JamesonCourage
Adventurer
Not to be NEEDLESSLY snarky, but ARE we just going to CAP things now, since it's MORE convincing that way?No, it IS in a club by itself when it comes to clarity of the skill system, certainly for D&D.
In other words: /disagree
Wow. I really, really disagree with your take on the 4e skill system. I don't think there's one designated way to calculate DC. I think there is some minor overlap in skills around the edges. I don't think there are very many modifiers spelled out. I don't think there are very many skill uses spelled out.Its quite precise when it comes to doing things 'in action'. There's a specific skill which is almost always clearly indicated which will apply, a designated way to calculate a DC, and modifiers which indicate the most likely adjustments to that DC, plus precise rules for things like conditions and effects which would likely supply other modifiers, assistance from others, etc. You could generate longer lists of modifiers, but don't be fooled into thinking that's 'more precise', its just longer. You might end up with a slightly different modifier with a longer list, but either way you'll definitely have a modifier that is supported and could be agreed by most people reading the same situation.
I think 4e skills are broad and vague. And I think I've used them to good effect while GMing. They don't fit my personal preference, but I'm not arguing they're bad design.
Which is kinda incoherent to my style. Combat is far from the thing that is most important to me. In my non-4e campaign, combat takes up about 10% of our table time. Last session (about 7 hours of play), there was no combat. The session before that, we had a mass combat (multiple forces attacking a city wall over a couple of days) that lasted nearly the entire session. Over the previous two sessions (about 14 hours of play), we had one combat.I see the most cost-effective path as a system that has a relatively small number of rules that apply broadly and gets on with the action rather than focusing on lots of steps and process. If it is clever, and 4e is, then it pretty much just works and adding more specificity would gain you very little. Where it is of high value, combat, 4e goes whole hog and gives you as much as you can handle.
Like I pointed out, the action in 4e is already constrained. You can't jump to the moon. There are rules for jumping. You use those rules.Those rules should be general enough and non-specific enough that they can be applied flexibly to extrapolate them to a wide variety of situations that have never been anticipated at all. This is where I lose you because I don't see how detailed lists of modifiers for every kind of situation can exist unless you already anticipated that situation. It thus seems inevitable to me that the action will be constrained one way or another to that set of things.
The rules in any game is trying to model a certain type of feel, and 4e (and my hypothetical epic RPG) are no exception to this. Rules set limitations.
It might always work the same way in your game, sure. But if I go into another GM's game, and he thinks I need to be Paragon to do this at a Moderate DC, instead of Hard in your Heroic game, that makes a difference. The rules don't provide a very strong structure here for the player to rely on. They are subject to the GM's interpretation of when skill checks are possible, and how hard those possible tasks might be.But again, IMHO 'codification', in the sense of giving long lists of procedures, modifiers, etc isn't the only way to be 'complete'. That's how I see it. 4e's Nature skill isn't 'incomplete' because it doesn't have a huge long list of every application anyone could think of. Its COMPLETE because its VERY CLEAR that you are going to use Nature, the rules always tell you when that's the skill to use, and it always works pretty much the same way.
I meant "backstory" as in setting established prior to play, not PC history before play starts. Like, setting stuff; if the PCs make a "right vs left" decision, and it's been set in notes what is right and what is left, then I value sticking to those notes and honoring their decision, no matter how (un)informed that decision might be.I think I lost the thread a bit here, but backstory has been quite strong for us in 4e. In fact much more so than in previous days. 1e was especially dry in my experience. 2e not quite so much as often you kinda had to knit its crazy borked mechanics together with SOMETHING, but 4e backstory has been gold. I've had 2 players write 1000's of words on their characters backstory, and it was GOOD!
I do want to note that it was really easy to get moderately strong PC backstories (in the sense that you meant it) for my 4e campaign. I do think the rules and base game setting lend themselves to this. That is to 4e's credit.