Philousk
Explorer
AbdulAlhazred said:I think ONE answer, mine at least, is that verisimilitude isn't "in the rules", it never really was. In 4e when the fighter goes up against the giant and uses Tide of Iron verisimilitude would come out of the narrative, which the player is free to construct. So instead of the game trying to say "you can't really do that" as 3e would do with all sorts of penalties to pushing a giant back, 4e just says "fine, that's cool, you decide how it happens" and that's what you do. The DM could (and I'd generally argue should) require some sort of explanation. He might also help supply one, but the players should have the narrative authority to do do it. The fighter player might say something like "as the fighter threatens to skewer the giant's foot with his longsword the huge creatures stumbles backwards in an attempt to open up the distance between them so it can get a clear shot".
Now, consider 3e in the same situation, the PC gets a penalty to push a giant, but the rules don't help you when you STILL SUCCEED, the same verisimilitude issue didn't go away. You have to describe the whole thing in the fiction. Yes, you can say "well, its harder to push giants", but if the idea is construct cool stories around your successes and failures it doesn't really matter. The successes should be frequent enough to provide good forward momentum to the story and make it fun for the player, but in other respects it just isn't relevant. In fact from a standpoint of FUN its probably better if the more dangerous and exciting tasks succeed often.
This ties into Pemerton's sort of techniques in that the key aspect of the game there is what the players decide to do or signal that they are interested. in. If a player decides his character is interested in pushing giants off the bridge, well, then lets make some interesting narrative about that! Not that the character will necessarily succeed, but success/failure is much more about mixing it up and making the story telling interesting than it is about the believability of the story. At least that's how I see it.
I just read Tide of Iron, and I note that it requires the use of a shield as a necessary condition and that this power is solved by a test based on strength against AC. Therefore, I do not see too the relevance of this preposterous story about a fighter threatening to skewer the giant's foot with his longsword and, by peak of misfortune or awkwardness, this giant stumbles in the flowers of the carpet...
Furthermore, I applaud your brilliant easier to twist the fiction of the current action to lend credibility to the effect of the power, but I'm not sure that it will be the same for most people, especially if they are novice with the game.
However, I understand your initial idea even if I agree with very difficult, but let's face it, the example was not the most appropriate or objectively, embroider the narration whatever the power in DD4 with all these conditions and parameters is often doomed to fail or result in a deficient verisimilitude except if we are as clever as you once again.
So I do not know if the rules for this power DD4 have something planned for the case of a huge gelatinous cube advancing inexorably towards you. How tall story will you tell us as DM (or as PC) for us to swallow the pill this time?