• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Can an elf rogue be a decent archer in (Basic) D&D 5th edition?

[MENTION=23484]Kobold Stew[/MENTION]

I don't feel like anything you're saying here is honestly meant. You made assertions about my views that were untrue, that you knew at the time were untrue, and then said it was fine for people to act as if they were true. If you can't see why I think that is bizarre behaviour, I can't help you. It's pretty funny that you claim to be "calling me out for bad argumentation" when your entire argument appears dishonest in it's nature :)

You can feel what you like. Show me dishonest. Engage with my words, as I do yours.

I don't think anything I have said is untrue: you may not like what I think (I get that), and your intentions may be far from my interpretation of your words, but I do not believe I am saying anything that is false.

I'm not asking you to "help me". I am asking you to engage in reasonable argument, without overblown, empty rhetoric (which you use again here with your Churchillian tricolon "were untrue...knew at the time were untrue...said it was fine"). You've yet to do that.
 

log in or register to remove this ad


I stand by my summary of your argument, Ruin Explorer, but I will expand it slightly. You are taking a position based on a) your personal experience and b) an appeal to a small section of rules on one page of the DMG. Actually, you now seem to have watered down (b) even more to the "spirit of page 42", whatever that means. What about the spirit of the rest of the rules? The hundreds of pages of highly technical rules that form the basis of the tactical combat system that is at the core of 4E?

If you can't see how that core system might drive many (if not most) people towards abstracted tactical play at the likely expense of imaginative, character-driven play, then I really have nothing else to discuss with you. I'm very happy to agree to disagree. Possibly we live in different dimensions.

Which is fine. I'm very glad all of the different editions exist, that they all have fans, and that Wizards are now supporting players of all of them via pdf releases and subdivided forums. People can play what they want to play and that's great.

I'm also very happy to have discussions about rules systems and their implications (it's what I do for a living, after all), but not when there's clearly no hope of finding common ground and it ends up feeling like I'm banging my head against a wall.

Suffice to say that I'm far from the only one who has this perspective on 4E, and it seems that the 5E design team is working very hard to move away from these specific problems (for which I am very glad). I'll be extremely surprised if 5E doesn't in fact have a great deal of text about improvisation/imaginative play, since it makes up a significant part of their core design goals for the game:
  • Focuses on what makes RPGs unique (imaginative play, lack of limits, unbounded possibilities, and the fun and random stories about the game that groups share).
  • Teaches DMs how to make rulings and use the core mechanic to resolve anything that comes up in play.
(source: http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20130114)
 

What about the spirit of the rest of the rules? The hundreds of pages of highly technical rules that form the basis of the tactical combat system that is at the core of 4E?

If you can't see how that core system might drive many (if not most) people towards abstracted tactical play at the likely expense of imaginative, character-driven play, then I really have nothing else to discuss with you.

<snip>

I'm very glad all of the different editions exist, that they all have fans, and that Wizards are now supporting players of all of them via pdf releases and subdivided forums. People can play what they want to play and that's great.

I'm also very happy to have discussions about rules systems and their implications (it's what I do for a living, after all), but not when there's clearly no hope of finding common ground and it ends up feeling like I'm banging my head against a wall.

<snip>

I'm far from the only one who has this perspective on 4E
I don't know about [MENTION=18]Ruin Explorer[/MENTION], but my response to your post was conditioned by the impression it gave me that you think that those who are playing 4e are not engaged in "imaginative, character-driven play".

I have never seen more imaginative, character-driven play than I see in my 4e game. And the reason for that is fairly simple - namely, that p 42 (which is a shorthand label for level-relative DCs and damage expressions) gives D&D referees the same sorts of resources as GMs have in games like Fate, Marvel Heroic RP, HeroWars/Quest and the like, to "say yes" and then set difficulties and consequences at levels which will make the came keep ticking over at a good pace and a reasonable balance between successes and setbacks.

This shifts the focus of play away from worrying about whether or not the players are being given a free lunch, and on to the significance of what happens - including crazy action declarations and their resolutions - within the fiction.

I'll be extremely surprised if 5E doesn't in fact have a great deal of text about improvisation/imaginative play
I suspect it may have less than 4e, because the text of this sort that 4e had has been very widely derided. Rather than improvisation or imaginative play, I think it will emphasise referees making judgement calls over player action declarations.

For instance, the 4e PHB (pp 179) and DMG (pp 73, 75) have the following text about improvisation/imaginative play:

It’s up to you to think of ways you can use your skills to meet the challenges you face.

****

When a player’s turn comes up in a skill challenge, let that player’s character use any skill the player wants. As long as the player or you can come up with a way to let this . . . skill play a part in the challenge, go for it. . . .

Always keep in mind that players can and will come up with ways to use skills you do not expect. Stay on your toes, and let whatever improvised skill uses they come up with guide the rewards and penalties you apply afterward. . .

In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no. . .

t’s particularly important to make sure these checks are grounded in actions that make sense in the adventure and the situation. If a player asks, Can I use Diplomacy?” you should ask what exactly the character might be doing to help . . . by using that skill. Don’t say no too often, but don’t say yes if it doesn’t make sense in the context of the challenge.


I see this advice very often either completely disregarded, or (quite obviously wrongly) paraphrased as "A skill challenge is just an exercise in dice-rolling in which everyone rolls their best skill whether or not it makes sense."

Generalising a bit: imaginative and improvisational play depends upon (i) using the agreed circumstances within the shared fiction as a constraint on what action declarations are possible, and (ii) assigning a difficulty to those action declarations that are possible and assigning a consequence to success or failure. 4e deals with (i) in part in the passages I have just quoted - ie it actively encourages players and GMs to draw upon the shared fiction in determining what is possible, and in part through it discussion of "tiers of play" (PHB pp 28-29, DMG pp 146-47) which, together with the more detailed flavour text of paragon paths and epic destiny, help establish an agreed sense of what the PCs can and can't do that is independent of the mechanics. It deals with (ii) by way of p 42, by using level-based guidelines to set difficulties and consequences.

D&Dnext, at least in the play test, does emphasise using the fictional situation as a guide to and constraint upon action resolution, but it does not have anything analogous to "tiers of play" to establish a shared sense of what is feasible for the PCs. The upshot seems to be that the players are dependent upon the GM's conception of what is feasible in order to make their action declarations. At least for my players, this is an impediment to declaring actions that don't already have an established mechanical framework for their resolution.

As far as (ii) is concerned, D&Dnext relies upon bounded accuracy plus the GM's sense of the "objective" ingame situation to assign difficulties that are appropriate for the game. In this respect it resembles the design of Burning Wheel. But Burning Wheel has a lot of other mechanical features - especially its PC advancement rules and failure-narration rules - which mean that if the players think the GM has set the difficulties too high, they still will be reasonably happy to press on anyway. This is because they get advancement benefits when their PCs confront impossible odds, and the failure-narration rules emphasise "fail forward", so the player doesn't end up worse off in the game just because his/her PC has ended up worse off in the fiction. D&Dnext, at least in the playtest, lacked these sorts of ameliorative features.

Therefore, for those groups who tended to find in the past that the players preferred clear mechanics rather than GM sympathy to their action declarations, I think the incentive structure of D&Dnext will push them back in that direction - reliance upon the solidity of the known rules.

For those who like a freewheeling GMing style (whether as GMs or as players), I think they will find D&Dnext suits them well, because the GM is not constrained by p 42-style charts of level-appropriate numbers.

But at least for me and those I game with, I don't think that D&Dnext will strongly support freewheeling players - whereas we find that 4e very much does.
 

Therefore, for those groups who tended to find in the past that the players preferred clear mechanics rather than GM sympathy to their action declarations, I think the incentive structure of D&Dnext will push them back in that direction - reliance upon the solidity of the known rules.

For those who like a freewheeling GMing style (whether as GMs or as players), I think they will find D&Dnext suits them well, because the GM is not constrained by p 42-style charts of level-appropriate numbers.

But at least for me and those I game with, I don't think that D&Dnext will strongly support freewheeling players - whereas we find that 4e very much does.
I can tell you that as a DM, I kind of dislike when people go "out of the box" most of the time. The ideas are always really bad and they expect me to take them seriously. Either that or they are just obvious attempts to get "around" the rules and do way more damage than they would have using the rules themselves.

In 4e, I would often give people the "at-will" damage on p42 to almost anything they could come up with that wasn't really difficult to pull off. Given that they wanted Encounter damage almost every round, they would not suggest anything outside of the box.
 

D&Dnext, at least in the play test, does emphasise using the fictional situation as a guide to and constraint upon action resolution, but it does not have anything analogous to "tiers of play" to establish a shared sense of what is feasible for the PCs.

Can you please give me an example where the 4e Tier system has helped you decide on an action and where you foresee same action in a system like D&DNext (at least in the playtest) impedes such action due to a no Tier system?

As far as (ii) is concerned, D&Dnext relies upon bounded accuracy plus the GM's sense of the "objective" ingame situation to assign difficulties that are appropriate for the game.

How is this different to 4e? I see 5e has a flatter math curve due to bounded accuracy.


@Majoru Oakheart some would argue you missed the "spirit of p. 42"
 
Last edited:

Can you please give me an example where the 4e Tier system has helped you decide on an action and where you foresee same action in a system like D&DNext (at least in the playtest) impedes such action due to a no Tier system?
Yes. Here are the links, to a paragon example and an epic example.

In the paragon example, the dwarven thrower artefact Whelm was being reforged as Overwhelm - a mordenkrad. To help with the reforging (in mechanical terms, in order to try and bring the skill challenge to a successful resolution) the player declared that he wanted his PC (a mid-paragon fighter/cleric of Moradin) to put his hands into the forge and hold the hammer steady so the artificers could grab it with their tongs. (Mechanically, this was resolved as an Endurance check.)

Page 28 of the PHB says this about paragon tier:

In the paragon tier, your character is a shining example of heroism, set well apart from the masses. . . You are able to travel more quickly from place to place, perhaps on a hippogriff mount or using a spell to grant your party flight. In combat, you might fly or even teleport short distances. Death becomes a surmountable obstacle, and the fate of a nation or even the world might hang in the balance as you undertake momentous quests.​

Individual paragon paths add further detail to this sense of what paragon PCs are capable of in the fiction. For instance, one of the PCs in my game is a Demonskin Adpet. This means that he is capable of crafting magical robes out of demon skins that let him channel power from the Abyss against the wills of the demon princes who live there.

This all helps to make it clear that a paragon dwarven fighter/cleric is exactly the sort of person who probably can shove his/her hands into a dwarven forge and hold a magical weapon steady while the artificers grab it with their tongs.

In the epic example, one of the action declarations that had to be resolved was whether or not a mid-epic character can use an Undead Ward to sever Vecna's connection with his eye. Another one that had to be resolved was whether or not the same character can use an Adjure ritual to manipulate a god's binding of a demon.

Page 29 of the PHB says this about epic tier:

In the epic tier, your character’s capabilities are truly superheroic. . . You travel across nations in the blink of an eye, and your whole party might take to the air in combat. The success or failure of your adventures has far-reaching consequences, possibly determining the fate of millions in this world and even planes beyond. You navigate otherworldly realms and explore neverbefore-seen caverns of wonder . . .​

Individual epic destinies add further detail to this sense of what epic PCs are capable of in the fiction. For instance, one of the PCs in my game is a demigod. Another is a Marshall of Letherna, meaning that he is a knight commander in service to the Raven Queen. Another is an emergent primordial. These are the sorts of characters who can use their own magic to manipulate the magic of the gods; hence both those action declarations are feasible.

These relatively clearly expressed features of the different tiers are also known to the players, of course, and so help give them a sense of what is or isn't feasible. For instance, it's obvious that a paragon fighter is not limited, in terms of physical capabilities, to what an ordinary human being might do. And it's obvious that epic PCs are peers of the gods, or at least well on their way to being such.

pemerton said:
D&Dnext relies upon bounded accuracy plus the GM's sense of the "objective" ingame situation to assign difficulties that are appropriate for the game.
How is this different to 4e?
4e uses level-appropriate DCs. The basic assumption is that the GM will set DCs and use damage expressions that are appropriate, and then narrate the fiction appropriately for those DCs. This is illustrated, for instance, on p 64 of the 4e DMG, which has a chart of DCs by door type, and then advises

Some of the examples below show DCs for breaking down doors or opening locks, and also show the level at which a character should be able to break down the door with a Strength check of moderate difficulty. Thus, that level is a good rule of thumb for dungeon design. Don’t put an iron door in a dungeon designed for 10th-level characters unless you intend it to be difficult for them to break through.​

Another example is found on p 44:

The table below [which is entitled "Fall Severity by Character Level"]l classifies the distances of falls according to their severity by character level. A painful fall does significant damage to characters of the indicated levels, but shouldn’t kill a character who’s not yet bloodied. A perilous fall might kill a bloodied character, and could leave even a character at full health bloodied. A deadly fall could kill a fragile character, will probably make a character bloodied, and threatens significant harm even to a character who has more hit points than any of his companions.​

A consequence of this is that DCs don't provide any genuine information about what is or isn't feasible for the PCs. That has already been decided at the "is this action declaration permissible?" phase, and is decided by reference to the mutually understood fiction. DCs are then set on a level-appropriate basis, and serve a rationing and pacing function. But there are no "objective" DCs such that you can say (for instance) the DC of holding an artefact steady in a dwarven forge is X, and then (for instance) aspire to building a 8th level PC whose Endurance skill bonus is so high that s/he can aspire to do that even though s/he is not yet paragon tier.

D&Dnext seems to me - at least from the playtest documents - to be much closer to 3E in its approach to DC-setting. The DC of any given task is what it is, and is intended as an objective measure of ingame difficulty. One upshot of that is, because we can't conceive of any 1st level PC possibly holding an artefact steady in a forge while the artificers grab it with their tongs, this is never likely to be a viable action declaration even for a much higher level character - because there is no DC we can set that makes it relatively viable for that PC yet impossible for the 1st level one. Hence, my feeling is that a player who wants his/her PC to do something like that won't do it by improvising with the Endurance skill (or CON checks) - s/he will use Potions of Fire Resistance or some similar, unequivocal, rules-driven solution.

Hence my view that D&Dnext may produce freewheeling GMs, but at least for me and those with whom I play, is less likely to produce free-wheeling players.
 


@Majoru Oakheart some would argue you missed the "spirit of p. 42"

Did I? My reading of p42 is "If someone attempts something that isn't one of their powers, this handy chart shows you approximately how much damage the action should do based on the level of the PC doing the action. There is damage for at-will damage, encounter damage, and daily damage. If you think the action can be repeatedly done over and over then give it at-will. If it's something that requires a special opportunity like a rug under someone's feet that can only be used once in a combat, then give it the encounter damage. If it's something really rare that seems like it would be really powerful but requires a very specific set of circumstances, then give them the daily damage."

I don't have my books in front of me. But, if I remember correctly, p42 mentions that it is for figuring out damage on "stunts". Which seems like it is a term for any action that isn't covered by the rules until you look at the PHB and see that "performing a stunt" is a trained only use of Acrobatics. There was some debate amongst people I played with as to whether or not you could get that damage at all without succeeding in an Acrobatics check first. A bunch of us decided it was ambiguous enough that even if we were interpreting it broadly and allowing its use without Acrobatics, it still should require an appropriate to hit roll and most of the time you are going to get Encounter or At-will damage the same as any of your powers would do...but without an additional effect. So it was just a bad idea to use it.
 


Into the Woods

Remove ads

Top