? ("Say yes".) Or the dice? Or some interaction between the two (which is what [MENTION=27160]Balesir[/MENTION] is suggesting)?

I mean, even if you did want players to have some narrative control over the setting, it just seems like a bad idea to tie that into skill checks. Since narrative control is a player resource, you probably want to share that equally, rather than saying that stronger character in-game also has more power across the meta-game.
You may have noticed that one recurring thing that people who like 4e like about it is the relative balance across the various PC build options. So there typically is no clearly stronger character in-game.

There are two design reasons I know of for connecting player authority over the fiction to aspects of PC build. The first I already mentioned in this post: by building a PC with strong Arcana skill I am guaranteeing that when magical affairs are afoot, my PC will be the one who is on top of them - whether that is me declaring novel actions (like the chaos energies example) or me responding to a situation that the GM has put in front of me (eg opening or closing a magical portal).

The second is that it makes the integration between framing, action declaration and resolution, and the fiction, smoother. I'll give an example that involves the Burning Wheel Circles mechanic (this is a "skill" that PCs have in BW, which allows them to make contact with helpful NPCs - the player makes the action declaration, and characterises the sort of NPC s/he wants to meet, based on elements of background that automatically become established as part of the PC generation process in that system).

In my BW game so far there have been two Circles checks in five sessions.

The second was (almost) pure metagame: the PCs were shipwrecked, floating in the ocean on rafts made of bits of the wreckage of their ship, and the player of the elven princess made a Circles check to see if a friendly elven sea captain came sailing by to rescue them. Given the relative improbability of such an event the DC was high, but the character has a very strong Circles ability, and the check was successful.

One part of the check was not metagame, though: the wizard PC turned himself into a falcon, and flew high and far looking for ships. This obviously makes it more likely that any elven sea captain in the area might find the PCs, and so I gave the player of the princess a bonus die on her check. This is the standard mechanic,in BW, for resolving checks made with an advantage, and the fact that Circles is mechanically handled in the same way meant that factoring in the advantage was very easy.

The first check was not pure metagame, though. The PCs were in the town of Hardby, down on their luck and looking for work, and so the wizard (who is a member of a sorcerous cabal) decided to reach out to Jabal, another member of that cabal, to see if Jabal had any work to offer. The check was a failure, and so an offer of work from Jabal was not forthcoming - rather, he sent a thug to run the PCs out of town.

In this case, the Circles mechanic is working basically the same as a Streetwise check, with the one exception being that the player is also free to establish the existence, in the fiction, of the NPC with whom the PC wants to connect. If you separated the metagame from the ingame aspect, then you have to (i) have the player spend a "plot point" to establish that Jabal exists, then (ii) have the player make a Streetwise (or similar) check to connect with Jabal. Which is mechanically clunkier, makes it harder to narrate interesting failures (eg perhaps Jabal doesn't really exist at all, but is just a rumour propagated by someone else to take advantage of unsuspecting junior cabal members), and reduces the sense of continuous engagement with the fiction which arises when the player just declares: "I reach out to Jabal of the cabal - what's the difficulty for the Circles check?"

As opposed to my (much more traditional) method, where that action either is or is not possible
This is a misdescription, which again is the result of a category confusion.

In the gameworld it either is or is not possible -but that is equally so in any of the approaches that I, Balesir and others have described. But that fact of possibility has to be authored by someone. And if it is not to be authored by the player, or by the dice, then it will be authored by the GM. So what you are advocating for, in the real world of game play, is that the player's desired feat of magic either is or is not permitted by the GM, based on the GM's preferences as to how the game should unfold.

Illusionist GMing is all about obscuring the occurrence, the circumstances and the motivations of these GM decisions. The sort of transparent GMing that several in this thread have connected to 4e is about making these decisions overt. So if the GM says "no", this is made clear - and the GM, presumably, offers some reason for vetoing the attempted move by the player - rather than hidden behind obscure mutterings and concealed dice rolls related to uncertain rules (like eg [MENTION=6696971]Manbearcat[/MENTION]'s wilderness shelter table that he mentioned upthread).
 

That's more like a fairy tale than a fantasy world. I guess there might be some people who are into that, but it's not something that D&D has ever tried to do. None of the established settings work that way. That's not to say you couldn't do that in D&D, but there's no reason to expect that anyone would, or that it would reflect the experiences of anyone who has played D&D in the past.

What makes you say none of them work like that? I know of nothing in any of the published material for any of the TSR settings which would preclude any of them from being totally magical worlds in which every element of the world is driven entirely by some supernatural means. In fact I'd say that, while it isn't stated to be so, it is often implied in some fashion. There are vast numbers of creatures in D&D who's origin is EXACTLY what Tony Vargas was describing. This isn't surprising as they come from folklore, at least by inspiration, and folk beliefs of past centuries are pretty much "everything is some sort of magic!"

Pookas spoil the milk, goblins break and rot things, the goddess makes the plants grow, the rain comes from the storm god, etc etc etc. These were real and entirely sincerely held beliefs even 300 years ago in most of the world. There's no reason AT ALL to believe that most fantasy settings, largely drawn out of myths, legends, and folklore and replete with ancient ideas of cosmology and theology aren't intended to represent that sort of world. I always sure thought they were.

Now, of course we all go with the sort of "things work like in the real world unless they don't" rule because its the only way to make a game that actually works, but that doesn't mean that quantum mechanics or even Newtonian Mechanics works on Oerth! Not even chemistry works there!
 

A fair bit (ok almost all of it) of your commentary leaves me wondering just how much you have actually GMed AD&D. Your version of content generation and how play procedures manifest during noncombat resolution (and the feel those procedures engender at the table) doesn't remotely comport with my own. Take the above scenario, for instance. I ran a large amount of wilderness exploration in AD&D (well, in all versions of the game to be honest), so this situation was one that I was very familiar with.
I started playing with AD&D, and learned from someone who ran AD&D almost exclusively, but I didn't actually start DMing until 3E.

In any case, I am given to understand that all tables are there as a resource if you need them. Just as you can detail and place encounters and treasure parcels manually, or roll randomly for each one, a table which governing the availability of shelter in the wilderness would only be called for if the DM was uncertain if such a thing would be available (or whether the PCs would be able to find it).

Even if the DM doesn't have the details specified, you still need to know in a general sense whether the table is even applicable. You need to know whether trolls exist in this region, for example, before you let one show up in a random encounter. You need to know that there are or are-not some number of caves out there, before the PCs randomly stumble into one.
 

In the gameworld it either is or is not possible -but that is equally so in any of the approaches that I, Balesir and others have described. But that fact of possibility has to be authored by someone. And if it is not to be authored by the player, or by the dice, then it will be authored by the GM. So what you are advocating for, in the real world of game play, is that the player's desired feat of magic either is or is not permitted by the GM, based on the GM's preferences as to how the game should unfold.
Yes. That's what I've said, two or three times now. The DM creates the world and all of its laws, and the players explore that world through their characters.

As a player, I absolutely do not want any sort of authorship powers beyond the natural abilities of my character. If 4E includes such a thing, then that is on my list of least-favorite things about 4E. Any game which makes provision for players to influence the game play, after the game has started, and beyond the capabilities of the PC, is a game which I do not wish to play.
 

Into the Woods

Remove ads

Top