Can a swarm be grabbed?

But i want to point out, that you wizards and fighter examples are quite good. I also want to add Gandalf to your fighter wizard examples.
True, Gandalf was a warrior in his youth. Throughout the books, he lit fires, unsuccessfully 'held' a 'portal,' made pretty fireworks, conjured light, and talked to animals. No meteor swarsm or power words or even unerring magic missles for him. I combat, he generally drew his sword. He used his magic staff to shatter a bridge, but he actually fought the Balrog by grappling with it (so he says, later - maybe it was mataphorical maiar spirit-grappling). Back in the day, there was a Dragon article that pointed some of that out, entitled "Gandalf was a 5th-level Magic-user." ;)

I want to throw in, that disallowing single target pushs pulls or slides but allowing single target grabs, is indeed nonsense...
Maybe. Allowing grabs - which immobilize - but disallowing single-target immobilized or restrained, though, that would indeed be nonsense.
 

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I agree completely, if in doubt, have the PC describe how it is done. If they really can't then disallow it. :)

And that's fine, just so long as you treat all of the power sources the same way. The Wizard can't just hand-wave, "Because it's magic!", if the Fighter has to be descriptive.
 

The problem comes from thinking that each member of the swarm is intelligent and separate from the others. There's a certain swarm mentality that can explain these things.

Grabbing a Swarm: You pin a few members of the swarm to the ground with your hand, foot, shield, or weapon, literally immobilizing them. The free members of the swarm won't leave their comrades who are still alive, so the entire swarm is effectively immobilized.

Slowing a Swarm: You kill a few members of the swarm, nearly hitting the others nearby, who are forced to jump back to avoid the attack. The rest of the swarm becomes confused when members of their mob aren't moving where they are supposed to, so the entire swarm has to regroup before it can start moving again, effectively slowing the swarm.

Knocking a Swarm Prone: You fell a portion of the swarm and send their bodies flying into the rest of the swarm members, knocking many of them prone. The creatures that remain standing aren't able to do much alone, and they're not about to leave their still alive companions, so the entire swarm is effectively prone.

You don't need nets, poisons, or 10-foot poles. You just need psychology!
 

Another thing to remember about swarms is that they're not generally natural. Rats do not gather into a 10x10 pile of feral rodentata and move and attack as one. If you ever got a few thousand rats into a 10x10 pile, they'd go running off in all directions and be spread out as panicked individuals in a matter of seconds. If you possit the existance of D&D-style swarm of rats in the first place, you've already sent 'realism' or 'simulation' screaming into the night.

Sure, there are bees and piranha and the like, but even they don't really quite behave like a D&D swarm. For one thing, if you engulf a swarm of bees in something (cloud of pesticide, say) that'd kill one bee on contact, the swarm of bees just up and politely dies.
 

I have noted over the years a strong bias against what are now called 'martial' classes in that regard. Heroic warriors of myth and legend frequently performed absolutely impossible feats. Fergus mac Roth punched the peak off a mountain. Everyone of Charlemagne's knights in the Song of Roland was spitting saracens four to a lance and cleaving mounted foes from helm through their horse's spines. But for some reason, we want to 'reality check' anything a fighter might do.

On the other extreme, wizards of myth and legend frequently did very little. Their powers were subtle, mysterious, and not often much use in combat. One of Merlin's greatest feats of spell-casting was to cause the tents of an invading army to collapse - aside from that, he turned into a bird now and then, and created a disguise that fooled a noble's own wife. Circe could transform a man into an animal by serving him a magic potion in a cup of wine. Cool stuff, but it ain't fireballs and lightning bolts and unerring magic missles and Time Stop. But do wizards ever get called on 'verisimilitude?' No, "it's magic" so they can do whatever their powers say, no questions asked.

It's intollerance, is what it is. Virulent anti-martialism.
It's an interesting point you're bringing to the table, and since it is a step further from our previous exchanges, I think it's worth answering to from my point of view.

I'm sure you're going to find plenty of people whose opinions and scrutiny indeed fit this sort of anti-martial bias you're pointing out. Everything's possible for a wizard because well, that's magic, while the fighter will be looked upon with intense "this must be believable" criticism, whatever that means for the people involved.

Now, I do think there's some logic to it in the sense that yes, magic is well, magical, and non-magic moves are subjected to a set of Physics rules we can better understand when talking about a fantasy world with a set of Physics comparable to our world.

YET, I actually agree with your argument, and am myself not opposed to martial classes being able to do amazing moves and exploits in combat. Far from it.

My objections are not targeted at martial classes in particular, and are not concerned with that type of bias you describe. No. What I am specifically rejecting is the narrative logic that sustains some of 4E's mechanics, and/or explaination of such mechanics done in a Skip Williams, "rules in a vacuum", style. I.e. explaining rules with a "narrative" explanation, or rules explained in the context of other rules only, with complete disregard for their application in the game world.

Let me take an example: Daily and Encounter powers in 4E. While I can easily explain in my mind why a Wizard would have Daily powers and Encounter powers, much in the same way I would explain why in older editions they had a limited amount of memory "slots" in a Vancian system, I find no way to explain why Fighters would only be able to use a given Martial move (exploit) only one per Day, or per Encounter. The usual explanation that is given to me for such powers is that "it's a cool move, the kind of move that ends a scene in a movie, or ends the episode". This, is a narrative explanation. It's not connected to the game world, but it's concerned with a bird's eye view upon the characters, which rubs me the wrong way as far as role playing is concerned. It basically breaks my suspension of disbelief and makes me consider game mechanics from an author's, third person, point of view, instead of an in-character, immersed point of view.

One of my favorite OGL games is Iron Heroes. In there, you've got some badass martial classes able to perform all sorts of amazing moves in combat. But the mechanics don't use this sort of narrative logic to balance classes against each other. Instead, you have in most cases the use of pools, with the characters actually performing some specific actions or preparation or moves in the game world to be able to gather "tokens", which they then are able to spend on these amazing moves. This is an in-game explanation that does not affect my suspension of disbelief, personally.

Thing is, there would be ways in which 4E could get away from this narrative logic I do not appreciate. One could for instance state that characters may use Encounter and Daily powers freely once per either encounter or day, and then would be able to use these same powers additionally for a specific price that would kick in after their first free use. Performing this amazing move more than once to cause a character to become fatigued, for instance, or using that particular trip more than once would cause the enemy to gain modifiers on defence, or that particular spells cast again would cause the character to potentially become mad, or whatever.

What I'm saying is that there ways, relatively easy ways, to add to the 4E experience so that the narrative logic doesn't have to be the single overwhelming logic that sustains the whole system, while still keeping the cool exploits, prayers, spells and what-have-you just as efficient as they previously were, if not more effective than they were. It's all a question of fine tuning, to me. A question of opening the system to different types of role playing, rather than nerfing anything even more than it was with the changes of editions.

Hope that makes my POV clearer.
 

Now, I do think there's some logic to it in the sense that yes, magic is well, magical, and non-magic moves are subjected to a set of Physics rules we can better understand when talking about a fantasy world with a set of Physics comparable to our world.
Except, there's no reason a fantasy world with magic would have a set of physical laws anything like our own. If it did, arcane classes couldn't so casually defy the laws of thermodynamics, and divine casters couldn't channel imaginary power from non-existant supreme beings.

Terry Pratchet spoofs the genre in diskworld, but, really, he has a point. The laws of physics in a high-fantasy world would have to be pretty bizzare.

YET, I actually agree with your argument, and am myself not opposed to martial classes being able to do amazing moves and exploits in combat. Far from it. My objections are not targeted at martial classes in particular, and are not concerned with that type of bias you describe. No.
We'll see if you can come up with any example that doesn't involve restricting a martial character for being martial...




Let me take an example: Daily and Encounter powers in 4E. While I can easily explain in my mind why a Wizard would have Daily powers and Encounter powers, I find no way to explain why Fighters would only be able to use a given Martial move (exploit) only one per Day, or per Encounter.
Strike 1. Try constructing an example of, say, why something 4e allows both a arcane and divine character to do is logical for one but not the other...

What I am specifically rejecting is the narrative logic that sustains some of 4E's mechanics, and/or explaination of such mechanics done in a Skip Williams, "rules in a vacuum", style. I.e. explaining rules with a "narrative" explanation, or rules explained in the context of other rules only, with complete disregard for their application in the game world.
The usual explanation that is given to me for such powers is that "it's a cool move, the kind of move that ends a scene in a movie, or ends the episode". This, is a narrative explanation. It's not connected to the game world, but it's concerned with a bird's eye view upon the characters, which rubs me the wrong way as far as role playing is concerned.
Sure, it's a narrativist explanation. There are also simulationist explanations. For instance, it could be a 'surprise move' that's only going to work on someone who hasn't seen it - once you bust it out in a given battle, that enemy, and quite possibly everyone else you're fighting, is going to be wise to it. Or, it could be a very difficult move that you try a number of times but are lucky to pull off even once - represented by a 'reliable' daily.


What I'm saying is that there ways, relatively easy ways, to add to the 4E experience so that the narrative logic doesn't have to be the single overwhelming logic that sustains the whole system, while still keeping the cool exploits, prayers, spells and what-have-you just as efficient as they previously were, if not more effective than they were. It's all a question of fine tuning, to me.
I'm OK with both the narrative and immersive styles of play, but the big deal for me is that a game be reasonably and robustly balanced. Making the game mechanically balanced and playable should be the top priority, if that means giving martial characters dialies - or taking them away from arcane characters - that's fine, I can find some explanation or rationale for it, be it a narrative one or an immersive one.

On the simulation side, I like a game to model something more fun and interesting than RL. Real life is readily available. So, while a love a simulationist game that delivers verismilitude with regard to a genre, if all it offers is 'reallism,' it can stay on the shelf.
(*cough*Aftermath*choke*dieofradiationpoisoninginsteadofgettingmutated*)
 

Except, there's no reason a fantasy world with magic would have a set of physical laws anything like our own.
Sure. Absolutely. Except that most Fantasy role playing game worlds (Greyhawk, Forgotten Realms, Thieves World, Birthright, Ptolus, Mystara, and about a zillion other more-or-less vanilla worlds) assume/are based, with more or less success, on a Physics engine similar to our own world (i.e. speeds and movement, weights, mass, gravity, effects of the environment, heat, cold, electricity, what poisons do to your body, and so on and so forth).

We'll see if you can come up with any example that doesn't involve restricting a martial character for being martial...


Strike 1. Try constructing an example of, say, why something 4e allows both a arcane and divine character to do is logical for one but not the other...
Well, I just did in the part you didn't quote: "While I can easily explain in my mind why a Wizard would have Daily powers and Encounter powers, much in the same way I would explain why in older editions they had a limited amount of memory "slots" in a Vancian system, I find no way to explain why Fighters would only be able to use a given Martial move (exploit) only one per Day, or per Encounter."

I can in game-world terms explain to myself that a given Prayer is only allowed at certain given times or intervals by a particular deity, or that a spell is so complex in its particular effects that it could only be performed once every once in a while, but a particular fighting move, not so easily, to me.

I can understand in-game why a Wizard would only be able to cast Fireball once a day (maybe the spell is super complex. Maybe it exerts such a drain on the mind as to make it hard to cast again for some time. Maybe the Gods of Magic don't want you to cast Fireball all the time. Etc). I can understand in-game why a Cleric could only use Astral Refuge once a day (Maybe the Gods don't want you to breach the veil between worlds that often. Maybe the Prayer itself consumes your spirits and drains your soul in such a way as to make it impossible to cast again right away. Maybe... you get the picture). I don't understand why a fighter could only Crack the Shell once a day, or why the Rogue would only be able to use Trick Strike once a day.



Note that in my post I also indicated simple ways in which I think uses of Encounters and Dailies could be loosened a bit by implicating some prices on further utilizations of these powers, with maybe specific prices for specific power sources, or specific prices for each specific powers. This obviously was just an example, but still, I do think there are some possibilities for 4E to remain 4E while doing away with the gamist-narrativist BS going on with the system.

Sure, it's a narrativist explanation. There are also simulationist explanations. For instance, it could be a 'surprise move' that's only going to work on someone who hasn't seen it - once you bust it out in a given battle, that enemy, and quite possibly everyone else you're fighting, is going to be wise to it. Or, it could be a very difficult move that you try a number of times but are lucky to pull off even once - represented by a 'reliable' daily.
For some reason, I find it exceedingly more complex to come up with simulationist explanations than narrative ones. Maybe it's just me, but then again, I'm far from being the only D&Der out there with this type of issue with the 4E game system (see link above, for instance).

I'm OK with both the narrative and immersive styles of play, but the big deal for me is that a game be reasonably and robustly balanced. Making the game mechanically balanced and playable should be the top priority, if that means giving martial characters dialies - or taking them away from arcane characters - that's fine, I can find some explanation or rationale for it, be it a narrative one or an immersive one.
To me, game balance is not the same thing as rules balance. Rules balance is just one of the many components of actual game as-it-is-being-played balance, which also includes various GM skills, collaboration between the participants of the game, spotlight given to characters and the situations that allow such spotlights, play styles (game balance between thespian players will not mean the same thing as game balance between tactical players) and so on and so forth.

The rules are not the game. The game is not the rules.

Rules balance being the be-all end-all of game balance, and thus requiring near-perfection, is a fallacy, and thus, does not have to be a priority of game design. To me at least.

On the simulation side, I like a game to model something more fun and interesting than RL. Real life is readily available. So, while a love a simulationist game that delivers verismilitude with regard to a genre, if all it offers is 'reallism,' it can stay on the shelf.
(*cough*Aftermath*choke*dieofradiationpoisoninginsteadofgettingmutated*)
I'm not connecting with this argument. The rules being grounded in the game world instead of vice versa does not mean that the world has to be boring or mundane. You can simulate a high fantasy, off the hook world, using mechanics that find their justification in game world elements. Toon in that sense could be simulationist of a cartoon physics engine. In other words, simulationism is not predicated on the idea that you must model the real world itself.
 
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The powers system seems like a way of "dumbing down" D&D. With the powers system you have a select amount of abilities so that players don't have to worry about a dozen different modifiers that crop up when using said powers multiple times.

I`m not necessarily a fan as I would love to be able to use martial dailies more than once a day and honestly the powers system was the reason I avoided 4e like the plague when it came out.

I'm used to it now and when I`m playing a non-martial class I don't mind. Although I do find myself longing for Brute Strike after it's spent.
 

Sure. Absolutely. Except that most Fantasy role playing game worlds (Greyhawk, Forgotten Realms, Thieves World, Birthright, Ptolus, Mystara, and about a zillion other more-or-less vanilla worlds) assume/are based, with more or less success, on a Physics engine similar to our own world (i.e. speeds and movement, weights, mass, gravity, effects of the environment, heat, cold, electricity, what poisons do to your body, and so on and so forth).
Superficially, perhaps. But myth and legend actually /did/ grow from our own world, and people seemed OK with their mighty heroes punching the tops of mountains, outrunning arrows, diverting rivers with their bare hands, and otherwise doing the flat-out impossible. Why can't a fantasy setting have room in it's ill-defined 'natural laws' for impossible feats by sword-swingers as well as wand-wavers?


Well, I just did in the part you didn't quote: "While I can easily explain in my mind why a Wizard would have Daily powers and Encounter powers, much in the same way I would explain why in older editions they had a limited amount of memory "slots" in a Vancian system, I find no way to explain why Fighters would only be able to use a given Martial move (exploit) only one per Day, or per Encounter."
That's just you aplying a double standard against the martial types, again.

What I said was: Try coming up with an example contrasting arcane and divine.

Try leave martial out of it while conveying your objections to 4e. You insist it's not that you have anything against that source, yet it's the only one you seem able to muster an objection too.



For some reason, I find it exceedingly more complex to come up with simulationist explanations than narrative ones. Maybe it's just me, but then again, I'm far from being the only D&Der out there with this type of issue with the 4E game system (see link above, for instance).
Simulationist explanations are a bit more exacting, I think, by their very nature. And, I did opine that "anti-martialism" was a commonplace prejudice in the hobby, you're certainly not alone in wanting to aply this particular double-standard.


To me, game balance is not the same thing as rules balance. Rules balance is just one of the many components of actual game as-it-is-being-played balance, which also includes various GM skills, collaboration between the participants of the game, spotlight given to characters and the situations that allow such spotlights, play styles (game balance between thespian players will not mean the same thing as game balance between tactical players) and so on and so forth.
Certainly, good DMing and restraint on the part of the players can make up for a bad system. I'm not personally willing to cut a system any slack for being fixable by a sufficiently skilled DM, though. Systems can be well or robustly balanced, or have a fragile balance about them, or be complete crap - that they can be house-ruled or otherwise compensated for doesn't make a crap system not crap.

I'm not connecting with this argument. The rules being grounded in the game world instead of vice versa does not mean that the world has to be boring or mundane. You can simulate a high fantasy, off the hook world, using mechanics that find their justification in game world elements. Toon in that sense could be simulationist of a cartoon physics engine. In other words, simulationism is not predicated on the idea that you must model the real world itself.
My point exactly. You can have a simulationist game without having to base any of it on RL. You can simulate a fantasy world in which mighty warriors routinely perform impossible feats - including somehow 'grabbing' a swarm, if you like. If you want to look at the rules as the 'laws of physics' for the game world, then 4e models a world in which a lot of stuff that isn't possible in our world, is possible. You could never 'grab' a swarm of bees (while, you could, if nabbed the queen, the rest would swarm around you - bad example - you could never grab school of piranha), but then you could never cast a fireball, or turn undead (even if you could find some undead to turn), or transform into an aspect of the primal beast.

I'm really hearing two things from you. One is: I'm harbor no prejudice against martial characters, I just think they should be restricted from doing things the rules say they can, while all other power sources get the full benefits of the abilities the rules give them.

The other is: I don't like 4e being so narativist, I'd prefer it be simulationist.

Well, to the second: consider that 4e may be simulating naratives. No, really, fantasy novels, action flicks, mythic epics - they're all narratives.


As for the first, I'm really not being fair. In our society today, charges of 'prejudice' are easy to make and hard to wriggle free of. I'd really like to be able to just drop that aspect of the discussion. So, why don't we keep discussing the narrative/simulationist aspect of it, but just leave the poor beleaguered martial power source completely out of it?
 

Ah well. See now Tony, I feel like really I must be completely failing at explaining my points, because your entire post reads to me like you either completely misunderstand what I'm saying, or willfully miscontrue them to suit whatever argument you want to have (like for example this weird notion that I have something against martial classes. Did you actually read my example of ways to expand on uses of Encounter and Daily powers with drawbacks to further uses after the first one, which included actual examples not only for martial powers, but spells also? (here, last two paragraphs - this shows you I'm not talking about gimping martial classes at all, but give actual examples in which all encounter and daily powers, from ALL power sources, could be potentially broadened to allow for more connection between the application of these powers and the game world)

IDK. Like I said. Either you completely misunderstand what I'm saying, or you're building some kind of strawman argument. *shrug* Either way, we're just going to go round and round in circles from there. Not worth pursuing any further.

It's alright, mate. We gave it a shot at least. Thanks for the occasion to explain my POV a bit further. :)
 

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