Doug McCrae said:
Pemerton, how do you distinguish between control over the narrative and a PC using a power?
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To involve control of the narrative I would say it has to be something the PC could not control, but the player does.
PC power usage is the main way, in D&D, of a player controlling the narrative. But there are also APs, and the PoL conceits, which aren't PC powers. As long as it is the player who gets to choose whether or not to use a power, I don't see the need to distinguish things in the way your second sentence does.
Reynard said:
I am not a fan of "narrative control" mechanics in general. they have their place in certain kinds of RPGs, just not ones I am a huge fan of.
I'm not shocked to hear your view here. But as I said above, you don't need a special class of mechanics to redistribute narrative control. Second Wind does it, for example (by giving the player the ability to refresh his or her PC's main protagonism-guaranteeing resource, namely, hit points), although to the inattentive reader it is not distinguishable from Phantom Steed on the power list.
FourthBear said:
I disagree with this claim. With one exception, every one of your examples of how 4e will turn narrative power over to the players are trivial in comparison to their actual role: to strengthen worldbuilding and in some cases, even turn the narrative power over to the DM.
Fair enough.
FourthBear said:
Making monsters more recognizable and distinctive: it has been noted explicitly that monster design will be exception based with fewer design restrictions on the DM.
FourthBear said:
Rebalancing magic items and encounter build rules: This one really baffles me. The intent is to allow DMs a better chance of estimating the challenge of an encounter.
Reynard said:
If the DM can predict the outcome, so can the players.
Most of what Reynard has says on these points, I agree with. Yes, the GM has more sophisticated rules in 4e to set up a range of encounters. But their predictability/systematisation (compared especially to AD&D, and improved in this respect over 3E) combined with changes in expectations about when adversity will arise, I think empower players in the game.
Reynard said:
Reading the pit fiend stat block made me realize that, while it seems kind of odd that the creatures don't seem like they will exist outside of the bounds of a combat encounter, there is in fact a lot of blank space. And blank space is the best thing you can give a DM.
But I think 4e expects the GM to do very different things with this blank space from what AD&D did.
FourthBear said:
Introducing the PoL assumption that PoLs are safehavens until the players choose to trigger adversity. Considering that this is not a rule, but a suggestion for worldbuilding, this hardly seems to transfer narrative control over to the players any more than the assumption that PoL settings will have less area understood by the players and under PC-friendly control and more of the map under the DM's exclusive understanding and control makes the reverse.
What I had in mind is that the players, by deciding when to enter the GM-controlled area of the map, get to toggle adversity on or off. This is a big change from traditional D&D, which assumes the GM can launch an encounter at any time (eg AD&D 1st ed DMG had random city encounters).
FourthBear said:
Giving all PCs per-encounter abilities: This allows the DM to now pace adventures and encounters to his own wishes, rather than restrict them to the vagaries of his player's choices in the use of their limited resources. Have we all forgotten the infamous "15-minute adventuring day?" Or are we now claiming that it represented a triumph of DM narrative power that has been overturned? With limited per day resources, the players are fully capable of exhausting them, leaving the DM with the choice to either overwhelm them or allow them to rest.
Note that at the start of this paragraph you have the players determining pacing, and at the end you have the GM doing it. I think the latter is true of 3E.
Yes, per-encounter frees the GM up to launch encounters at any time (subject to the adversity-conditions I've noted above). But as abilities refresh, it makes little difference. The GM has lost the ability to wear down or overwhelm the PCs.
shilsen said:
Yes, I disagree. The entire game is directly under the purview of the DM.
FourthBear said:
Except for the fact that the DM chooses the environment the PCs interact with, the NPCs they encounter, the adventures they go on, the encounters they have, the challenges they must overcome
Agreed. But in earlier versions of D&D the GM does much more than this, and with fewer constraints.
FourthBear said:
and rules on the options the PCs may choose from when generating their characters and probably a bunch of other things that don't immediately leap to mind.
I tend to assume that these things are determined by the group as a whole, when they decide what game to play.
Lizard said:
The entire focus of the game has shifted to "the encounter". Monsters are built around encounters, and non-combat abilities (even those for "social encounters") are given short shrift -- the Pit Fiend, the cunning, plotting, master of hellish politics, had TWO SKILLS relating to non combat activities, and no kinds of powers, special abilities, tweaks, or gimmicks which might feed into this putative "social encounter" system. This doesn't bespeak a lot of focus on social abilities.
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so there's no need to wonder what the pit fiend might be doing while the PCs are just beginning to investigate his schemes, or work out how the pit fiend controls the arch-lich who is his putative ally.
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Handwaving it all down to "Just write a note on the character sheet" cheapens non-combat skills immeasurably.
The fact that something is not mechanically expressed in the game system does not make it unimportant. What it does mean is that it won't be the focus of mechanically-mediated action resolution.
So yes, 4e cheapens the mechanical significance, for PCs, of non-adventuring skills
because it is being written as a game of heroic adventure. If you want a game that gives mechanics for building houses, D&D is not it. (Even RQ and RM really only handwave in the direction of what you are calling for, because they have no real mechanics for these non-combat skills to feed into.)
But returning to the Pit Fiend, between skill checks and rituals (any number of which, presumably, the GM can add without changing his combat level and XP value) I'm sure there is ample mechanical scope to flesh out his or her role as a manipulator, controller of liches etc.
Lizard said:
if there are "social encounters", what guidelines do I have for balance? Will we have Solo Intimidators? Elite Negotiaters? Minion Flatterers?
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"You can just do what you want!" flies in the face of the putative goal of 4e providing guidance for new DMs. That is, after all, why we're getting all the "assumed setting" fluff crammed into the core rules. So if we assume a new DM can't make up a basic world, why assume he can balance a monster for social encounter (a much more complex process than mere worldbuilding) without rules?
No need to make the assumption. The most logical inference from everything we know is that the sort of rules you mock in your first quoted paragraph will be in the game.
Lizard said:
I believe I said "Skill POINTS".
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My favorite systems are those which don't distinguish between PC and NPC mechanically -- GURPS, Hero, BESM, for example. D&D 3e was borderlineish, but was close enough to a unified mechanic that I liked it. 4e is moving in what I consider to be the wholly wrong direction.
I agree that 4e is moving away from these ultra-simulationist approaches. I don't think that's the wrong direction for D&D to take, however.
Professor Phobos said:
it seems like the overwhelming consensus here is that this is a good thing, as GM's can't be trusted.
I'd say - can't always be trusted to know what the players want as well as the players do.