D&D General D&D Evolutions You Like and Dislike [+]

It's not a source thing. It's...it's just the meaning of what a "team based game" is.

If it's team based, you need teamwork to succeed. Otherwise, your success is blind luck.
No. If it's a team based game, teamwork tends to work better, just like in every edition of D&D. I doubt anyone here will argue that basketball isn't a team based game, but you still have some superstars who ball hog and scores lots and lots of points when "leading" their team to victory.
 

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For 4e Warlord abilities at least, the difference is physical. The warlord can push/pull/slide allies because they are doing something context dependant to make it easier for their allies to move. And if the ally doesn't want to move, they don't, because the technical definition of an ally means you are a willing target of a power.

If they want to use forced movement on an enemy, they need to be doing something that forces them to do that (the vast bulk of these abilities involve hitting the intended with something dangerous) and if you want to use one of these on a member of your party or a friendly/neutral NPC, you just designate them as an enemy first. But you'll still have to hit them to get them to move.

In general 4e, martials tend not to get Creature targeting effects - things that take effect regardless of willingness - they tend to use the Ally/Enemy split to make it clear that, in general (before someone brings up Come and Get It) it's physical force that's causing movement.
Right, but generally the Warlord isn't going to be pushing/pulling/sliding allies unless it's beneficial for the allies to be doing that. If the allies are constantly rebelling against that and refusing to move, it's disruptive to the Warlord player's choice of class and abilities, which also isn't a good thing.
 

no, but see, there's that emotional possessiveness i was just talking about, you'd like to believe your character was more sensible than that, that they'd see through the ruse, that they wouldn't buy the coloured water, but part of roleplaying is accepting the scenario you are presented with, you failed the insight check, so your character thinks those bottles are full of potion, you don't get to think better than your character because you don't like the scenario.
If I (the player) can see though the ruse, I am allowed to act based on the knowledge I possess. If I can't, I'm not roleplaying. I might as well roll randomly to determine everything my character does.

OS Players talk a lot about "challenging the player" when it comes to the game. The classic example is the player walking into a room and declaring they roll for perception to find any secret doors (as opposed to actually stating where they look and what they are interacting with). This is the RP equivalent to that. If I believe there has to be a secret door in this room, my belief doesn't change because I failed the perception roll to find it. I just lack proof to support my hypothesis. The same is true of the con man selling colored water. My failure to win the insight check doesn't mean I instantly believe what he's selling is genuine, but that I cannot find evidence to support my feeling it isn't. And I may be wrong and the potions are legit, but that is something I will believe when I drink one and get back 2d4+2 HP.

If you want to treat all characters like chess pieces, be my guest.
 

Are they having that conversation in-character in mid-combat?

Of course. Unless they're not.

The imperfect nature of RPGs, IMO, is why it doesn't matter. For one, the game is not unfolding in real time so there is plenty of room in the fiction that the PCs could just know - through countless hours of off screen bonding, practice, conversations, strategizing, whatever - what their teammates might want in the moment. I mean, we're playing reasonably capable adventurers who have abilities beyond what the players are capable of, why wouldn't the characters have a strong sense of how to work as a team? Sure, mistakes might be made but its all part of the story, too.

A player asking another player if they want the buff of a Commander's Strike mid-combat can be seen in the fiction as the character asking their teammate verbally or with a simple knowing look or something else entirely. The DM could even ask the players to describe what that looks like on the battle field to add some narrative flair to the session. It needn't be done "in-character" by the players to have an enjoyable session.

Let me ask you this, having a good sense of how you play by your contributions here over the years: If they don't have that conversation mid-battle "in-character" would you, as DM, negate the effect?
 

If I (the player) can see though the ruse, I am allowed to act based on the knowledge I possess. If I can't, I'm not roleplaying. I might as well roll randomly to determine everything my character does.

OS Players talk a lot about "challenging the player" when it comes to the game. The classic example is the player walking into a room and declaring they roll for perception to find any secret doors (as opposed to actually stating where they look and what they are interacting with). This is the RP equivalent to that. If I believe there has to be a secret door in this room, my belief doesn't change because I failed the perception roll to find it. I just lack proof to support my hypothesis. The same is true of the con man selling colored water. My failure to win the insight check doesn't mean I instantly believe what he's selling is genuine, but that I cannot find evidence to support my feeling it isn't. And I may be wrong and the potions are legit, but that is something I will believe when I drink one and get back 2d4+2 HP.

If you want to treat all characters like chess pieces, be my guest.
see, i feel like you're the one treating your character like a chess piece, cause you're not respecting their perspective and POV in the world, you're just treating them as a piece to be moved as you see fit for your goals, i don't care about challenging the player, not in any sense you're talking about, i'm talking about roleplaying, if your character doesn't know the secret door is there, if they don't know about the water potions, then what right do you have to override the fiction of the world?
 

see, i feel like you're the one treating your character like a chess piece, cause you're not respecting their perspective and POV in the world, you're just treating them as a piece to be moved as you see fit for your goals, i don't care about challenging the player, not in any sense you're talking about, i'm talking about roleplaying, if your character doesn't know the secret door is there, if they don't know about the water potions, then what right do you have to override the fiction of the world?
There is no "overriding the fiction". The potions are real or water based on what the DM says. But if my character is forced to believe they are real because the dice say i believe they are real, then I'm NOT actually playing my character. No more so than when the Life deck said I bought a helicopter. The game tells me what I think or feel. That's not playing a character, that's randomly generating a mad libs. If anyone else can play my character and end up with the exact same results as me playing them (assuming the same dice rolls) then the character is just a toon and not a roleplaying character.
 

And I completely disagree with that notion.

Even if it is somehow automatically a thing, why does that then mean your character is subordinate to this other character?

Seriously. Why do you suddenly feel like you are being controlled? Wouldn't Controller mean that, rather than Leader? Why does "Leader" mean you've been mind-controlled and had your character taken away from you?

I'm deadly serious here. I find this utterly baffling and not one example folks have given has changed that. It just all sounds like you pre-emptively decided "Anyone ever telling me what to do, for any reason, even if it's nothing more than offering me a benefit, HAS STOLEN MY CHARACTER!"
um I said adusted your actions to be part of the team. Somehow that seems to have been translated as mind controlled zombie by your. one means you willingly join the group knowing the norms it expects if you want to remain part of it. The other has left the room and gone to Fallout where we are inserting mind control chips. You seem to be having an argument with the idea of living in a world with other people.
 

And I completely disagree with that notion.

Even if it is somehow automatically a thing, why does that then mean your character is subordinate to this other character?

Seriously. Why do you suddenly feel like you are being controlled? Wouldn't Controller mean that, rather than Leader? Why does "Leader" mean you've been mind-controlled and had your character taken away from you?

I'm deadly serious here. I find this utterly baffling and not one example folks have given has changed that. It just all sounds like you pre-emptively decided "Anyone ever telling me what to do, for any reason, even if it's nothing more than offering me a benefit, HAS STOLEN MY CHARACTER!"
I think you are posting on the wrong piece of the thread. The bit from me was expressing almost exactly what you just said. Being part of a team means adjusting to the teams expectations was the point, your team mates having some influence or leverage on you isn't your character being hijacked. I think a few on this thread should just play games for one person. That seems to be the only solution to their extreme reaction to expectations.
 

There is no "overriding the fiction". The potions are real or water based on what the DM says. But if my character is forced to believe they are real because the dice say i believe they are real, then I'm NOT actually playing my character. No more so than when the Life deck said I bought a helicopter. The game tells me what I think or feel. That's not playing a character, that's randomly generating a mad libs. If anyone else can play my character and end up with the exact same results as me playing them (assuming the same dice rolls) then the character is just a toon and not a roleplaying character.
so you want a game of fiction made up by another person using a system that has mecjhanics to "simulate" being fooled, or simply being mistaken but you want to be able to ignore the mechanics. This is simple. Quit playing D&D and go find another game without dice. I will point out that a smart DM would after one of these conversations simply just decide and tell you whether or not the potion was bad or good without a die roll. Only difference is the DM is actively deciding what happens to you and there is no randomness. Or me I'd just roll behind the screen without telling you and I'm sure that would be you being screwed as well.

Even in diceless systems the game master can just decide something is or is not. They can even lie to you and let you believe what they told you none of that is someone else playing your character for you. The stretch of logic to get to that argument is quite extreme

The whole point of those die rolls is to simulate the things that can't happen on decisions at the table because we all live outside the reality and can look at the DM's face, overhear stuff or just flat out know stuff because we read the module or whatever breaks the 4th wall. That's all those things are is an attempt to insert some randomness into the game. It's no different that playing risk and having 200 armies be destroyed by 50 because some guy rolls nothing but 6's. It's just a mechanic to insert the randomness into the game which for most people is more fun.

And the reason we have it. Is most players have your reaction when the DM decides it was bad instead of rolling it was bad. So I'm pretty sure Hasbro will lose more players doing it your way than the way we've always done it. But you being this upset because someone made you roll to see if you knew it was bad instead of just deciding it was bad is a strange argument to me. in a game where its been the norm since the 70's

But having said all that if your table doesn't like it. Then table rule it your way, play the game and have fun..
 

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