Are you making a face at the notion of agreeable player/DM communication, the notion the new rules might facilitate it, or the notion that the new rules might not work for people who can't agree to be agreeable?Celebrim said:
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Are you making a face at the notion of agreeable player/DM communication, the notion the new rules might facilitate it, or the notion that the new rules might not work for people who can't agree to be agreeable?Celebrim said:
catsclaw said:Once again, you're arguing semantics.
The rules very clearly state the level of traps and associated experience point rewards for them. The rules give very detailed instructions for calculating the CR of monsters and groups of monsters, and how to gauge how difficult an encounter will be for the party. Those are rules, and the 3.5 rules covering this stuff are terrible.
Also, you seem to feel like just because you call a rule a guideline you win the argument.
The point is that 4e is going to provide much better support for the GM in handling complex encounters, both combat and social. Call that "support" a guideline, call it a rule, I don't care. It's something 4e will do better than 3.5. The fact it exists at all means it's better than 3.5.
That's funny, I was thinking the same thing about you. Mine may not have been great, but I was forced to extend yours, and was limited by the source material.
Look, you've staked out a logical position which is quite simply indefensible.
It's exactly as if someone defended checkers as a good role-playing game, because the rules didn't explicitly prevent imagining the pieces had different personalities. That's not exactly a winning premise.
It wouldn't have to be competitive. What I'd actually envisaged was a game of strong party cohesion working towards a common goal, and as party members die in the pursuit of that goal, their "mojo" accretes to the surviving PCs.Celebrim said:Congradulations, you just created a competitive RPG. Last player left alive 'wins'.
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If the last player left alive is actually immune from 'game death', then he 'wins'. The game is now over in a way that RPGs usually aren't.
Narrativist play, of course, can also involve the pleasures of skillful play. It's just that the point of mechanical mastery - that is, the real-world goal at which it is directed - is slightly different.Celebrim said:I think D&D goes sour when it turns into the DM vs. the Players, but so long as everyone maintains thier good gamesmanship I love the tactical, puzzle solving, skillful play aspect of D&D.
Celebrim said:
Celebrim said:You mean that they aren't already?
Isn't the situation, "A guard is coming, what do you do?"
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Don't we already have to use skills when they are applicable to the situation?
Hussar said:Well, to use your "cut the rope" example, my answer would be, when did he cut the rope? If he cut the rope after the six successes, then the trap does not get triggered, for whatever reason - maybe the 6 successes disarmed the trap, maybe the trap was a dud. Since they've defeated the challenge, then anything (within reason) they do after that will not result in a bad situation.
Celebrim said:I'm also confused by how you'd establish a claim like "the new system...shows a poor player or DM to be what he is." What does that mean? And if it means what I think it means, this seems to be pretty system invariant too.
I think the only difference between a guideline and a rule is how strictly it needs to be followed. You think the difference is whether it can be followed deterministically or not. That is, literally, a semantic difference.Celebrim said:You keep saying this. I'm not sure that it means what you think it means.
Interestingly, your distinction is simply wrong. There are many rules which can't be followed deterministically. The Balance rules say a lightly slippery surface adds +2 to the DC, and a severely slippery surface adds +5 to the DC. That's clearly a rule, but coding it into a computer would be difficult, because it requires a judgment call as to how slippery a given surface is.Celebrim said:The difference between rules and guidelines is fairly straightfoward. I can take the rules for resolving combat, transform them into C++ and produce a program that correctly arbitrates any situation that those rules cover ... But I can't turn the guidelines for encounter design into C++ and produce a program that consistantly turns out interesting encounters.
Oh, really?Celebrim said:I'm quite certain you don't know what my position is, much less whether its defensible or not.
Celebrim said:I think a better question would be, "Can you show me a rule from official sources which would prevent you from doing a series of skill checks to resolve an encounter?"
Everything that isn't forbidden, is permitted.
Besides, I never play by the RAW anyway. Especially when they suck.
Celebrim said:All I'm saying is that 4e's skill system isn't a necessary change for designing 4e style encounters. You can't prove to me otherwise, because I've been playing like this since first (before we even had an explicit unified skill system).
I stand by my characterization. None of the previous editions had explicit rules for covering complex skill checks. 4e will. That's a clear change from earlier editions.Celebrim said:I resent the whole 'in 3e you couldn't have X...', when I've had 'X' since 1st edition. Telling me how great 4e is for allowing me to do something I already can do is like trying to sell me a new blender when my old one works fine.
LostSoul said:
No, not unless 3.5 says I can't use Decipher Script in that situation. Or a Jump check just to see how high I can jump straight up.
4e is different because your skill checks - if they are going to be considered applicable to resolving the skill challenge - need to be relevant to the situation.
You'll probably still be able to make a meaningless roll, or take no action, but now that has mechanical consequences (considered as a failure towards resolving the skill challenge, I bet).
Why do I think this will lead to more description in play? Because now you have to convince the DM that the skill is relevant to the situation. That's not something you had to do before.
Claiming that the only meaningful way to provide challenge in an RPG is by PC death is indeed nonsense. You were expecting something else?Ahglock said:Yessense.