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D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="eamon" data-source="post: 5857766" data-attributes="member: 51942"><p>I think the cliff example is actually particularly amusing because it highlights the problems with ad-hoc rulings.</p><p></p><p>Let's say you wanted to push someone off a cliff. Well, you might think of an opposed strength check: two equally matched fighters have about as much chance of pushing the other over as two equally matched (but much weaker) wizards. Depending on the modifiers, you might have a reasonable change of success here: perhaps with saving throw after the attack as usual, but that's still approaching a 25% chance.</p><p></p><p>At a different instance, you might think of bull-rush: here the fighters still have a reasonable chance of success, but the wizards are very unlikely to succeed: they'd need to make a strength attack (virtually hopeless) vs. Fort (which benefits from cloaks and possibly reasonable constitution).</p><p></p><p>Indeed, I suspect most people would look towards bullrush first: its in the rules and does almost exactly what you want. Unfortunately, it's also very likely to fail beyond the lowest levels since its attack roll scales very poorly.</p><p></p><p><em>If</em> bullrush didn't exist, I suspect most DMs would come up with a more effective ruling that would scale across levels; as it is, the existance of the rule bullrush means that <em>not</em> using it requires explanations. It's in that sense that improvisation and rules don't go together well: people have been improvising all the time, but generally only for actions <em>not</em> covered by the rules (indeed, that's in pg.42's title). Adding bad rules is in that sense actively harmful: you're not just making a rule nobody'll use, you're making a rule which implicitly deters improvisation achieving the same effect.</p></blockquote><p></p>
[QUOTE="eamon, post: 5857766, member: 51942"] I think the cliff example is actually particularly amusing because it highlights the problems with ad-hoc rulings. Let's say you wanted to push someone off a cliff. Well, you might think of an opposed strength check: two equally matched fighters have about as much chance of pushing the other over as two equally matched (but much weaker) wizards. Depending on the modifiers, you might have a reasonable change of success here: perhaps with saving throw after the attack as usual, but that's still approaching a 25% chance. At a different instance, you might think of bull-rush: here the fighters still have a reasonable chance of success, but the wizards are very unlikely to succeed: they'd need to make a strength attack (virtually hopeless) vs. Fort (which benefits from cloaks and possibly reasonable constitution). Indeed, I suspect most people would look towards bullrush first: its in the rules and does almost exactly what you want. Unfortunately, it's also very likely to fail beyond the lowest levels since its attack roll scales very poorly. [I]If[/I] bullrush didn't exist, I suspect most DMs would come up with a more effective ruling that would scale across levels; as it is, the existance of the rule bullrush means that [I]not[/I] using it requires explanations. It's in that sense that improvisation and rules don't go together well: people have been improvising all the time, but generally only for actions [I]not[/I] covered by the rules (indeed, that's in pg.42's title). Adding bad rules is in that sense actively harmful: you're not just making a rule nobody'll use, you're making a rule which implicitly deters improvisation achieving the same effect. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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