Thasmodious said:So, yeah, I am weary responding to people who think some corner case and an answer of, "so, houserule it to your liking" somehow proves that 4e is a broken system. In every one of these discussions when someone says "you can't expect the rules to cover everything (or everything perfectly", the response by the OP is "of course not, but it SHOULD cover this." Why? Because it fits that persons "priority of realism". It's an arbitrary distinction and people seem unwilling to understand that what is important to them isn't to others. "Of course the game should include hardness/appraise/complex magic item identification/between level training, its necessary!" The threads here along these lines comprise dozens of "but its necessary!" subsystems the posters think are just a travesty that 4e doesn't include and none of them seem willing to just accept a design philosophy that allows for the variance of the game group and their priorities and the intelligence of the average gamer.
I'm on the side of the OP here.Thasmodious said:Weariness. Definitely. It makes me weary the enormous effort some are putting forward to squash their own common sense and imagination in order to try and find fault with something.
Zustiur said:(SNIP)
The half level mechanic makes a lot of sense in a lot of situations. The examples presented here do not make so much sense. I find it incredulous that whilst running around for a few levels (without a rogue or other thief in the party) a fighter would become better at picking locks. Forget the superhero comparisons of level 30, I'm talking low levels. If I wander through 20-30 encounters bashing down doors, without ever witnessing a lock being picked, why would I be better at picking the locks afterwards?
phloog said:Again, I'm naive and not a current owner of 4e...this applies to pick locks as well?
Here's where I guess I'm getting confused. A fighter/mage/non-thief becomes better and better at Opening Locks...but others are saying that you've got this 'moving target' system where DC get progressively higher.
So is it expected that this is not silly because when the DCs go up at a certain rate, the party won't find a lock that the fighter can somehow mystically pick because he's adventured a lot? That only the thief will 'keep pace' with the locks they encounter?
But if this is true, and the silliness is in part negated by the rapidly escalating DCs, why bother having a mechanic that gives these non-thieves free rising ranks in Open Locks?
Again, it's probably just not something I'm understanding - wouldn't be the 1100th time.
IanArgent said:Here's the secret sauce recipe. You can have a perfectly effective party in 4e that consists of: a warlord, a fighter, a warlock, and a wizard... Look, ma, no cleric, no rogue. Right now there is only one class that is "indispensable", and that's only because we were given one controller (the wizard).
hong said:Apropos of nothing, I don't think you really need a controller. The role you REALLY won't be able to do without is a leader, either cleric or warlord. You still gotta have a party medic, WotC's claims to the contrary notwithstanding.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.