An end to scry-buff-teleport?

But to me, metagaming is precisely what it is when the player decides to ignore the obvious reality that lava causes people to burst into flames, because he knows that lava does 20d6 damage and his character has 200 hit points.

That's basing a character decision on "player knowledge" of the game mechanic relationship between the number of hit points the character has and the damage dice of lava.

Now, if the character had fallen into lava before and survived (or witnessed others doing the same), then the character would have a reasonable basis for the decision. Without that experience, the player is metagaming. I really have a hard time understanding how you can interpret it any other way.

The falling mechanic is a little different. I can accept that if Bob the fighter fell 100 feet and survived, he might have a reasonable expectation of doing so in the future. But again, if the player starts comparing "damage codes," he's metagaming.

Does the character know that "a sword does 1d8 damage (+ bonuses)?" No. He knows that when he was a novice fighter, a single thrust from a sword could kill him, but that now he's much better at turning aside those thrusts. The character is most assuredly NOT aware that he has "58 hit points," or whatever, because he doesn't know what a "hit point" is. The player does.

And if the player makes decisions for the character based on comparing "damage codes" that the character doesn't know about, the player is metagaming. The character knows that a greatsword can inflict more damage than a longsword, or that an arrow is less likely to hit a vital target than a rapier, but is far more lethal when it does. The character knows all of this, but terms like 1d6, 2d6, 18-20 x2, x3 and the rest of the game statistics don't mean anything to him. A wizard isn't aware that his 4d6 fireball has the same "damage code" as a critical hit from a greatsword, or a sneak attack by a 5th-level rogue wielding a short sword or rapier.

Using that knowledge is using knowledge of relative game statistics to make decisions. I honestly don't understand how you can say that is NOT metagaming.

As you can tell from the passage I quoted, "preposterous" and "unreasonable" aren't terms I made up. They were in the 1e DMG under the discussion of what hit points represent. I think if we're going to discuss what hit points are supposed to represent in D&D, it's germain to quote what D&D's creator had to say on the subject. And frankly, I think calling it "ridiculous" (which I feel it is) is less inflammatory than what was said in the DMG. To anyone who thinks D&D characters are heroic, but still human, suggesting that they can sustain the same amount of real physical injury as several full grown elephants IS ridiculous (i.e. just not reasonable). That's how I view D&D characters - amazingly skilled, blessed, resilient and lucky, but still human for all of that. And I approach the discussion from that basis.

However, I concede that what is "self-evident" to one person might be regarded as an insult by someone who views the characters differently. However, would you agree that the notion that a normal human could be pierced by 20 arrows and survive is "unreasonable," "preposterous," and "ridiculous?"

I concede you may not agree that high-level D&D characters are "normal humans," but if that's the case, we've gone around in circles because we come at the discussion from totally different viewpoints.

I'm willing to accept that a character can sustain more physical damage than a normal human, but my SoD on the ability to sustain real physical injury breaks down before we get to 30 hit points. However, the game still works for me because I see hit points as a narrative abstraction that covers a lot more than just one's ability to sustain physical harm.

Moving on to keep this on topic (S-B-T)...

Kamikaze Midget said:
I just said that 4e should continue to have this strategy be a viable one. And I've said several times that I wouldn't mind in the slightest if it wasn't *as* viable (several of the limitations proposed in this thread, from lead and gorgon's blood and mythril circles to increased casting times to lightening up on the buffs are entirely decent). Because, in my mind, a game like D&D should never say "NO."

Individual DM's? Sure. The game itself making it more "interesting"? Absolutely. Removing the strategy entirely because some DM's can't be bothered to work around it? Lazy, limiting, and narrowminded, IMO.

If the majority feels the tactic needs to be nerfed or removed entirely, then it should. There's no reason the game should contain anything that the vast majority of its player base changes. "It was in 3e" is a bad reason to keep something in the game. But more importantly, the question is: does this tactic make the game more fun for the majority of gamers?

Based on what I've heard, I'd guess the answer to the last question is "no." I think most people would rather see it removed, just like they'd like to see the 15-minute adventuring day problem gotten rid of. However, if it works for someone's game, they can houserule it "in" as easy as those "lazy, limited, and narrowminded" DMs can houserule it "out."

And if most groups would rather not have to deal with it, then that's how it should be handled. However, I admit I might be wrong on whether people would rather see it removed or left in. And if the majority wants it kept, I have no problem houseruling it out.

That does beg an interesting question though. With 4e stripping out the ability to "go nova" in a single encounter, has it become less of a "no-brainer" strategy than it was before? If the advantage is minor, I imagine the tactic won't get used much.
 
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But to me, metagaming is precisely what it is when the player decides to ignore the obvious reality that lava causes people to burst into flames, because he knows that lava does 20d6 damage and his character has 200 hit points.

Comparative knowledge. Dealing an average of about 70 points of damage, the character has seen other things do comparable damage in different ways. Say he's taken full damage from a Red Great Wyrm's breath weapon and lived to tell the tale. The sages say that a Great Red Wyrm's breath is hotter than any volcano. He's taken it full unawares (failed his save) and lived to tell the tale.

He knows he can handle a slight skip across the magma (or whatever).

Now, if the character had fallen into lava before and survived (or witnessed others doing the same), then the character would have a reasonable basis for the decision. Without that experience, the player is metagaming. I really have a hard time understanding how you can interpret it any other way.

The character does have an awareness of the capacity for destruction inherent in lava, in falling, and in anything that has ever struck him ever. Compared to a red dragon's breath, lava is a warm bath. Compared to both, a goblin warrior's morningstar isn't a threat (even held against his head, the fighter is immensely more skilled and faster than that warrior, and his skull's probably hardier, too). If he survived one, he can survive the other.

Of course, just like in real life, this comparative knowledge is flawed: perhaps the DM rolled low for the red dragon's breath attack, perhaps he'll roll high for lava damage. Nothing is assured. But this is fully in-character knowledge: red dragon breath burns hotter than lava.

He has many ways for accessing this knowledge (my favorite is in-character research), but the CHARACTER can have this knowledge. I assume that people who spend the amount of time plundering dangerous ancient ruins for gold that 20th level characters have spent will certainly have a working awareness of the comparative lethality of common dungeon hazards (such as lava).

The falling mechanic is a little different. I can accept that if Bob the fighter fell 100 feet and survived, he might have a reasonable expectation of doing so in the future. But again, if the player starts comparing "damage codes," he's metagaming.

I don't have to get bitten by anything to know that I have a better chance of surviving a grass snake bite than a black mamba bite, and I don't need to catch rabies to know that an animal foaming at the mouth might have rabies. I can know that because it's knowledge that I can acquire that exists in the world. Similarly, in D&D, dangers like lava and great wyrm red dragons can very easily be known quantities to those characters who have an avid interest in them (and with the existence of adventuring bards, who trace the accounts, and wizards, who study the world's physics, it is quite likely that the more common adventuring hazards ARE well documented -- perhaps not great wyrm red dragons, but almost certainly falling).

I don't have to endure a hardship to be able to guess if I can survive it. I can compare it to other hardships I've experienced. Thus, this wonderful comparative mind of mine can estimate risk (something that adventurers would probably be very adept at). Knowing the effects of lava, and knowing the effects of gravity, and knowing the effects of dragon breath, would allow a character to have a reasonable chance to estimate the chances of their survival in a fall, into lava, after being knocked over by dragon breath. It might also be able to tell them how well they might be able to survive a wizard's fireball.

Using that knowledge is using knowledge of relative game statistics to make decisions. I honestly don't understand how you can say that is NOT metagaming.

Because the effect of damage is an in-character effect that can be measured by the greybeards and adventurers of the setting, related to the next generation, and generally learned like human culture has learned to deal with any trouble it experiences. I don't need to know the FORT DC of the common cold vs. the FORT DC of AIDS, or have experienced either, to know that one is more likely to kill me than the other.

Similarly, a fighter who is aware of the swath of destruction wrought by a great wyrm red dragon whose breath he has survived, and who is aware of the swath of destruction wrought by a volcano whose magma he has not presently survived, can compare the two and arrive at a reasonable estimation of his survival odds, completely in character.

And there's nothing metagame whatsoever about any of that. GOLD PIECES are more metagame than this.

That's how I view D&D characters - amazingly skilled, blessed, resilient and lucky, but still human for all of that. And I approach the discussion from that basis.

It might assist things if you REMOVE this particular bias. Don't assume that you have the only valid operational definition of D&D characters. Things will go smoother. ;)

But more importantly, the question is: does this tactic make the game more fun for the majority of gamers?

Based on what I've heard, I'd guess the answer to the last question is "no."

But the answer to that isn't "get rid of it." It's "make the tactic more fun." There's a huge continuum between what 3.5 has now and "nothing" that is being ignored in the rush to find a solution to a problem that some DM's have. That problem deserves a solution, but "nix it" is a lazy solution that completely lacks imagination.

That does beg an interesting question though. With 4e stripping out the ability to "go nova" in a single encounter, has it become less of a "no-brainer" strategy than it was before? If the advantage is minor, I imagine the tactic won't get used much.

I think it won't be a problem because:

#1: 4e won't have much in the way of buffs.
#2: How scrying works will probably change
#3: How teleporting works will probably change.

This will at the very least refine and limit the tactic.
 

Hussar said:
The fighter who jumps off the cliff, the fighter who walks on lava, never actually does that. We know that because he survives. You are placing the narative ahead of the mechanics. The mechanics say that he crossed the lava, or fell off the cliff and survived. It's now up to you to justify that - maybe there were cool spots in the lava, maybe he hit shrubs on the way down.
Except he *does* do that, leaving the DM in a position of having to justify the unjustifyable. When put in that position, common sense should trump mechanics outright.

Some damage is almost un-quantifyable by hit points. On the odd occasion I've actually said to a player, in effect, "I don't care *how* many hit points you have, realistically this isn't something anybody could survive". One such example came in the 1e module "Pharoah" (I3) where a PC stepped out of the opening (thinking it an illusion) across from the boat with the Gem in the bow, and fell 10,000 very non-illusionary feet onto the top of a pyramid. Someone asked me how much damage *was* taken, so just for the hell of it I picked up my dice bag, tipped it out (about 50 dice of all sizes), and started counting. The PC finished at -126 h.p.

Swimming in lava would be another such example, though here a high-h.p. PC might survive a round or two while the armour melted.

Lanefan
 

"I don't care *how* many hit points you have, realistically this isn't something anybody could survive".

Surviving the unsurvivable is what adventurers and PC's do on a daily basis.

You just recognize a different upper limit than D&D. Which is fine, but that doesn't mean that the epic hero who can grit his teeth and swim through magma isn't a valid character. Mythic characters throughout history have done weirder and more impossible things, and those myths are part of the inspiration for D&D, too.
 

Random thought..

if the issue is the 200+hp fighter putting the DM in the quandry of narrating the 'swim' across lava... why not simply rule that any attack that deals more that 10 {base} dice of damage affects the characters equipment as well?

Somehow I doubt few characters would then choose to take a dip into a lava bath {'cept maybe a VoP Monk...but them guys/gals are special :p }

{10 chosen because most non-epic spells cap at 10 dice of damage... and there-for would not qualify for this effect}

Alternatively, change the Mass Damage rule to have a scaling Fort Save, making it mean something at the higher levels.

I also like the "Nat 1's apply to CON" rule...and the 'Clobbered' Variant from the DMG

Yup, I am typing too much.. back to your regularly schedules disagreement! :p
 

I could certainly live with new falling rules and rules for "obviously things that should kill you" sort of events.

OTOH, does this really come up all that often? How often are people swimming in lava? Heck, how often do you see a character deliberately swimming in lava?
 

Hussar said:
How often are people swimming in lava? Heck, how often do you see a character deliberately swimming in lava?

Under the new ruleset, I think it will be less often than currently.
 



Lanefan said:
Except he *does* do that, leaving the DM in a position of having to justify the unjustifyable. When put in that position, common sense should trump mechanics outright.

Maybe I'm a cynic, but I generally find that common sense is neither common, very often not sensible, and usually translates to mean 'what I believe' more than anything objective. And I think that what is reasonable and common sense in the game world very often differs drastically from that in our world. For example, it's common sense that someone with no magical aid would be unable to fire five arrows in six seconds and hit a target a quarter of a mile away, but a high enough level character in the D&D world can do that. High level characters in D&D are akin to the most powerful of mythic heroes and to superheroes, and they can and do break the laws of our normal reality on a daily basis.
 

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