Majoru Oakheart
Adventurer
"Beginner play"? I find it difficult not to take offense to that. You are saying "You play like we did before we knew what we were doing...no offense." I've played sessions where we spend 2 hours trying to figure out a puzzle. I've played sessions where we argued endlessly about what color we should paint the hall of our museum that we had built to our greatness. We've argued the moral ramification of changing time in order to benefit us. We've even spend 30 minutes figuring out whether it is wiser to go left or right. We've had 2 hour arguments on what alignments let us do.sinecure said:We spend only about 20% in combat. The rest is a mix of character play, planning, and exploration. I don't mean any disrespect here, but we call what you describe in your meat response "beginner play". We spend a lot of time figuring out how to win - whatever that challenge may be. Sometimes it is combat, some times problem solving, sometimes roleplaying intelligently, sometimes just making the right decisions.
It's not like we weren't role playing. I used to enjoy going on tirades about how my character hated water. After the 5th or 6th time, the other players were tired of hearing it and just wanted me to open the door so they could see what was in the next room.
I admit, there needs to be a balance between rules and role playing. We found that the further away from the rules we got the more it became random, unfair, and no fun:sinecure said:4e has compiled nearly all of these elements into single and complex skill roles. Let me tell you, they are vastly unsatisfactory. And that they don't include such challenges in their adventures just tells me they have no desire for the game to be more than combat scenario after combat scenario. It's like they've taken Orc & Pie as a legitimate adventure design philosophy. Tell you what. If you want, I can set aside some time and collect a list of things I can think of they deliberately left out.
Again, I'm not trying to diss your play here. We just do things differently in 2e.
PC 1: "I step into the room."
DM: "You step into the room, 30 disintegrate rays fire from the wall and kill you. Everyone else hears a voice say 'Do not step on the tiles or you will die'. The tiles fill the room and the object you need is at the back of the room."
PC 2: "Umm, I put down a blanket on the floor and step on to it. That way I won't be touching the tiles."
DM: "Nice try, the magic still knows you are touching the tiles. You die too."
PC 3: "I'm a rogue, haven't I seen traps like this before? Isn't there a way I could disable the magic powering this?"
DM: "No, you only get to tell me what you do and I'll tell you if you get disintegrated."
is just no fun. It's a guessing game: Did you do what the DM or adventure wanted? If so, you pass. If you, personally, are not an expert on riddles, traps, how the spells work in the book, and the personality of your DM then you should expect to fail...no matter what the skills of your character are.
It encouraged out of character thinking a LOT. Most of the puzzles were based around coming up with the right spell to solve the problem. Which required an encyclopedic knowledge of the spells in the game. You didn't know that disintegrate got rid of Walls of Force? Too bad, that was the only way passed this room. You didn't know that War Wizards of Cormyr wore purple? Well, you certainly aren't going to figure out this puzzle. It was more about testing the PLAYERS than it was about testing the characters.
The above scenario ALSO is perfect allowable in 4e. You can play that entire scene out using 4e rules, the same way you could with 1e rules.
I'm not sure what you mean. The Temple of Elemental Evil supported multiple ways of doing things...as long as they involved entering a temple and killing the people inside. The Labyrinth of Madness allowed multiple ways of doing things...as long as you solved the problems in exactly the way the adventure wanted you to in the exact order it wanted you to.sinecure said:Operationally, we are on very different paths. Operationally, D&D used to support multiple different ways of doing things. Now they seem to be focused on one which seems to fit you nicely, but many others rather poorly.
The thing about adventures being open is they risk becoming unfocused. I can tell you that spending 4 hours wandering around a town talking to farmers about the weather...is not fun. Not for me or almost any person I've ever met. It IS technically role playing though. Same thing with spending 4 hours at a bar drinking(I've role played that session before, I know).
You want to give the players a chance to shine and do some exciting things. So you need to make stuff happen. You need to encourage the PCs to go on an adventure. And you need to encourage them to go on an interesting one, not one where they help people rescue cats out of trees.
And most people are NOT good at making things up on the fly, it requires an exceptional person to do it well. So you plan things in advance. Those plans pretty much mean finding ways to keep the players focused on what you've planned. The more things you expect them to do, the more planning you need to do in advance...in case they do those things. Most people don't have time to plan too much in advance, so they limit the possibilities. Plus, there are generally only a couple of plausible options to begin with. The rest are very unlikely to happen, so why plan for them. And when players decide to take the strange, never planned for option it normally ends up making the game no fun and grinds it to a halt.
Of course it is too hard. It was designed to kill everyone who went through it. Gary has admitted this on a number of occasions. It was an adventure he could use to smack around mouthy players. Whenever they had their characters brag about how good they were or whenever they acquired too many magic items or too much gold, he'd drop hints about the ToH. They'd go their to "prove themselves" then die and have to roll up a new character so that the player learned that they were never unbeatable.sinecure said:Again, we seem to be on very different sides of the coin. ToH is a contentious design philosophy in D&D. The original is just too tough. Gygax did that time and again. He'd put out adventures for highly seasoned vets as the first adventure after making a new RPG. See Dangerous Journeys and Necropolis for example. It's another great tomb and trap adventure that puts new players way out of their depth.
Of course, this was all in the name of "good roleplaying". It had nothing to do with Gary's out of character desire to "control" his players.
Yeah, that's kind of the point:sinecure said:But to beat either you need to change the way you play.
Player: "I'm role playing a character who is brash and impatient. He is the first to run headfirst into a room heedless of the consequences."
DM: "You run into the room and die. I'd suggest not role playing your character in the future if you want to survive. Either that or role play only the characters I want you to play."
As I mention above, nothing at all stops me from playing a 1st Ed mod exactly as written in 4e. Nothing contained in the rules stops it at all. The philosophy on adventure writing, what is fair to the players and what makes for a fun time has changed. However, you can use 4e to write your own adventures that are just as unfair, filled with unstoppable traps and interesting role playing situation and so on as the 1st and 2nd Edition mods were.sinecure said:Let me state, I like playing kick in the door occasionally. I like that 2E offers this option to me. I like even more that I can play all kinds of ways using the same rules during the same session. I prefer less monotone play.
Yes, the rules now suggest that it's better to give your players some rolls to figure something out and to use traps that they have a chance of disarming and so on. None of this STILL precludes doing ToH as written in 4e nor does it make 2e any better at doing it.