I put this into a separate reply because I didn't think it was really related to the main topic of the thread. As I'm writing it, though, maybe I'm wrong about that. But it can stay in a separate post.Okay, so, what to make of the (snipped) example?
The last question here is odd to me. The PCs in your game confront some goblins and attack them - what difference does it make if you just allow them to win (rather than make the players roll dice)?As a GM, I could tell you were trying to "Say yes!" to the player, were trying to use the 4e powers/page 42 stuff to make a reasonable judgement call, were trying to let the resolution play out according to the player's stated action intent.
But bottom line, it was for all intents and purposes a case of "Mother, May I?" with a few rolls by the player interposed. There's no explicit rules in 4e that says you can allow players to expend healing surges to modify the fiction. And if you were willing to allow them to expend healing surges as a way to codify the properties of the spell he was casting, why make him roll at all? You're GM-fiat-ing the crap out of the scene at that point, what difference does it make if you just allow the player to win?
One is clouds-to-clouds (as in the OP diagram, no check is required for the PC to take the high ground). The other is clouds-to-cubes-to-clouds. The difference between the two is pretty basic to RPGing, isn't it? To pacing, to generating dramatic moments, etc? That's the whole point of "Say 'yes' or roll the dice" - if nothing dramatic is at stake, then actions succeed; but otherwise set a DC and have the player roll the dice.
That's what I did in this case. (If the invoker/wizard had tried it, it would probably have been an auto-success - it's impossible for that character to fail Arcana and Religion checks. But that character didn't want to be party to it. Part of the significance of the event, in the fiction, is who was doing it.)
I also think you're exaggerating the sense in which it is fiat. I used the DC-by-level table; that's not fiat. I set the DC at Hard; as I mentioned, that's consistent with the guidelines in RC. I allowed the spending of a HS, in circumstances where there was an appropriate cloud-to-cube arrow ("I'm an emergent primordial and mighty chaos sorcerer who is the new Lord of Entropy followng Ygorl's defeat"), to grant a bonus as per DMG 2 (p 86):
Give some thought to things the characters might do aside from using skills . . . A good rule of thumb is to treat these other options as if they were secondary skills in the challenge . . . Here are some options . . . sacrificing a healing surge.
Secondary skills do things like "[g]ive one or more characters a bonus to a check" (DMG 2 p 85); and the PHB (p 179) and DMG (p 75) cap the bonus for assistance from others at +8 (= a maximum of four +2 bonuses; +2 is the default bonus for help or advantageous circumstances in 4e, as per PHB pp 179,279 and DMG pp 42, 75).
Allowing the use of Stretch Spell to allow the scheme to incorporate the darkness is also consistent with the advice in the PHB (p 259), DMG2 (p 86) and DMG (p 74):
Noncombat encounters focus on skills, utility powers, and your own wits (not your character’s), although sometimes attack powers can come in handy as well.
Using an encounter power that's not directly relevant to the challenge might give the character a bonus to a subsequent skill check
Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus.
Using an encounter power that's not directly relevant to the challenge might give the character a bonus to a subsequent skill check
Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus.
In this case, use of the power made something possible (ie making the zone of entropy impenetrably dark) that otherwise would not have been.
As far as I can tell, this is exactly how p 42 and 4e skill improvisation is meant to work.
Here's another example (involving a physical challenge - leaping from a giant frosthawk onto Ygorl, as he tries to flee the PCs):
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[/sblock]One could equally ask here - why require rolls? They've come up with a crazy plan, so why not let them succeed?Ygorl was fleeing, double-moving through the Chaos at speed 8, while the PCs in the Tower were chasing him, also double-moving at 8
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The gap between the Tower and Ygorl alternated between 28 and 12 squares (28 sq after Ygorl's move, 12 sq after the Tower's move). To touch Ygorl with the Sceptre this gap had to be closed, which required reducing Ygorl's speed. The party had no way to slow him without also inflicting damage, which would drop him below zero hp and therefore trigger his attack negation ability. So they came up with a plan to grapple him instead, which would immobilise him, forcing him to double-teleport at 6, which would allow the Tower to close in three rounds (gaining 4 squares each time).
Grappling required getting someone close. Luckily, back on the elemental chaos the invoker/wizard had tamed a giant (roc-sized) Frosthawk, which itself had a speed of 8. So with a double fly taken after the Tower's move but before Ygorl's, they could catch up to Ygorl (go stop-motion action resolution!).
The dwarf fighter had the best chance to grapple. Ygorl's Reflex defence is 39. The dwarf had +14 from level, +4 from epic tier (a house rule to make non-enhancement-bonus attacks still viable at higher tiers), +8 from STR and +1 from the ranger's quarry on Ygorl (Battlefield Archer, flavoured as the Raven Queen's curse). So he needed a 12. The ranger and paladin decided that they would fly out with the invoker and fighter on the bird and help hurl the fighter onto Ygorl, giving +4 from Aiding Another. Which seemed fine to me, and reduced the target number to 8. In case of emergency, the fighter tucked the ranger's Flying Carpet into the top of his Handy Haversack.
The bird flew out with the 4 PCs riding it. The dwarf duly leaped onto Ygorl, aided by his brothers-in-arms, and the player proceeded to roll a 6. So he went tumbling, but with his minor action pulled out the carpet and with his move action flew 6 squares. That meant that, when his next turn came around Ygorl was 10 squares away (after double-moving for 16 - non-tracking of diagonal moving makes this 3-dimensional combat much easier to resolve!).
We then looked up the jumping rules. The character has +27 Athletics, and with Mighty Sprint can give himself another +5, and with his +10 daily Epic Destiny bonus to STR checks and skills was able to push the total to +42. So with a mighty leap he cleared the 50-odd feet between him and Ygorl. In my generosity I gave him a +2 to hit for combat advantage, because Ygorl was not expecting that. So he needed a 10 to hit. The roll was, once again, a 6.
This time the fighter had no Flying Carpet to pull out, and so kept falling.
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The STR of the paladin and the cleric-ranger was now compared: 14 (he's a CHA paladin) vs 12, (he's an archer-ranger) so the paladin was next in line to try a grab on Ygorl. The player was reluctant, deeming his chances of success too low, but the player of the invoker was egging him on (the word "coward" was thrown around a bit). He decided to try it, and the roll was 17. So Ygorl was grabbed, hence immobilised, hence reduced to teleport as a movement option. Ygorl used his Arcana to try to injure the paladin via dangerous teleports through the waves of chaos, but with 3 attempts succeeded only on 2 of his DC 40 Arcana checks, and only one of the resulting attacks hit the paladin's Fort defence. He took 30-ish (?) hp of damage.
My answer is that the rolls are what makes it a game rather than just a story told by the GM in response to questions and suggestions from the players. With rolls, sometimes even the best plans fail, and new ones have to be improvised:
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[/sblock]I don't think that combat and non-combat are in wildly different compartments here.This combat took the form of an aerial assault upon the tower, where the PCs were all in position on the crenellated roof.
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The white dragon did better, though. It had an aura 5 of 30 cold auto-damage, which was quite effective as it closed in, and a good initial breath did a bit of damage as well. It got blasted with AoEs by the sorcerer (action point for Blazing Starfall, plus standard action Blazing Starfall, plus quickened Blazing Starfall as a minor action, all admixtured with thunder to do a lot of damage), which hit the giant as well, but I had given the dragon a mount ability, to soak half of any burst or blast damage dealt to its rider, so the giant survived.
One of the Starfalls critted, which from a chaos sorcerer knocks the dragon prone, and also blinds it with a Glimpse of the Abyss. So it fell, but was able to recover before reaching the ground (they were about 300' up, and it succeeded at its DC 30 Athletics check after falling 100'), and then under the guidance of its giant rider was able to come up beneath the tower, gaining total cover from any attacks.
The invoker came up with a plan to blast it out of its cover: he conjured his imp (minor action), had it fly down to the base of the tower (move action), activated his third eye (another minor action: the imp has the Eye of Vecna in it, though now no longer under Vecna's influence, and when the invoker activiates his 3rd eye he can see through his imp's eyes and has LoS and LoE from there) and then spent an action point to attack with Thunderwave (encounter power as a multi-class wizard), the plan being to blast the dragon out from beneath the tower, so the ranged strikers could attack it, and to blast the giant of its mount so it would take 25d10 or so falling down to the bottom of the rift.
The invoker is also a Divine Philosopher (and so gets two attack rolls with an action point) and a Sage of Ages (and so gets to roll a bonus d20 at the start of each round, and substitute that into any roll desired). The bonus roll was a 1, so he ignored that. His two rolls against the dragon were a 3 and a 4. He needed a 12 to hits its Fort, and so was 8 short - but he has a d8 for Memories of 1000 Lifetimes, and a +3 from Insightful Riposte. So as long as he rolled 5 or more on his Memories roll he would still hit. So he rolled that, but got a 2. Then he rolled to hit the giant and rolled another 4, missing it.
So a valiant plan came to naught.
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Then on the dragon's actual turn, with its sight back, it encased the ranger in an icy tomb: stunned, immune to forced movement and OG 60 cold (SE all). Various other attacks - a breath weapon, plus more aura damage - were wittling away at the party and it looked like they might be going to lose. But then the players came up with a plan.
The dragon was flying about 2 squares away from the tower. So the fighter ran and jumped onto its back as a charge. The paladin was then able to blast it away from the tower with Strength of Ten, and the sorcerer used his high level Power Jewel to regain Demonsoul Bolts and used them to blast it further away. This got all of the PCs except for the fighter out of its aura. The paladin also used Divine Mettle to give the ranger a save at +8, which was successful, and so the power of the Raven Queen melted away his icy tomb, and he was then able to help himself, the paladin and the sorcerer with a Word of Vigour.
Around this time the dragon got bloodied, and the fighter did more damage to it with a jackal strike. He action pointed and pounded away (including with a Battle Cry which delivered more badly-needed healing), and there were ranged attacks also. The dragon hit him with its claws (including a crit) and got in a couple of bites too (though both did only miss damage), but his Battle Cry plus a Second Wind (2 surges with Cloak of the Walking Wounded) kept him up.
When the dragon tried to fly off carrying the fighter with it, he hit it with an OA which immobilised it (Pinning Strike feat), and then on his turn he hit it with something (I can't remember what) that knocks it prone. So it crashed, and this time - because it was no longer over the open rift but rather the icy ledge - it had no opportunity to recover before crashing. Both the fighter and the dragon took 26 hp from 50' of falling damage. (I gave the player of the fighter the chance to make an Acro check to ride the dragon down - half damage on a success, 1.5 damage on a fail - but he declined, and so they landed 5 squares apart.)
The invoker's turn then came up in the sequence, and he critted against the dragon with Mantle of the Infidel. It took 50-odd damage and had only 10 hp left after the fall, and so lost its chance to fly to freedom. The sorcerer then retook control of the tower, flew it down to the level of the ledge, and the dwarf hopped back on and they took a short rest.