Can a swarm be grabbed?

I almost would rather a free-form power system that uses stunts, player description, and an "elements of magic" building block approach.
But that kind of game is harder to learn.
Such games - like Ars Magica or Mage: the Ascension - are a great deal of fun in their own right. But balance and playability are not exactly their hallmarks.

I think imagining the narrative fluff behind 4e powers is a great idea, and players should be allowed to do it - but also allowed not to if they don't feel up to the challenge at a given moment, with the DM or even other players picking up the slack if that makes them uncomfortable in some way. Such imaginitive fluff or the lack thereof shouldn't override the rules, though. That's using a blunt instrument to force creativity, and creativity doesn't respond well to bludgeoning force.
 

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And speaking of breaking immersion, how is bringing play to a screeching halt while everyone goads a player into describing how their power works (despite everyone already knowing it should work by RAW) not metagaming of the highest order? I mean, if the player offers it themselves it's just gravy, and I'm all for encouraging the player to give a little more creative thought to what they're doing from time to time. What I am NOT for is having everyone at the table telling a player how they should play their character, and I am certainly NOT for creating a houserule on the fly to take away something the players by all rights should be able to do just because the first person to try it wasn't having a good creative moment.

How is roleplaying bringing play to a screeching halt? I'm dumbfounded by that logic.

Metagaming is a term that has been demonized and is totally appropriate for making decisions when you roleplay. You're metagaming when you choose a power to use... I don't get how "metagaming" is wrong in this sense.

I think you're talking about dysfunctional play, which is totally not what we're advocating. Since when is "roleplaying" a houserule for 4E? Wtf...
 

That's using a blunt instrument to force creativity, and creativity doesn't respond well to bludgeoning force.

You think asking a player to roleplay is a blunt instrument? If I, as a DM say, "Ok, you're trying to Bluff him. How are you doing that in the fiction? You need to describe it..." that's a blunt instrument? Really?

If they can't describe their character bluffing the target, they aren't roleplaying anymore. They are rolling dice. Man... I must be nuts.

I don't think asking a player to roleplay in a roleplaying game is stunting creativity at all. It happens every time my two groups play (it even happened in this thread to great results). Sometimes people will do something in the fiction and it calls for a check, and other times someone will call for a check and I'll ask them to do something in the fiction. "I want to Intimidate." "Great, how do you intimidate him?" "I grab his throat and tell him if he doesn't give us the info I'm going to choke him till his eyes pop."

...

It's not as hard as you guys make it out.
 

I don't think asking a player to roleplay in a roleplaying game is stunting creativity at all. It happens every time my two groups play (it even happened in this thread to great results). Sometimes people will do something in the fiction and it calls for a check, and other times someone will call for a check and I'll ask them to do something in the fiction. "I want to Intimidate." "Great, how do you intimidate him?" "I grab his throat and tell him if he doesn't give us the info I'm going to choke him till his eyes pop.".

My usual DM started implementing explaining what/how you were doing things in non-combat situations for the new players we had. After they began getting used to describing what they were doing during skill checks he began pushing for in combat descriptions a little harder.

It worked very well for my group, with players now describing or demonstrating what their characters are doing most of the time.
 

How is roleplaying bringing play to a screeching halt? I'm dumbfounded by that logic.

Metagaming is a term that has been demonized and is totally appropriate for making decisions when you roleplay. You're metagaming when you choose a power to use... I don't get how "metagaming" is wrong in this sense.

I think you're talking about dysfunctional play, which is totally not what we're advocating. Since when is "roleplaying" a houserule for 4E? Wtf...
It is bringing play to a screeching halt when you, as a DM, demand that a player describe exactly how they're accomplishing something that's perfectly allowed for them to do according to RAW, and don't move on until you've gotten an answer that satisfies you; this is especially true if you allow other players to pipe in with their suggestions, which can easily be demeaning and demoralizing to the player in question if they feel like they're not clever enough to get anything done.

And it is houseruling on the fly when you decide that just because someone hasn't given you an explanation you like they aren't allowed to do it.

I understand that this isn't really a problem with experienced players, but new players often have problems thinking on their feet like that. Hell, even experienced players have their off-days. Punishing them for that with inventing a house-rule on the spot (yes, saying swarms can't be grabbed is a house-rule) is, in my opinion anyway, absurd.

Maybe it's just because I'm used to DMing new players, but I find the carrot (the DM's best friend) is far more useful than the stick (creating punishing house-rules) more effective in coaxing creative moments out of players.
 

Jumping in late to this thread, but I can't resist.

I'm of the mindset that the word used as part of a condition has absolutely nothing to do with what your character is actually doing to the monster.

1000 times yes. Words have no standard meaning in 4e. The Pathfinder PP has absolutely nothing to do with finding paths or scouting... despite all the fluff claiming the contrary. Tripped does not mean tripped, grabbed does not mean grabbed. This bothers me to no end. But some people don't mind it a bit. To each his own.


They could have simply replaced Grab, Blind, and Stunned with Condition Red, White and Blue.

Again, yes, and I wish they would have. Better yet, a word or words that actually means what the condition does. Like, Physically Immobilized. Far better that than to corrupt the meaning of the word "grab."

To summarize, your character;s actions are in some way causing any given creature to act differently. How you are doing this is completely open to your interpretation and requires no justification.

Finally, yes, again. The "requires no justification" part is what gets me. I just don't want to play a role-playing game where there does not need to be any justification for the fiction being created. I know that many people do; glhf to those folks.

Anyway, to answer the OP's question, By Moradin's beard, YES! In 4e, a swarm can be grabbed. Which does not mean it is grabbed.
 

You think asking a player to roleplay is a blunt instrument? If I, as a DM say, "Ok, you're trying to Bluff him. How are you doing that in the fiction? You need to describe it..." that's a blunt instrument? Really?
Yes, if you override his success or failure per the rules based on your assessment of his RP or lack thereof. RP is supposed to be a fun part of the game, where the player can be expressive or creative - not a resolution mechanic. Players have differing levels of thespian skill and aren't all equally outgoing and assertive. Some are new to the hobby, some are quite shy and retiring. Some, while creative when given time don't dream up cool imagery in a snap. We don't require every player who rolls up a fighter to be physically strong, we can't expect every player who chooses Bluff or Diplomacy to be glib, or every player to block out an action like their Jame Cameron doing a story board for Avatar2.

One alternative is to make the roll, determine the results and RP as best you can based on how successful it was.

The same goes for 'realism' issues with a power. Use the power, use the resolution mechanics, RP the results. Don't grill the player on exactly how his character is performing a mechanically straightforward action and penalize him if you don't like his explanation.
 

Oh god, wherein he tries to define "roleplaying game"... Gimme a break. I can "roleplay" my banker in Monopoly. Does that mean Monopoly is a roleplaying game? It has some rules and I'm playing a character...
Yep, it is if you start roleplaying in it. That's the point roleplaying as part of a game makes it a roleplaying game. If you use a houserule that says everyone has to come up with an idea for their Monopoly character and you should consider your decisions in terms of his/her personality then absolutely it's a role playing game.

I generally, also like to have "improvement" mechanics in a game to qualify it as a True RPG. Which means getting XP and going up levels. Monopoly fails at this test, but it could certainly be a light RPG if played the right way.

First of all, I never once mentioned realism as the stated goal. Never. Plausibility? Yes. Realism? No.
Which is why I put quotation marks around "Realism". I use the world "Realism" to mean "Being in line with how you feel the world is supposed to function". Plausibility is just as good a word but not entirely accurate. It's certainly plausible that people have expanding hands and can grab an entire swarm in one hand(in the same way that it's plausible that people can make fireballs by waving their hands).

On the other hand, although it's plausible, it isn't "Realistic". People in real life don't have that ability. I find more people have objections due to "Realism" than "Plausibility".

Nothing in any of the D&D books ever say that people DON'T have expanding hands capable of growing to a size big enough to grab a bunch of creatures at once. You only assume they don't have that ability because it doesn't work that way in real life. Therefore, the issue is one of "Realism".

However, my main concern is the fiction. As I just discussed, without that fiction carrying my character and my choices, we're playing a board game and "roleplaying" is just us masturbating with our voices.
The problem is, where is this "fiction" coming from? I have an ability that says when I hit someone with it, they are grabbed. So, it's possible within the game "fiction" since the rules describe what you can do within the game world. The rules ARE the fiction.

Simply roleplaying your version of the "fiction" isn't superior to roleplaying my version of the "fiction". And both my version AND your version are simply "masturbating with our voices". In the end whatever we say matters only to us and the group of friends we are playing with.

But, you're assuming spellcasters are more elite in the fiction. This isn't necessarily true.
I'm not saying that, I'm saying that it is much easier to justify how to shoot the planet into the sun when you have magical powers than it is if you are a "normal guy" with a sword. If you have to justify everything, you get a pass just by having the "fiction" say you are a magic user.

Really? That sounds fun as hell to me. All of sudden, we're immersed in the fiction because of one simple question. I'm imagining the Wizard modifying his spell and recalling his lore of elementals.
Not to me. I want the combat to be over in less than 2 hours. If we stopped for every power someone used in order to justify things like this, we'd extend the time it took to nearly double.

Even if it's exciting to describe your magic missile the first or second time, but the 40th or 50th time you've used the power in the campaign, I just want to know how much damage it does.

If the Rogue had justified it in the fiction, "As I strike at the elemental, I make sure to place my blade in the ember that rests at it's heart so that my poison strikes at it's weakest location..."
Until your DM says "There is no ember that rests at it's heart. It's entirely made out of fire. It has no veins, no blood, and no vital areas. Now, describe to me how it is plausible at all that your ordinary poisoned blade can do anything at all to it?"

Your powers then become the whim of your DM. After all, it isn't very plausible that weapons could harm a creature of pure fire at all. It would require an extreme justification just to be able to use your weapons on it.

After all, there is fiction within the D&D worlds claiming that creatures like this need magic weapons to harm at all(since they did in previous editions). On the other hand, spells count as magic, so casters get a free pass again.

Wow... All of a sudden I'm IMAGINING this fiction take place. And it sounds :):):):)ing awesome.
Understood. You like description. I like some flavor now and then myself. We currently use a lot more flavor description in our current games than I did back when I started D&D. Back then the DM would resolve initiative in clockwise order and he'd point at you and you'd say only two things: AC you hit and amount of damage dealt. Unless you wanted to move somewhere first. In which case you stated that.

Wizard: I use Poison Missile at-will.
DM: Sweet. It's an elemental though. How do you do that?
Wizard: Well, I just cast it.
DM: Oh, cool. Well, roll to hit. Roll for damage.
DM: Rogue, you're up.
Rogue: Sweet. I use Poison Strike at-will.
DM: Oh, uh, sure. Roll to hit. Roll for damage.
There's certainly nothing wrong with this. Except maybe the DM stopping to ask "How do you do that?" I'd be prone to say "What do you mean 'How do I do that?', I have the ability to wave my arms and a poison missile shoots out at a target I choose. I do the same waving my arms motion I always do and I choose the elemental as my target. The same missile that always appears shoots at the enemy and then does 27 poison damage to him. It's not like anything has changed since the last time I used the ability."

Nah... I'd rather hear...
I think that is entirely a matter of taste. Whether someone describes how their power works or not doesn't change what the power does. It does the same amount of damage and has the same effect. The description is simply "masturbating with your voice". But that's ok. It just shouldn't become the basis of how the game works.

Not at all. Rogues can deal damage to undead. There's nothing saying they can't. They just need to justify it in the fiction, same as the Wizard or Cleric.
As I've said, this "fiction" is heavily dependent on what is in your DM's head. If your DM has the image of a ghost as having no vital organs. Since it is just a spirit, it has no weak points in his mind. Sneak Attacks rely on your hitting weak points in the fiction. So, in the DMs mind(and therefore, the fiction), Sneak Attacks cannot be done to undead. No matter what justification the Rogue comes up with, the DM is going to say it isn't supported in the "fiction". So, the high level Rogue with the dagger goes from doing 1d4+10+3d8 to 1d4+10. Changing his average damage from 25 to 13. Actually halving it.

Are there going to be some DMs who are more open to making up fiction as you go along? Sure. But where is the line? How often does your character have to suck in combat in order to fulfill the desire to "stay within the fiction"? And if you play in multiple D&D games are you going to have to guess at where that line lies for every DM you play with?

Being immune to something and having characters justify it in fiction are two entirely different things.
You miss my point. But I agree with that statement. The point I was trying to make was if the book says a particular creature is immune to poison, the game designers felt there was a fiction reason for that(it has no blood, or whatever). If it isn't immune to fire, then there is likely a fictional reason for that as well(fire burns it the same as it does everyone else).

No justification is going to convince the DM that you should be able to poison the creature that specifically says it is immune to poison. However, why does using fire on the creature require a justification more than "I use fire on it"? I already used a dice to determine if I was capable of using the power and hitting the enemy. Do I need to answer a pop quiz in addition?

Sigh... Again. We're not talking about realism. I play my games in a very cinematic manner. A rogue striking the ember heart of a flame elemental? Oh yeah.
I play my games in a very cinematic manner as well. The rogue gets to strike the ember heart of a flame elemental. That's why he gets his Sneak Attack damage. We just save time by not describing it every time. And we keep the balance between the classes by not requiring a justification for each one of their powers. If the game lets them use their powers, then they can use their powers.

Yeah. I'm of the school that says, "Everyone's powers work if you can justify it in the fiction."
See above. It's much easier to say "It's magic, of course I can do it" and convince most DMs than it is to say "My poison dagger can poison that ghost...because I....umm...hit it in it's head..and...I...twist the blade?"

If you can justify it easier with some classes and whether you can use your powers requires justification then certain classes become more powerful than others.

If you can justify it in the fiction. Yes. The example given earlier of someone using their shield to hold down a swarm of lizards or whatever is a good one. ;)
It's a matter of "What IS the fiction?" Where does the standard of "the fiction" come from? If I'm playing a grappler fighter where all of my powers require a weapon in one hand and nothing in the other hand, and all grab my enemy(therefore no shield) and I say "I suck up all the insects into my glove by spinning my arm really fast. Faster than anyone has ever moved before." Does that fit the fiction? Or is that too magical to fit what a fighter can do?

And, this is sad to me. We're playing the game for the explanation. For the fiction. We're not playing Monopoly or D&D Minis.
Why are we playing the game for the explanation? I'm certainly not playing the game to determine how the metaphysical reality of the D&D world works whenever I cast my magic missile. I'm concerned with whether or not it hits my enemy and whether the enemy dies, so I can save my friend from being eaten and continue on my quest to save the princess from the evil archmage, become rich and famous, and then go to the tavern for ales and wenches.

Whether the magic missile hits the enemies shoulder or chest doesn't so much matter to me. It's an interesting fact to know. But not required by any stretch of the imagination. And if described every single time might cause it to take months instead of weeks(in real time) for me to save that princess.

So... Why play combat at all? Just skip it. "You guys win. Good job. Now... back to roleplaying..."
Because part of the game is seeing IF you succeed. You might die. One of your allies might die. The NPC you've been protecting might get kidnapped in the battle.

It's also fun to fight things because you enjoy combat mechanics. I love the idea that my characters has the ability to shoot fireballs out of his hands. I like seeing if I can tactically outsmart the monsters and use my powers as effectively as possible to reduce the damage me and my allies take while maximizing the damage my enemies take.

I derive the same fun out of playing through a battle as I do playing a game of Warhammer 40k or playing a game of Starcraft on my PC. With the added benefit that I get to spend time with more friends this way and the battle has a context behind it. I get to play a character who has a personal stake in the fight. I get to think of it from his point of view. Which fulfills some of my desire to be someone else for a while.

To me, the fun parts of combat are being smart enough to use my immobilizing power on the big damage melee creatures on the back so they are effectively out of the battle while we take care of the ranged enemies before finishing off the melee enemies second. I like the idea that we used teamwork in order to defeat a challenge put before us.

Which is part of the reason having a DM tell me "Sorry, your immobilizing power is shooting arrows at the enemies and pinning them to the ground. You can't pin Oozes to the ground, they flow around it" is so annoying. It takes my good plan and turns it around on a whim because my powers don't fit the sensibilities of the DM.

My advice to that player: "Use your imagination. This is D&D. Not, Monopoly."
Imagination doesn't get you out of every bind. At least it shouldn't. I find it equally bad when a player can get away with murder simply by anticipating the DMs thoughts or when the DM restricts the players simply because they weren't creative enough.

For instance, it's annoying when 3 players use their biggest daily powers against an enemy, each doing around 30-40 damage a piece against a big, nasty creature, realizing this is going to be hard. Then one PC suddenly has an idea. The roof of the cave was described as being unstable. He shoots a basic ranged arrow at the roof. The DM says "Excellent, you are being creative, the roof collapses and immediate does the other 500 points of damage needed to kill the monster."

What really happened is that the DM planted an idea by giving a hint of what he wanted the players to do. Then rewarded them for coming up with the idea that he gave them. As soon as that happened, they ceased playing D&D and began playing the "Guess what the DM was thinking" game. Since, guessing what the DM is thinking lets you do 500 points of damage while everyone else has to roll to hit in order to do 30 damage.

The reverse can be true as well. If you come up with an explanation your DM likes, you get to use your powers. This requires knowing your DM well enough to know what he likes. The players who are better at reading the DM get to be more powerful in game.

It ceases to be a game about playing a character who has cool powers in a fantasy universe and instead becomes a game about being yourself and attempting to use your power of imagination in order to wow your DM.
 

Which is metagaming, and not what I'm looking for with a role playing game.
That's not true at all. The word metagaming gets abused. It means making decisions knowing the game is a game and expecting that things that wouldn't work in the world will work that way because it is a game.

A great example is from the 3e DMG that says that it is metagaming, for instance, to say "Hey, I bet there is a way to disable this trap, because the DM wouldn't put a trap here without a way to disarm it!"

It's not metagaming to say "Hey, there's got to be a way to disarm this trap since whoever manufactured it would have put in some way for them to get through this room."

In the same way, it isn't metagaming to say, "My power works because poison affects fire elementals in this world." or "I can't use this power more than once a day, because that's the way it's always been here. When it was taught to me by my master, he explained that this move only works once a day. As his master had explained to him and his master to him and so on, stretching back to the beginning of time. Why this is, no one knows. It is simply the way of the universe. It requires getting in the exact right frame of mind and position in order to execute. Perhaps it is tapping into a type of 'magic' that has never been identified. Perhaps the gods are meddlesome and keep putting people slightly out of position if they try to do it too often since they are jealous of the power that mortals could wield if they could do it infinitely. We may never know."

As long as there is an in game reason for it, it isn't metagaming. If the game rules are used to simulate the fantasy world than there is an in game reason for every restriction you have in the rules.

Either that or you accept that games need rules in order to be fun and sometimes those rules affect the in game world. I personally prefer to think of the encounter/daily powers for martial characters in terms of novels. When I read a Drizzt novel, he doesn't simply cut the heads off of every enemy he encounters with his first attack. However, he HAS cut the heads off of his enemies with the first blow against them. He doesn't do it every single time because he can't get the attack off every time. Often it only happens once a day, if that. But also, he doesn't do that every single time because as the reader of that story, it would be really boring: "Let me guess, after those Orcs jump Drizzt, he cuts their heads off...again".

There's no in game reason he can't do it only once a day. But he doesn't.
 

Yes, if you override his success or failure per the rules based on your assessment of his RP or lack thereof.

Where in the whole goddamn world did I ever say I was "assessing" this roleplaying? Show me ONCE where I said that the roleplaying was ever "assessed". Please. I'd love to see it. Because I don't think I've ever said or done that inside of a game.

RP is supposed to be a fun part of the game, where the player can be expressive or creative - not a resolution mechanic.

You're right. It's NOT a resolution mechanic. But, for that resolution mechanic to come into effect, you need to do something in the fiction to invoke it. "I use my Intimidate skill..." is unsatisfactory. You need to actual DO something in the fiction for those resolution mechanics to resolve anything. If you say, "I use my Intimidate skill..." there's nothing to resolve. Your character didn't DO anything.

Players have differing levels of thespian skill and aren't all equally outgoing and assertive. Some are new to the hobby, some are quite shy and retiring. Some, while creative when given time don't dream up cool imagery in a snap. We don't require every player who rolls up a fighter to be physically strong, we can't expect every player who chooses Bluff or Diplomacy to be glib, or every player to block out an action like their Jame Cameron doing a story board for Avatar2.

I never said anything of the sort. I don't require my players to be anything other than roleplayers. The fiction is theirs. But, there must be fiction.

One alternative is to make the roll, determine the results and RP as best you can based on how successful it was.

Sure. Except, how can you know what to roll when you haven't done anything? If I roll my "Bluff" skill and then roleplay my character grabbing a hammer and threatening it in some guy's face because I want him to leave me alone... Am I bluffing? No. I'm Intimidating at that point.

And, now we are slowing the game down. It's much easier to roleplay what you want to do and then let the rules resolve those actions (and this is where I think 4E powers kind of fail in that respect... it doesn't ALLOW the player to roleplay what they want to do, only what is available to them on their sheet to do, not in their head and imagined events...).

The same goes for 'realism' issues with a power. Use the power, use the resolution mechanics, RP the results. Don't grill the player on exactly how his character is performing a mechanically straightforward action and penalize him if you don't like his explanation.

Yeah. My point is, there is no mechanical straightforward action - everything is, or should be, rooted in fiction. When you DM, do you describe the dungeon you draw out, or do you just draw a grid and begin combat?
 

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