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D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


1) In 3.x, failing a check by more than five points causes you to ruin half of the raw materials. You'd eventually run out of raw materials (or money to buy raw materials) if you keep failing.
Sure, but again, if you want to run an SC because its important then each failure could result in requiring more materials, its a perfectly adequate system. And still, if the stakes aren't even high enough to call this any sort of conflict do I really care if the character spent 25gp or 50gp on their boat? If you want to run a boat building business sim of course you might care, but I don't think any version of D&D is good for that, and AGAIN why would you run it on a single check of a single skill with a single DC, it just isn't engaging enough.

2) The DC of a check corresponds to the difficulty of a task in-game. Sometimes, the task might be harder than the character realizes, so you give up after the first attempt when your things go better-than-expected and yet you still fail to make significant progress. In general, though, I don't know if they ever address whether the DM is supposed to reveal the DC of a task. PCs do know how good they are at a task, though, so their estimates of success are unlikely to be too far off from their reality.

The difference is between the PLAYER and the CHARACTER knowing the DC. The player almost certainly knows what the DC is and if he wants to meta-game can decide not to build the boat, but the character, assuming he's not experienced at boat building may well not have a very good sense of whether or not he can accomplish the task, or at least just how likely it is he can say build a boat cheaper than buying one, or build one that actually functions as a boat. I'm just still not seeing why its important to gauge all this stuff if its not a conflict. Let the player build his boat and be pleased, its not a giant accomplishment you're depriving him of if you give him something he just has to roll a fixed DC to get without any strategy or planning or interesting action or even really significant color being involved.

Maybe its just because I'm getting old, but my gaming these years seeks for EFFICIENCY. I don't want to waste time on checks for things that don't really matter.
 

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It might not be a challenge, but it's still a task with an uncertain outcome. It's probably a bad example, though, because it's not something that the system is designed to handle.

Maybe my issue with Skill Challenges is just that they're too abstract? Regardless of how you go about trying to save the kids, it will always take the designated number of successes before three failures. It doesn't matter what you do exactly, because any step will either be a success or a failure. You can't hit on some brilliant plan that bypasses the whole thing in one shot, and you can't make a single mistake so devastating that you fail the whole thing outright. In a lot of ways, it doesn't matter what action you try (in terms of the narrative), because the only thing that matters is whether you succeed at the designated-relevant skill check.

At least, that's how it played out for me. It felt like there was no incentive to even try and come up with a good plan, since the execution was going to come down to the dice regardless. Just put in the minimum effort required to be allowed to make the check.

You'd be feeling sadly thwarted in my games then because I insist on a narrative description of what the character is doing, and I ALWAYS supply a plot for my SCs, unless they're really very trivial ones that are mostly meant to showcase a character or provide atmosphere. The point is 'the minimum you can do to get to make a check' is substantial, you have to explain to me how you are advancing the situation towards your goal. Nor do I allow the players to say things like "I make a Diplomacy check", though my players and I are very familiar with our mutual play, so they often KNOW what mechanics are going to be required (and I certainly don't advocate fooling the players). Still, the emphasis is always on the narrative, so if a player wants to steer things in accordance with a plan that cleverly relies on his party's stronger skills, he's got to actually have the plan. Its not enough to just say "I keep trying to negotiate with the orcs" and rolling more Diplomacy checks because I'll keep asking you what the heck you are actually saying to them! The game won't move forward at all until I get an answer, except maybe I'll decide the orcs get hungry and try to have you for lunch.
 

Illusionism can include the 'fudging' of anything, including maps. That's different from 'fudging a map IS Illusionism'.

I think it could be irrelevant. In that case the social contract of the table seems to be intact IMHO and I don't think it really matters what we call it. If the fudging has some minor effect that has no plot consequence, then again it seems like it isn't worth arguing about what its called. Its when the DM is railroading the players by juggling numbers, plot elements, maps, whatever and the players aren't in on it, then its Illusionism. I think this coincides pretty much with [MENTION=6696971]Manbearcat[/MENTION]'s definition and [MENTION=42582]pemerton[/MENTION]'s definition, though we all seem to have very slightly different ways of saying basically the same thing.

I think there is a fairly uniform understanding on what illusionism is and what it is not. After reading several people basically saying the exact same things (myself included) with slightly varying nuance and caveats (for clarity), I'm not sure how someone can conclude that it is an incoherent concept or that there isn't really a consensus.

[MENTION=6696971]Manbearcat[/MENTION] wrote about illusionism for Story Now! gaming, but I think this brings to mind a better example still of how that could happen. Suppose a character is faced with a choice to either save a loved one and let a village be destroyed, or save the village and lose the loved one (just to pick an example at random...). If the player has the character choose the village, but it turns out afterwards that the loved one survived anyway, that's a form of Nar illusionism, I think. The hard, emotional choice was never really a hard choice, or an emotional one. It was merely a matter of which the GM had decided was "right" and which "wrong" (assuming that choosing to save the loved one would have meant the villagers got splatted). That might be OK for some sort of pseudo-tactical morality play, but it's not really about the characters' hard choices.

Like the example I mentioned above, this is definitely a good example of illusionism in Story Now play. However, as I pointed out in my prior post, while I've never done (nor would I), and I've never actually witnessed someone run a Story Now game besides myself, the play procedures and GMing best practices are so transparent in Story Now engines that this sort of thing would come off as subtle as a bull in a china shop. The "perpetrator" wouldn't be GMing for long.

Definitely a different deal than...

And, going back for a minute to my last post, here we have Edwards' third "agenda" - Gamism. The players are looking to make decisions that are tactically meaningful in the sense that they determine success or failure. "Illusionism" here means having choices that look like they should affect success chances, but don't really.

...this example here. For even average GMs who are familiar with the techniques, running an illusionism-driven game in AD&D (2e specifically), while brutally unsatisfying (imo), is like stealing candy from a baby. Only with very canny, perceptive, and illusionism-disgruntled players would it not work out.

As an aside, I always found D&D to be a really awkward Gamist vehicle - even though I have found ways to pursue what [MENTION=42582]pemerton[/MENTION] calls "lite gamism" - because the only real "loss condition" implicit in the system is character death. If you want a long-running game with character development and hardcore gamist agenda, you really need loss conditions that keep characters alive (but beaten). 13th Age has the start of an interesting idea for this in its "campaign losses".

<snip>

This was such a good post I just wanted to quote part of it again. A real moment of expanded understanding as I read it - thanks!

Agreed * 2! TwoSix's post was excellent.
 

I just want to build a boat.

<snip>

There is zero narrative weight associated with this action.

Your answer is to frame it based on its place in the story, as a Skill Challenge, which is what I expected.

<snip>

If you could tell me that I'm wrong on that point, and that the DM isn't expected to make narrative complications in a Skill Challenge just for the sake of drama, then I would welcome that news.

I think we cut to the heart of the matter. Several folks have answered your inquiry already but I'll go ahead and throw some words together out of courtesy.

4e is a game of conflict and escalation. When Wyatt (or whomever it was) wrote the (unfortunately) incendiary "...skip the guards and get to the fun", what he was doing was using a D&Dized version of Vincent Baker's indie axiom "at every moment, drive play towards conflict." There is no conflict in a benign conversation with guards. Move the game along to the action, to the strife, to the conflict (that the PCs care about). See [MENTION=205]TwoSix[/MENTION]'s great post upthread, framing design conceits and juxtaposing a focus on color vs conflict.

Related to your post above, 4e GMed correctly is nothing but narrative weight. So whether you're building, manning, or repairing a water-faring vessel, the vessel itself isn't the point. It is precisely the narrative weight that the building, manning, or repairing is load-bearing in the moment and its imminent role to play in the stakes of the conflict.

My last 4e game featured a healthy dose of sea-faring adventure in the heroic tier of play. One particular complexity 5 skill challenge, featured a maritime conflict whereby the PCs were hunting down two corrupt naval captains and one admiral in order to clear a PC's name (Mariner themed PC who was a dishonorably discharged former naval officer). It featured several nested naval combat skill challenges. On two separate occasions during that SC, their ship was damaged (one from combat and one from an encounter with a rogue wave). The three PCs split into three separate roles; Captain, Engineer, Laborer. They performed a Group Check. If two of the three passed, it was a Primary Skill success...with failure, obviously, being the inverse.

Lastly, I think there may be an answer to this design paradigm in 4e that rankles your sim-shipwright feathers (but probably not). It seems like you just want to create an asset? Is that correct? In 4e, this would be handled via the magic item economy. The aforementioned PCs' ship was an asset but we hand-waved its modification (it was originally...confiscated...ok, they stole it from the corrupt navy...so they didn't build it). Basically like the transition scene montages in "The A-Team" where they build/modify vehicles for the showdown to come (which is very relevant pulp source material for 4e, just like Indiana Jones, X-Men/Avengers, Die Hard, and Diablo). They spent some of their collective group magic item value to trick out the ship with properties/encounter powers (using alternate advancement items as templates). If you wanted to make building a ship or modding it an actual skill challenge, you could certainly do so. It just likely wouldn't be terribly satisfying as the construct and its GMing principles are premised upon creating conflict-charged scenes basically run through Freytag's Dramatic Arc/Structure.




As an aside, there is a large cross-section of people that consider "proper D&D" to be three things mashed together:

1) Fantasy Effing Vietnam meets Conan/Swords and Sorcery genre mash-up

2) A pseudo-process simulator of 1.

3) An asymmetrical puzzle game to be solved; see "Portal."

If you consider "proper D&D" to be those 3 things, you will be brutally unhappy with D&D 4e. And if you try to GM D&D 4e with those 3 things serving as a fulcrum, you will inevitably GM it horribly, have a frustrating experience, and surely pass those frustrations on to your players.
 


The point is 'the minimum you can do to get to make a check' is substantial, you have to explain to me how you are advancing the situation towards your goal.
It's still pure Illusionism, though. No matter what the player tries to do, it's going to require a level-appropriate check in order to resolve. Between four and twelve of them, in fact. The conflict must progress in a way that is challenging. That's just how the system is set up.
 

The difference is between the PLAYER and the CHARACTER knowing the DC. The player almost certainly knows what the DC is and if he wants to meta-game can decide not to build the boat, but the character, assuming he's not experienced at boat building may well not have a very good sense of whether or not he can accomplish the task, or at least just how likely it is he can say build a boat cheaper than buying one, or build one that actually functions as a boat.
Like I said, they don't really give guidelines. I usually go with the idea that characters can get pretty close to figuring out the DC of a check, before they try. Just like, in real life, I can guess about my chance of successfully building a boat.
I'm just still not seeing why its important to gauge all this stuff if its not a conflict.
I don't see why conflict is important. Conflict is bad. Conflict is a potential point of failure. Conflict is something to be avoided wherever possible.
 

Sadras

Legend
Short or long rests?

I ask because short rests were genuinely short, and neither were exactly new ideas.

I agree with all you said. I guess in 4e I was more conscious of the fact that because short rests refreshed Encounter Powers, something which was new to me - so I as DM saw the same special moves being done over and over during combat. I don't know if you can relate, but it felt same old same old and the fact that short rests were short compounded the matter for me.

Thankfully, I didn't get to experience the WoCLW in 3e.
 

Sadras

Legend
2) the players are expected to make informed strategic decisions at a high level of resolution with respect to the map (eg climb up the ladder vs go through this trap door based on spatial, temporal and sensory context)

Do you mean that I have explained each corridor in detail or that they are distinct? If I am following a map of the ToEE then going left or right can make quite a difference - in terms of alliances made, enemies fought, further options to investigate, treasure found, information obtained, prisoners freed...etc
I don't require high level resolution for that decision to be important. Furthermore what do you mean by informed? Again in ToEE the PCs take a decision to investigate a corner or everything left so as to mark off that they have investigated the left side of the map - that to me is strategic decision on their part - they do not need to be more informed!

4) the GM is the medium by which spatial, temporal, sensory information, and their context/relation, is conveyed to the players so they can properly orient themselves and then make those impactful, strategic decisions

If not the DM who/what else? I can only think of a map that is laid out in front of them.

However, assuming all of the above is true, I would say that something such as overtly fudging a map is "GM without a job" rather than force...because what the hell player is going to stick around after that brash violation of the rules/social contract? It would only be done covertly if it is going to be done.

I'm might have missed a step how you got to this scenario. Illusionism would mean that everything is done covertly - whether it be on a die roll, a map or adjusting hit points of monsters during combat.
 

JamesonCourage

Adventurer
Seems there's no
tag, please excuse this space-consuming layout.
In the future, you can use this spoiler tag: [sblock]Enter text[/sblock]
You just "[ sblock] enter text [/sblock]" and it should work for you :)

I think what appealed to me most about 4e is that, for me, it was very much about providing process, but not limitations. There were really relatively few straight up limitations that weren't attempts to make workable mechanics. A dwarf can be a wizard, and swing an axe.
Right. They've just eliminated nearly all forms of magic and races (and left you with Wizard and dwarf). Now, 4e when I've played it has had a very respectable number of options as far as races and classes and backgrounds go. So I'm not complaining there. I'm just pointing out that rules, by their very nature, limit things about the game. So, if rules in my hypothetical Epic-level RPG limit things... well, that's what they're meant to do. So my reaction to that is... okay? Working as intended.
Sure, ALL games set up a basic structure of limitations, but 4e did it as little as possible, very consciously. To the point where the places it failed to do it were irritatingly apparent, like swordmages being limited to swords, why can't I be an axemage? There's no actual real REASON beyond 'flavor' for that, if you remove that rule no breakdown of game balance or anything else happens. Things like all classes falling into an AEDU structure are in the same category, simple and coherent and thus enabling. When I DO want to inevitably go beyond what was in the book its very very simple and easy to do that. If a player had a good narrative reason why his fighter could cast Fireball as a level 5 daily, its dirt simple to make it happen, and it isn't having some impact on the relative strengths of the characters, he gave up 'Come and Get It' for the privilege and the game thinks that's probably a reasonable trade off.
A couple of things. First, I agree that taking Fireball or whatever would be fine instead, and shouldn't probably cost a feat (though some combinations definitely might be overpowered... there are, after all, thousands of powers).

Second, your point on limiting things for flavor (like swords and Swordmages) is exactly what rules are often used to do: that's why you have Wizards that work the way they do (Vancian casting) and Bladesingers that use swords (elven sword mage guys) and so on. Rules are specifically made to give certain people (like Swordmages) certain abilities for a certain flavor of game.

Expanding on my second point, this is exactly what I was pointing out about my hypothetical Epic-level RPG. Yes, my institution of rules would limit the narrative. As all rules do. Most likely for flavor reasons. As rules in RPGS are commonly used. Your reaction seems to be "but that's limiting." Again, my reaction to that is... okay. Working as intended.
The rules are silent on this. They simply tell you what the mechanics are and provide flavor text. If the monk's 'hammer' is mechanically a club then no rules have even been referenced, let alone had a say, IMHO.
Not in my opinion (since they have rules for hammers). But, it's not like I stopped the player from doing it. I'm okay with doing it, so it's kind of moot, for the most part, in my 4e game. (Again, though, this is me, as a GM, with the power to change things, not the player.)
I believe it does take 24 hours, yes. That seems OK with me. Especially given that it is a feature of an ED and not a power or even a feat it seems like it should be more open to interpretation though.
I don't like "open to interpretation" rules when they're pretty well spelled out. I imagine it is actually "walking" and it is fairly explicitly 24 hours. But yeah, I could see me houseruling it, too, if I wanted to. Hell, I houserule my own RPG from time to time (none of this or that allowed in this campaign).
Yeah, I think most everyone nowadays that comments on 4e is of the opinion that Page 42 should have been located in the PHB. Nothing is perfect. I suspect every edition has had some sort of similar 'duh!' sort of element.
Almost certainly, yep. But again, if nothing else, page 42 was still awesomely useful for me, as the GM.
Yes, athletics has a formula for the DC equated to different jumps. Obviously if you were to drastically rebase Athletics then you'd have to probably add some sort of non-linearity to that.
This is the "changing the rules" but I kinda implied when it came to jumping to the moon being impossible.
Generally the game DOES have a 'base'. Various materials are consistently indicated to be associated with various levels and thus DCs, as are certain terrain elements. Falling damage also helps to scale things concretely. Still, the system is very straightforward and everything works on the basis of consistent DCs, so rescaling isn't that hard. It may not be any harder in 3.x in theory either, except 3.x has this large array of little subsystems and modifier tables and such that all have to be addressed. 4e has a LOT less of that.
That feels like a lot less support for me when I'm playing (instead of GMing). I have to rely on my GM, table to table, to translate what I can do and how hard it is for me to do. That's a terrible feeling for me, as a player. That pulls me out of immersion constantly, since I have to stop often to assess if I think something is possible, then how hard it is (immersion retained so far), then I have to think if the GM would think it's possible and how hard they think it is, and then I have to determine if I want to go through with asking about it, just going for it, or trying to make a case for what I think. And it's all of those last steps that pull me out of immersion, and they pop up often in broadly vague systems, in my experience. (For others, looking things up in the book will pull them out of immersion. It goes both ways.)
I tend to favor simplicity and then I'm always free to have some kind of loose system for something if I want. 4e for instance has personality traits and quirks for NPCs, they just don't have any mechanical significance attached to them. Obviously they COULD impact modifiers in some cases, but they are primarily narrative tools, as are PC backgrounds for the most part. Its also a question of setting independence. In my own 4e hack I can add in these sorts of things if I want and they might mesh well with my setting, but while 4e espouses 'PoL' as a CONCEPT, it makes very few assumptions in its mechanics. In fact there is a profound LACK of mechanics impacting these sorts of story considerations in 4e. I liked that myself.
It's a hard mix. I have some NPC traits that aren't mechanical, so I get the value. But at the same time, the more that's in the hands of the player, the more empowered they are to make decisions. So, if you have a skill that allows them to fish up personality traits of NPCs (like my system does), it gives insight into how to interact with that character (how to push buttons, what you need to bribe them, etc.).
13a of course really took this to even another level, but they also had to tie it much more into the assumptions of their campaign world. Its kind of a trade-off. 4e walked the line pretty well. Honestly earlier editions didn't do terribly badly here either. They had more of an assumption of a medieval type of society built in, but it was never really too hard to override that, except in equipment choices where players tend to resist being restricted.
I want my D&D to be in a "medieval type of society" setting anyway. There was a huge turn off moment for me and 13a when I heard of someone's OUT being a jetpack. But, I also despised the idea of Eberron mainly for the dinosaurs and noir and trains. And anything with steampunk elements (sorry EN World publishing).

But yeah, it's all preference, there. One of my players once joked about making a guy with a magical ring that made force green objects and TK-moved things and was worthless against yellow things. It's possible within my system, and just knowing that kinda made a deep feeling of regret bubble up inside of me for the briefest of instants. But it's okay; I don't have to use my game that way, even if it's possible. Everyone likes different setting conceits, and everyone likes different amounts of player involvement in making the setting. And that's cool with me (see my sig).
 

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