The_Gneech
Explorer
I'm sorta baffled by the assertion that 3.x was "rules for everything" and 4E is not. "Exception-based design" means precisely "everything is its own rule".
-The Gneech
-The Gneech
Lizard said:You also have the problem of "You can't do that, there's no rules for it!", which is a common response.
Cam Banks said:I ran my first 4e game last night. My overall impression? It felt more or less like running other versions of D&D. Sure, how you determine which bonus to add to the roll might be a little different in cases, but it's more or less the same game from a DM's point of view. I should note that perhaps I was doing a lot more of the improv and on-the-spot rules decisions in 3e than some people were, and 4e seems designed to make that easier, but I honestly can't say that it's "not D&D."
Cheers,
Cam
TerraDave said:You should start another thread. People want to know.
Lizard said:(You also also have the problem, as some have noted, of having some actions be 'easier' because there's no explicit rules, even when they should be harder. If 'trip' is a per-encounter exploit available only to trained fighters, then "swinging on the chandelier and kicking the thug into the fireplace while yelling 'What ho!'" ought to be a high level daily power, at best -- but the 4e rules paradigm seems to make it an at-will 'roll vs reflex defense' which any shlub can attempt, simply because there's no explicit rule FOR it, if you follow me.)
Lizard said:In other words, complex stunts not covered by the rules become EASIER than simple actions which ARE covered -- and which are balanced properly.
Lizard said:Depends on what you mean by 'classic'. If you mean, in terms of rule structure, no. But I never liked the actual D&D *rules* until third edition. I liked the *feel* of D&D -- a huge world of ancient magic, countless races, characters who rose from being pathetic losers to god-slaying heroes, and a sense of scale and scope no other system really had. (I mean, come on -- the abyss had 666 *infinite* layers! There was a para-elemental plane of Ooze!)
Fourth edition feels bland, constrained, and mechanistic to me. It looks and feels like something designed by committee and controlled by marketing. To that extent, it reminds me of 2e -- a watered down, flavorless, version of the prior edition, stripping out mechanics, options, and soul. There are some good ideas here and there, but the thing as a whole grabs me not.
Lacyon said:How many times per day do your games tend to feature a chandelier, fireplace, and thug positioned just so?
Meanwhile simple actions not covered by the rules are likely to be strictly worse than their counterpart powers. Speculation: The trip power you refer to earlier is likely to deal damage as well as knocking someone prone, just as Tide of Iron inflicts damage as well as pushing someone back. Your basic, untrained, knock-someone-on-his-ass attempt could be pretty easily resolved as a Str-vs-Ref or Str-vs-Fort, and it still won't be as good as the per-encounter, trained-only power. (You still have the possibility that it's too good because knocking someone prone is too good - I hope that they give us some good guidelines on the relative potency of various status effects and roughly how to penalize attempts to inflict them).
Tuft said:The big question with such freeform stunts have always been: What happens when they get close to the defined stunts, who may be restricted in some way: require purchase, have limits on usage, etc. Do you suddenly prohibit that particular freeform stunt because it duplicates something you otherwise have to pay for? In the above example, the table kick is awfully close to doing a Trip, which you (A) have to buy as a power, and (B) is limited to once per encounter.
And what happens when new splatbooks come out with new Powers? Will those further restrict the freeform stunts availabe to you?
JeDiWiker said:Really, though, I think that Wizards could do themselves a world of good by releasing more information, officially, on their own website, that explains, in detail, how more (not all) of the game works.
Lizard said:Personally, I think "Let players do things with a simple check provided what they do is less effective than anything for which there are actual rules for" to be REALLY bad design, and I strongly doubt that's how the game will actually be written.
Lizard said:I just see a lot of confusion. Either "non rules actions" are always inferior to "rules actions", in which case, hardly anyone will use them, or they're a badly exploitable loophole ("Why waste a pick on 'Trip' when I can just make an attack vs. reflex?")
Lizard said:I keep telling myself we've seen only a dozen or so pages of rules out of 600+. There's got to be a lot more real crunch in those books than we're seeing.