Wow. So, this is getting entirely too long and you're ignoring most of my points. I'll try one more time.
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.
This is false. It's not a roleplaying game if what you do fictionally has no impact on what you do mechanically. Plain and simple. You simply CANNOT impact what you do in Monopoly by roleplaying things out in the fiction. I can't say, "Well, today boys I'm not traveling anywhere. I'm going to stay in my hotel on Boardwalk and play some poker with my colleagues."
Nope. You roll the dice on your turn. You must move that many spaces. Those are the rules of the game.
The same thing applies to D&D. By not allowing fiction in the game to impact the mechanical functions of the game, you're turning it into a board game. That's fine if you want to have that experience. I'm not knocking it. But, let's not be naive and call it roleplaying.
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.
XP and leveling is totally not a requirement for a game to be an RPG... And, improvement doesn't "mean" XP and leveling in all RPGs.
I think you need to broaden your horizons as far as RPGs. What games have you played?
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).
If they have that power and can justify it in the fiction, sure. There's also a social contract at the table that needs to be clear to all the players and what is acceptable to them. If you want to play a "anime" oriented game, and I'm interested in a more classic fantasy experience, we need to reconcile those differences and figure out what kind of theme we're going for in the campaign.
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".
I don't. We're playing elves and wizards (which, last I checked, don't exist). I don't give one




about realism.
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".
When did I say this? I just described earlier in this thread that a rogue could stab a fire elemental's ember heart... Wtf is wrong with you? Are you not reading my posts? Quit replying to my posts and quoting me if you're not going to read them. I never once said anything about realism, except that I don't give a




about it.
Seriously... Just stop.
The problem is, where is this "fiction" coming from?
It's coming from your imagination. The same as where mine is coming from. And, when we tell this story, when we describe our actions and our characters, we're created a shared story. It's not hard. You should try it. You might enjoy roleplaying.
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.
You're right. So describe it for me.
The rules ARE the fiction.
Nope. The rules are there to resolve the fiction. Fiction is the fiction. Seriously. Saying, "I roll my Intimidate skill" is NOT fiction. There's NOTHING there that is fictional. That is a real world thing you are announcing.
Simply roleplaying your version of the "fiction" isn't superior to roleplaying my version of the "fiction".
Agreed. I never said otherwise.
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.
Not if we're playing a roleplaying game. You're not masturbating with your voice if your fictional actions with your character(s) has a direct impact on the game (see my Monopoly example above).
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.
I think that depends on the magical power and the sword.
If you have to justify everything, you get a pass just by having the "fiction" say you are a magic user.
Not true.
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.
This is an issue with 4E, not roleplaying.
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.
That's fine. If you're playing "I roll to hit. I roll damage. Next?" Which is more boring? I don't want to hear that 50 times in a row. THAT to me is boring. I want to hear how you're using that Magic Missile NOW in THIS situation in THIS moment on THIS particular enemy.
Does it really take that much time to say, "Two bolts of bluish force streak out of my staff and strike at the two minions."
"Sweet. The bolts hit them with precise force and the wind is knocked out of them and they fall unconscious. Santos, you're up now."
Really? That was hard? You're telling me you want to hear. "I use my At-Will attack power Magic Missile. I got a 20. For 6 damage..." "Ok, The minions die."
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?"
The DM must adhere to the rules and fictionally justify it as well. I never said the DM could give monsters powers fictionally. I said you have to justify your actions it fictionally. If the fire elemental is not immune to poison, the DM must supply a reason why, fictionally. Plain and simple.
You tell me, Majoru, why is a Fire Elemental not immune to poison?
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.
Not at all. I gave a perfect example earlier in the thread. Powers are never the whim of the DM. I never said that. I said, "To do something with your character mechanically, you need to do something fictionally."
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.
Again. No.




no. Where in my example above did the Rogue
not get to attack the elemental with poison? Please. Show it to me.
Understood. You like description.
I like fiction, i.e. roleplaying. Sure. I also like board games, but when I play D&D, I don't want to play a board game.
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.
How is this relevant at all? It's not.
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."
Everything has changed, hopefully. You're telling me every battle you get in has the same enemies? The same circumstances? The same whatever? I find that hard to believe.
"Majoru, your wizard steps up onto the deck of the hovering airship. Lord Baltu is there and he has your sister in his arms, using her as a human shield. Now how do you use your Magic Missile?"
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.
The description is not masturbating with your voice, because your description directly impacts the fact that you are using the power in the fiction.
As I've said, this "fiction" is heavily dependent on what is in your DM's head.
No. It's heavily dependent on what's in YOUR 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.
Are you kidding? You don't think spirits and undead have weak points?
No matter what justification the Rogue comes up with, the DM is going to say it isn't supported in the "fiction".
That's not true at all (unless the DM wants it to be by design of the monster - certainly a DM can design a monster that has immunities and such things). But, if the DM has a creature with no such immunities, then certainly the rogue can justify hitting the creature. I'll come up with one right now.
"I strike at the zombie's sinewy tissue that connects it's neck with it's head."
Bam. Sneak attack. It took me about 2 seconds of game time to come up with and say that.
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?
Not at all. Certainly every group has their goals for the game. Let's hope one of those goals is to create compelling fiction while they play. We've already established that the DM is held just as responsible for adhering to creating this fiction as the players, so there is no "line".
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).
Omg... The designers relied on fiction?? HOW DARE THEY!
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).
Agreed.
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.
Why are you trying to argue with me about things I never said and things I agree with? Let's drop these antics. You're filling up your post with garbage that is not relevant to the topic and that we both agree on, yet you're phrasing it like we disagree and are arguing this matter. Just stop. Please.
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?
No. We just established that if a creature is immune to fire, it is immune to fire. Period. The DM should explain this in the fiction, just like you should.
I play my games in a very cinematic manner as well.
How is that possible if you don't describe anything? Doesn't make any sense to me.
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.
Wrong. You never knew about the ember heart if you didn't describe it. Hell, I never imagined a fire elemental with an ember heart until this very thread where the fiction demanded we describe it. So, don't tell me that we'd have all imagined that somehow if we never described it.
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.
Sure. So long as they justify it in the fiction. Same as everyone being allowed to use "Bluff" so long as they bluff someone 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?"
Sure. If that's how you want to describe it. I'd probably help you out if you were struggling and tell you about the shimmering parts of the ghost that seem to come in and out of the material world, beckoning to be brought forth from its ethereal state. When you strike at the ghost, you can "sneak attack" it by striking these parts of it. ...
Or something. Whatever. Twisting your blade is fine too.
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.
Not at all. Justify how you use fireball underwater? The fighter doesn't have this problem.
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?
Didn't we already cover this? I think so. Suit the fiction to YOUR group's preference. It's not the control of the DM the style of fiction your group wants to tell. It's your group's control.
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.
Yup. Me too.
Whether the magic missile hits the enemies shoulder or chest doesn't so much matter to me.
Hopefully it does in the situation I presented earlier. If the enemy is holding your sister at his chest, hopefully you'd want to hit him in the shoulder.
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.
Not really. Takes me about two seconds to describe my blue bolts of force striking at Lord Baltu's shoulder.
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.
Ok. Sure. How does this go against anything I said?
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.
Sweet. Glad to know. Irrelevant to the conversation though.
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.
There is no context if there's no fiction. Unless your fiction is simply window dressing...
"This is the scenario guys... You're all on an airship because Lord Baltu has kidnapped Majoru's sister. Fight!"
We could play a boardgame with that exact premise. What makes it roleplaying is that our fight has fictional weight.
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.
Sure. Let's describe that. When you use your Magic Missile against Lord Baltu, do you SAY anything to him first? What about your sister? Is she crying? Are you scared for her?
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.
Yeah. What does this have to do with fiction? You can still do this with fiction. Tactics and powers and skills, these things are all methods for resolving the fiction.
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.
Like I've said about 100 times in this thread. The DM is just as responsible. If you're fighting an ooze that is not immune to immobilize, I would have described that...
"You strike the ooze with your arrows and while they go straight through it, tearing away globs of it's composition, your arrows strike into the gorund creating a barrier that it struggles to move past."
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.
You still need to roll Bluff checks to succeed at bluffing.
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."
There are rules that cover this on page 42 of the DMG. Check 'em out. 500 points of damage would have to be a pretty high level custom maneuver.
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.
So, if I put terrain powers on the battlefield as a DM, that's a BAD thing? Wtf... Naw. Sounds like you're making a poor example. There are clearly defined rules for terrain powers and custom stunts (page 42 of the DMG). You're making an exaggerated example to try to prove your point. It's not working.
Check out this website:
Sly Flourish
Has tons of nice terrain power examples and suggestions for their rules.
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.
Nah. That's not what I'm saying at all. Some DMs (like suggested above) might give small bonuses (the DMG suggests this - +2 bonus for especially creative methods for doing things - or another example is page 42 of the DMG where they suggest a lower DC for the rogue doing his stunt because you want to encourage "creativity"), but I've never suggested disallowing something because you DID something and it wasn't "good enough". I am saying, you have to DO something.
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.
Not at all. I think we've exemplified that your examples are gross exaggerations and the DMG and rules clearly support the truth.