D&D 4E 4e and reality

Yeah... No kidding... Like, melee basic attack shouldn't be "reusable" because I mean, like, once I use it, they are wise to me using it on them. MBA should be an encounter power, right?

We should have a unique power for each round of combat.

No.

Using your logic, what if I fight the same guy in two encounters? Does the trip encounter power I used in the first encounter not work because the opponent is "wise to my trick"?

Sure I actually agree with this but for the sake of the game WOTC didn't bother with this. Keep in mind that D&D is a game that is meant to be "played" and having to keep track of all your opponents would be a headache.

More importantly, the scenarios where this might occur are LESS common than the Trip-monkey syndrome.

Personally, the Trip-monkey syndrome always reminded me as a videogame mechanic. Specifically, the old school videogames where the AI was locked into a routine and would keep repeating the same option or falling for the same move (in classic SF II, for example, it was quite possible to win games against the computer by simply repeating hadoukens as the AI at times would simply walk into it....nowadays this wouldn't work AT ALL and any game that is not a throwback like say the recent Megaman games, such an AI would automatically cause people to lower their opinion of the game)

As for MBA, those are different in that it is assumed that you are not swinging your sword the EXACT same way
 

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First let me say that...no I have never played Dogs so comments related to that are based on what has been said here. Second I caught up on the page and a half that I missed over the weekend after I posted the previous reply that I had mostly finished. Third, on the previous page Alex319 did a much better job of explaining the debate here.

Cool. You should try Dogs in the Vineyard some time. It's really a great game. If you can get past the whole "paladins in the wild west" setting, it's really quite brilliant.

In both Dogs (as I understand it) and in 4e the fiction is "I swing my sword at x target(s)". There is no difference between the systems in that regard. I'm using "abstract" the same way you're using "fortune-in-the-middle" vs. "fortune-at-the-end". I would also use this method to describe the change from 3e -> 4e between "full attack" where you roll multiple times (still with each attack being "fortune-at-the-end") vs. the 4e method where you just roll once and your (higher level) power does more damage. One goal of 4e (of the many) was a simplified/streamlined combat system (in comparison to 3e). There were many causalities of this process (full attack among them). A "fortune-in-the-middle" mechanic (if such a mechanic had existed in 3/3.5e) would also have been on the editing room floor.

Sure.

The other reason that "level of abstraction" is appropriate to this situation is that your basic premise is that "I Twin Strike the orc" (mechanic) is not the same as "I swing both my swords at the orc" (fiction).

You're right. It definitely isn't the same.

I would argue that your premise ignores this stated goal of 4e (combat simplification) and that the two statements ARE in fact INTENDED TO BE the same exact thing. This however, apparently rubs you the wrong way for taste reasons (grabbing a swarm and skill usage aside for the moment...as I have said repeatedly - I personally am not arguing against the fiction requirements of skill usage).

I don't think they're intended to be the same thing. That's why there is "flavor text" underneath the power - to showcase what that power means in the fiction.

For example, Magic Missile is: You launch a silvery bolt of force at an enemy.

That's the fictional aspect of this power.

Just like, "I use Nature skill" isn't intended to be the same as, "Well, I forage in this grove for some berries and fruits."

4E's combat mechanics are certainly much more divorced from the fiction. I agree.

I'm not sure here what you're trying to protest about. Is it the fact that you shouldn't be able to grab creatures that are much larger than you (in which case the swarm keyword has nothing to do with your position),


Yeah, but the Grab attack does. ;) Read it.



OR are you trying to say that JUST swarms in general can't be grabbed (remembering that swarms being treated as a single creature is in and of itself an abstraction)


I never said that. I said in some cases the DM might rule that a swarm can't be grabbed.



That said, there are only two things that matter to me about this:

1) There is a build of fighter that relies on grabs in order to function correctly (mechanically).

Not really. The build basically only gives the fighter a bonus to Grab attacks and some grab powers, which all fighters have access to. It's already been stated by CS that these powers follow the same rules as Grab (whether you want to use this ruling is up to the DM of course).

2) If you're going to make it so you're limited to only grabbing Large and smaller size creatures then the players should know this before they build their PCs.

The players should know this already: it's in the rules of the game.

Target: You can attempt to grab a creature that is smaller than you, the same size category as you, or one category larger than you. The creature must be within your melee reach (don’t count extra reach from a weapon).


I'd also expect them to follow the rules that they can't be stretch armstrong either (i.e. they must be within your melee reach).

However, if the fiction deemed it necessary to break one of these rules, then I'd happily break it.

Beyond those 2 points it's all house rule territory and what do in your game doesn't matter to me. If I was sitting at your table I'd expect to either have the rules work as written OR be told ahead of time that you use a house rule regarding the Brawler build Fighter as part of the social contract. The rules have never been about corner cases like this. They are to ensure that when the players sit down they know what to expect (within reason).

Actually, the rules were designed with corner cases in mind. Specific beats general, remember?

Secondly, the Brawler Fighter must follow the same rules as Grab. This has been established already. So, there wouldn't be any house rules here.

Allowing powers that allow you to "grab the target" to grab creatures two or more categories larger than you IS a houserule.

These are just more examples of "level of abstraction". I hope the above cleared up what I mean by that. Twin Strike is going for a specific "flavor", but in general if you look at any class you'll see that the higher level an ability is the more damage it does. This "scaling" replaces "full attack" in general (again specific cases - such as Twin Strike - can break this "general" rule).

I don't think higher damage at higher levels has anything to do with "full attack" from 3E. But, we can agree to disagree on that I guess.

As for area attacks you haven't changed the amount of dice rolling going on, but merely changed who's rolling the dice. In 3e the caster would roll damage and each target would possibly make a saving throw or check magic resistance. In 4e you roll to hit each target (replaces saving throw) and magic resistance doesn't exist any more (simplification). The "Miss" line of a power replaces what happened if you "saved".

It's still making multiple attacks (ala full attack from 3E). Many people have house-ruled that a caster makes one attack for the "blast" and goes from there (to save time I presume - which is the reason I think they dropped full attack options from 4E).
 

Sure I actually agree with this but for the sake of the game WOTC didn't bother with this. Keep in mind that D&D is a game that is meant to be "played" and having to keep track of all your opponents would be a headache.

More importantly, the scenarios where this might occur are LESS common than the Trip-monkey syndrome.

Personally, the Trip-monkey syndrome always reminded me as a videogame mechanic. Specifically, the old school videogames where the AI was locked into a routine and would keep repeating the same option or falling for the same move (in classic SF II, for example, it was quite possible to win games against the computer by simply repeating hadoukens as the AI at times would simply walk into it....nowadays this wouldn't work AT ALL and any game that is not a throwback like say the recent Megaman games, such an AI would automatically cause people to lower their opinion of the game)

As for MBA, those are different in that it is assumed that you are not swinging your sword the EXACT same way

Allister, why would you try to trip someone the "exact same way"?

Here I have to ask, do you think this problem of "trip monkey" syndrome is a problem with people tripping other combatants in combat, or do you think it was about poor implementation of the "Trip" mechanic in 3E (not to mention all the feats or whatever you could use to create the trip-monkey combo)?

In other words, if Trip in 4E was:

Trip
At-Will Martial
Standard Action
1 target
Str vs. Ref
You knock the target prone.

Do you think there'd be "trip monkeys" in 4E?
 

Oh, it certainly does. The game is designed specifically to contribute to a particular kind of fiction. It can't do that with disassociated mechanics. There's a reason why guns get +1d4 to their dice for example.

Here's the basics, to even get dice, you have to do something fictionally. Are we talking? Then I roll my talking dice. Are we fighting? Then I roll my fighting dice.

No. According to the mechanics you just have to throw down. Everything else is a fictional gloss that can be removed.

It's directly tied to the fiction of what's going on.

It's the same thing when I say, "To roll your Intimidate check, do something intimidating fictionally."

Some people are opposed to this for some reason.

Huh. Not at all. The mechanics specifically feed into the fluff. If I raise (basically, an attack), I have to directly describe how I attack. Mechanics = fluff. Everyone else is sharing this description in their imagination. The shared imagined space.

There is not, never has been, and never will be a role playing game in which the mechanics do not feed into the fluff. Even when you have such badly thought out rules as Synnibarr's "Chance of spaceship stealing on a random planet = d100%" (i.e. roll a d100 twice and if you roll lower the second time people try and steal the spaceship) then the mechanics feed into the fluff. Even if you are roleplaying using Monopoly as the rules, then the purchases, auctions, rents, and Chance cards feed into the fluff.

It can never not go this way unless you are playing a purely abstract game like Jenga or Snap and dispensing with fluff entirely.

It's the same in 4E. If I roll a d20, it means I need to describe how I attack. The problem is, some people are advocating not describing it. Instead, I roll a d20 and activate Condition Red. It means nothing to the shared imagined space we have, and only directly impacts those colored tokens on the game board.

This was, apparently, good enough for Gary Gygax's table as relayed by Old Geezer on Rpg.net. "Chop. I hit him for fifteen."

Again. I disagree. I think there's a specific difference between disassociated and "abstract" for one.

Absolutely. Spirit of the Century is abstract. Aspects are abstract. But they are not disassociated. They flow out of the fiction. Dogs in the Vineyard is abstract and disassociated.

Pushing forward two dice in Dogs is the same as rolling a d20 in D&D. Those dice, the two you push forward, directly send an arrow to the fiction, because you have to describe exactly what you are doing.

Of course. Moving your piece in Monopoly sends an arrow to the fiction as well. Because if you're narrating that you need to describe it. What monopoly does not do, if you will check your own comment, is send the arrow from the fiction to the mechanics.

Your opponent, has to respond to that fiction. So the arrow comes back to his dice. How does he respond? Based on his dice.

So the arrow comes back to him. At no point does the fiction ever directly affect his dice. Or the options his dice give him. And the game would be mechanically no different if you stopped narrating. The player would still look at his dice, look at your dice, and decide what to do.

Rinse. Repeat.

Dice. Fiction. Fiction. Dice.

Wrong. Dice -> Player -> Fiction -> Player -> Dice (-> Dice) -> Player...

And you can remove the player -> fiction -> player arrows and have it as a dice game. And nothing need change about the way dice are played. That's dissasociated mechanics.

Really? You can tell who the slum landlord is? How so?

Lots of houses, lots of cheap properties.

Down on luck. I can tell you that from Dogs dice. Who has less numbers on their dice? Down on his luck.

Having a bad day at most. And no idea how.

Rolling in dough? The guy with the high numbers.

Uh-uh. Money is not a mechanic.

I think you don't understand disassociated. It has nothing to do with the actual resolution and more to do with how that resolution impacts the fiction.

No. I think that you don't understand disassociated. Because what you are describing as disassociated does not happen as long as there is any fiction.

Looking at the real world cues isn't going to tell you anything. You need to see the game in motion. See the fiction unfold.

That's the fiction. Not the mechanics.

Care to elaborate? What do you mean by "repeatedly bypassing the players"?

A good example would be aspects from Fate. The players kick something off in narrative and that changes the mechanics. Because the mechanics change, so does the rest of the narrative. It's the long arrows to the side which DiTV barely has.

The established fiction is, "I try to shoot you in the face." It's never negated by saying, "Sure, you do, but I duck to avoid the blow."

This is not complex.

But it is a retcon. The Established fiction isn't "I try to shoot you in the face." It's "I shoot you in the face."

Nah. Disassociated mechanics means the mechanics don't impact the fiction. That's why it's called disassociated mechanics and not disassociated fiction.

As I say, if there is any fiction in any game whatsoever including Monopoly, the mechanics impact the fiction. Either you are using the wrong definition or disassociated mechanics do not exist.

Exactly. Yes. That's what I've been saying all along. You can't apply the rules to every situation without negating the fiction. In some cases, the grab attack won't function.

In some cases. And the cases are different for an ordinary person trying to grab something than they are for someone who has trained and specialised in grabbing things. Grab the attack is not grab the status.

It doesn't have to be the DM being the final arbiter. Everyone at the table should generally agree. This is why I propose a discussion about the tone and color we're trying to project at the table. Anime or Tolkien?

Contrary to its reputation, LoTR was not low magic.

Yeah. See I wouldn't. The rules say that you can't grab a creature more than one size category larger. It makes sense fictionally. So, I'd go with that rule and not make up other penalties.

No. It says you can't Grab a creature more than one size category larger. Grab being a proper noun for the at will melee attack by which anyone can grab another creature. It does not say as far as I know you can't use a power that imposes the grabbed condition. It's the difference between a normal person trying to grab a dragon by the nearest point and a specialised fighter trying to apply a chokehold or winglock to the dragon - the Dragon probably can walk out of the winglock, but if he does he tears his wing.

Yeah. See. I'd just have them run from the gargantuan swarm, like they do in the movie.

Me too. And that happens in my way as well. It's impossible for anyone without brawler powers to grab the gargantuan swarm* (and let's face it, no non-brawler fighters take brawler powers - the extra hand it ties up is just too useful to all strength classes for either a two handed weapon or a shield). For a Brawler fighter, they can be strong and trained enough. But this in no way prevents it being a really bad idea.

Nah. Abstract does not equal disassociated.

No. For the nth time. Spirit of the Century rules are abstract but not disassociated. Dogs in the Vineyard rules are abstract and disassociated.

* Come to think of it, that's a problem with the Essentials Assassin. I can understand grabbing one as a brawler. But garroting one? (Although I see no theoretical reason you couldn't garrot a dragon).
 

Come to think of it, that's a problem with the Essentials Assassin. I can understand grabbing one as a brawler. But garroting one? (Although I see no theoretical reason you couldn't garrot a dragon).

See, it is happening already. I would maintain that there is practically NO RPG worth calling an RPG where you won't EVENTUALLY run into the situation that is handled in such an unsatisfactory fashion by RAW that you'll change it. We can argue if it is grabbing swarms or knocking slimes prone or garroting a Stirge Swarm, but there's a point you'll come to where EVERY DM will either balk or there's really no consistent story going on at the table at all.

This whole debate SEEMS like an argument by 2 opposite sides, but it isn't. It is JUST a matter of where you're drawing the line on any given day. Personally I do not think you can have "dissociated mechanics". If the mechanics don't reflect some sort of narrative reality at some level then you don't have an RPG at all. You may have a story that is driven by a game, but for the story to be PART of the game and for it thus to BE a game of role playing and not Monopoly with very imaginative players the story has to be able to take precedence.
 

So the arrow comes back to him. At no point does the fiction ever directly affect his dice. Or the options his dice give him. And the game would be mechanically no different if you stopped narrating. The player would still look at his dice, look at your dice, and decide what to do.

The player doesn't have enough information to make a choice. Example:

Raise: 4 + 4.
Fiction: The preacher says, "My wife's a whore, she can go to hell with you!" BLAM! He fires his rifle and the bullet rips through her face, covering you in her grey matter, and tumbles into you.

Without fiction: How much Fallout do you take? Should you Give or not? If you Take the Blow, will the wife get shot in the face? Can you bring in Relationship Dice - is the preacher related to you or not? Do you have something on you (like a gun) that you can use to knock the rifle out of his hands before he gets the shot off?

Mechanically, the fiction matters.
 

Without fiction, you're still playing Iterated Prisoner's Dilemma. How much fallout you think you should take is a strategic consideration based on your playstyle. As for whether you can bring in another set of dice, that's a simple rules yes/no.
 

The player doesn't have enough information to make a choice. Example:

Raise: 4 + 4.
Fiction: The preacher says, "My wife's a whore, she can go to hell with you!" BLAM! He fires his rifle and the bullet rips through her face, covering you in her grey matter, and tumbles into you.

Without fiction: How much Fallout do you take? Should you Give or not? If you Take the Blow, will the wife get shot in the face? Can you bring in Relationship Dice - is the preacher related to you or not? Do you have something on you (like a gun) that you can use to knock the rifle out of his hands before he gets the shot off?

Mechanically, the fiction matters.

Thank you.

This.
 

The player doesn't have enough information to make a choice. Example:

Raise: 4 + 4.
Fiction: The preacher says, "My wife's a whore, she can go to hell with you!" BLAM! He fires his rifle and the bullet rips through her face, covering you in her grey matter, and tumbles into you.

Without fiction: How much Fallout do you take? Should you Give or not? If you Take the Blow, will the wife get shot in the face? Can you bring in Relationship Dice - is the preacher related to you or not? Do you have something on you (like a gun) that you can use to knock the rifle out of his hands before he gets the shot off?

Mechanically, the fiction matters.

OK. Let's take monopoly again.

Land on four houses on Mayfair (or whatever in your version) without enough in the kitty to pay the fine.

With fiction: I never liked those stations anyway. I'll mortgage them all. Cheap at the price.

Without fiction: Do I concede the game? Do I mortgage houses? Do I mortgage properties? Do I auction off some of my own property to the other players to try and cover this? Do I ask for a loan with $50 interest which I can pay off when I pass go? Do I offer one of the browns to the player with Mayfair - not as much as I owe, but ti will give him another set?

Mechanically, if you introduce fiction into monopoly then it matters in the same way the fiction in DiTV does.
 

OK. Let's take monopoly again.

Land on four houses on Mayfair (or whatever in your version) without enough in the kitty to pay the fine.

Nah. I wanna sneak past without them noticing I'm crashing there. Or, better yet, I want to seduce the hostess and get her to comp me this time. Or, even better, I want to hold the place up with my gun and rob them. Maybe I'll thrash the place so that the owners have to pay from their cash supply to repair the houses, or maybe even burn them all down. I want to bribe the police to not give Joe building permits so he can't get those hotels he's been saving for. I want to become the mayor, that way I can section off boardwalk as a state park so that no one can build there. Etc... etc...

Can I do these things in Monopoly? Not without substantial house-rules.

Could I do these things in Dogs? Most assuredly.

If you don't see the difference between Monopoly and Dogs or D&D, then we can't have a serious discussion here.
 

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