D&D 5E D&DN going down the wrong path for everyone.

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Yeah, I agree with you for the most part. My point is that you're talking about adventure design and not the mechanics. I can scale DCs to PC level in 3E and I can set DCs based on the game setting in 4E if I feel like it. For example: I was running Return to the Temple of Elemental Evil and came across a room where an item was in a shallow pool - Search DC 30. That DC was appropriately scaled to assumed party level, not based on the environment from what I can remember.
 

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No the problem is that you again scale the DCs like 4E advises you to do. A river or a cliff does not automatically become a trivial challenge to 9th level PCs because they don't get better at climbing/swimming automatically. And just because you are hunting a lvl 20 BBEG you can still encounter such obstacles.
It is just not true. Climbing a slippery vertical masonry wall is a DC 26 check. This makes it a level 10 hard DC, thus such a wall would be appropriate for a level 10 character. Given the hit points of level 10 characters the height of the wall might easily be in the 10 squares range (IE around a 50' wall, most characters would require at least 2 rounds to climb this, assuming they don't do anything else, 4 rounds if they move carefully, 2 or even 1 with Spider Climb depending on if you use both actions). Falling is likely to result in a loss of at least 10 and as many as 40 hit points. OTOH climbing a dry brick building facade with cornices and sills is about a DC18, a hard check for level 1. You'd likely only climb 2-3 squares at level 1. These DCs will NOT change if the PCs are higher level. A level 10 party encountering the level 1 wall will find it fairly easy. A wizard with +6 Athletics at that level would still need a 12 to make that climb however, far from automatic, he'd be well advised to employ some magic if the consequences of failure are a concern. OTOH if the level 1 Brutal Scoundrel with the 14 STR, training in Athletics and a background bonus (+9) happened to decide to climb the baron's keep (the level 10 climb) he could at least attempt it, though it would be VERY risky (he'd need a 17 to succeed and a 12 to avoid falling outright). However, if he was clever enough to bring a rope and a grappling hook he could increase his odds substantially. MOST of the time you wouldn't have this sort of challenge laid in front of level 1 PCs, but its not completely unheard of, players try strange things. Likewise there could be times when higher level players will try easy things like level 1 climbs.

You can run a 4E game like 3E, but there is no point in it. As everyone is good in everything in 4E all challenges must be scaled to their level or they are trivial. A 9th level party comes across a door? If it is a normal door everyone in the party can overcome it. To be really worthy of actually being a challenge it has to be a adamantium door with a clockwork lock. In the end you still just have a scene with a generic obstacle. It doesn't even matter much what the obstacle is as everyone gets better at everything. The level of the PCs decide what door they face.
The whole point is the narrative, so of course it matters. Not only that but again check the DCs for things, a 9th level wizard will NOT find a locked door of even the most trivial sort easy to open, he'll in fact require a fairly good roll to open it. He COULD however at least TRY, and why not? Clearly if you wanted it to be really hard you'd have made it a reinforced door. That would signal "worthy challenge" anyway.

The thing is, you make it sound like the DM is somehow always obliged to turn all doors to adamantium at Epic. It really doesn't work that way, its just that Epic PCs do not worry about mundane doors, its beneath their level of concern.

In 3E this is different. Here the exact nature of the obstacle matter much more as PCs are not automatically good at everything. The best lvl 15 lockpicker in the world will still have trouble scaling a moderately challenging cliff if he never bothered to train climbing. And when they face a door it is just a door appropriate for its location. Maybe the rogue int the group is good enough to open it, maybe not.
Sure, so you lack a way to determine what is genre appropriate for level 15 PCs, that's the problem.

And the broad skills in 4E reinforce this "skills being redundant". You are good with athletics? Congratulations, you are a good swimmer (despite never having seen water deeper than your knee), climber (despite the highest elevation in your home country just being a mild 300 meters), etc.
That's why it is called Athletics, its "I am Athletic, I do these things", not "I've specifically practiced every one of these sports". 4e doesn't really provide a specific way to call out "I'm BAD at this one thing", but the opposite problem is true of 3e's system (and DDN's) where you can't call out a whole broad range of things you're good at. At least in 4e not every strong guy HAS to be a good athlete, whereas in DDN that's the only option since STR check are all going to be good for that character. Nor do I have a problem with talented characters being good at something right away. RPGs are never perfect at modeling these things, but I've met any number of people who did something really well the first time just from sheer talent.

Someone being good in Athletics, Perception and Streetwise tells you nothing about that person as every category is so broad. It works for "hero" characters who are awesome at everything (Climbing, swimming, running, spotting, listening, gossiping, etc.). And that is just three skills. Considering that under the 4E system you get good in everything it means every PC is a walking superhero. But some people still want their characters to be humans with flaws and weak points. Those weak points are denied in 4E as it could result in someone not participating in an skill obstacle scene and that obviously wouldn't work with skill challenges.
Again though, you are just wrong. Nobody is "good at everything", they are CAPABLE of anything, but that's FAR from the same thing as good at it. 4e DOES insure that every PC's talents are moderately broad, but the guy with Athletics, Perception, and Streetwise is not going to be especially good at knowledge tasks, nor social tasks. He's going to be pretty good in the 'exploration pillar', and at least has a good option in a more socially dominated 'town' type setting. Depending on his ability scores he's probably got anywhere from one to four other skills he's moderately good at (IE untrained but has at least a +3 bonus, maybe even as high as +8 in a few cases). The point is, yes, adventurers are well-rounded, but this is not exactly new, in OD&D and AD&D 1e they could do anything except a few very specific things that were covered by class features.

In 5E it seems to be the same, just less drastic. Because of the flat math everyone has a chance to do nearly anything and the space where a trained person can succeed and a untrained person can't is very narrow (because of the huge variance the D20 gives).

The problem in DDN is that you don't really advance in much of anything significantly. If a 10th level ranger and a 1st level fighter have an archery contest who's likely to win? Its not clear at all that it will be the 10th level ranger. There's very little difference in the 2 characters to-hit with a bow, and it doesn't change much as you go up in levels. Sure, the level 10 ranger will be SOMEWHAT better, but 5 or even 8 points between a character who is supposed to be a renowned expert and one who's merely competent seems pretty narrow. Clearly things like 'skill dice' are supposed to fix that, but I don't see the point of these extra complications. I have a couple other issues with DDN skills, but that's a big one right there.
 

I put participate in quotations because the idea that everyone has to roll dice all the time is one reason why 4E is implemented the way it is. Of course people should participate in the game, but in every obstacle? This automatically means that every player, through his PC, must be able to contribute no matter what the obstacle actually is. Meaning automatic skill gain.

And we simply have to agree to disagree. This is more than just a mathematical question of how skills are handled, it goes down to the core of the game itself and the expectation of how it is supposed to be played. You can't just support both systems and leave the rest alone. That would just create a horrible mess. You practically need two different games for those two different approaches of gameplay.

I have no idea what you mean by this. 4e DOES encourage the DM to use skill challenges and make sure that all the PCs have something interesting to do, but there is no NEED for everyone to roll for everything. The idea is more "well, if a situation arises where my wizard needs to break down a door, he can give it a shot, maybe he'll get lucky" instead of "nope, you aren't even on the d20, forget it" which was common in 3e.

I don't agree that the two approaches require different games in this case. I think the same game could cover them both, if you're careful in designing it. The areas where it will be problematic will be in feats and items mostly, though perhaps in some other areas as well (backgrounds maybe). Its doable though, and 4e's system isn't THAT far out there. It can already play a good bit like DDN's system. DDN could just split its skill system in 2 and have each version be moved a bit more to the extremes and it will probably be OK.
 

Locks are no longer a problem for the 3rd level party IF the wizard memorized Knock. If he didn't it is still a problem. If a party of epic level characters get to a cliff and they don't have flying devices, they have messed up and if none of them are climbers, that could be a problem.

A 20th level character may not run into a regular snare because the designer of the epic dungeon is prepared for epic level characters, not because the character is 20th level.

Some make it sound like in 4e adventures all doors suddenly become adamantine once the adventurer reaches a certain level.

It should not be assumed just because the party has the resources to destroy a dragon they have the resources to get through the castle gate.

If the wizard did not take the spell, he does not have the capability. Likewise if the fighter did not pack his rope and grappling hook the party should not be assumed to get through the task because well they are cool high level guys and they just 'know'.

While I agree in theory, in my table experience, this has never been the case, especially in 3x play, where scrolls and wands are plentiful and wizards have access to just about all spells with careful planning. Clerics fill the gapes with air walk, wind walk, find traps, etc. Even Druids have the necessary spells to make a number of obstacles obsolete.

The real issue is, from my play experience, that that locked door and that cliff are just plain boring after a certain point, regardless of what material the door in made out of (which often times is a wall of force in high level 3x play) or how high that cliff is. And forget about traps, most of those don't do enough to make just springing them not a viable option.

I am hoping for a skill system that is PART of the system rather than a tack-on to the system like 1e, 2e, 3e, and even 4e seem to be. Make it essential or through it back into the NWP and move on.

Keep in mind that I'm not advocating for the 4e approach, but I have yet to see 3e (and even early editions) attempt to resolve the issue. I have hopes that 5e will, but remain skeptical.
 

It is just not true. Climbing a slippery vertical masonry wall is a DC 26 check. This makes it a level 10 hard DC, thus such a wall would be appropriate for a level 10 character.
In a scene based game yes. In a goal based game that wall would be appropriate for a well made town or castle wall while raining. If the PCs happen to be level 10 when they try to climb it is a different matter.
The whole point is the narrative, so of course it matters. Not only that but again check the DCs for things, a 9th level wizard will NOT find a locked door of even the most trivial sort easy to open, he'll in fact require a fairly good roll to open it. He COULD however at least TRY, and why not? Clearly if you wanted it to be really hard you'd have made it a reinforced door. That would signal "worthy challenge" anyway.

Again, that is scene based design. The door is reinforced because it is supposed to be a worthy challenge for the PCs of the current level. In a goal based game the door is reinforced because it is a important door.
The thing is, you make it sound like the DM is somehow always obliged to turn all doors to adamantium at Epic. It really doesn't work that way, its just that Epic PCs do not worry about mundane doors, its beneath their level of concern.

Which means all doors the effectively encounter are adamantium as all others aren't worth mentioning. Besides this is exactly the advise 4E gives you (at least at the beginning of its cycle)
Sure, so you lack a way to determine what is genre appropriate for level 15 PCs, that's the problem.

Or the problem is that we have a different idea what is "genre appropriate".
That's why it is called Athletics, its "I am Athletic, I do these things", not "I've specifically practiced every one of these sports". 4e doesn't really provide a specific way to call out "I'm BAD at this one thing", but the opposite problem is true of 3e's system (and DDN's) where you can't call out a whole broad range of things you're good at. At least in 4e not every strong guy HAS to be a good athlete, whereas in DDN that's the only option since STR check are all going to be good for that character. Nor do I have a problem with talented characters being good at something right away. RPGs are never perfect at modeling these things, but I've met any number of people who did something really well the first time just from sheer talent.

Thats why I don't like DDNs system either.

I have a couple other issues with DDN skills, but that's a big one right there.

It is basically the same scene based setup like in 4E where every character has a chance to do everything, training or not. The only difference between 4E is that instead of both scaling skills and DCs (for a net difference of 0), nothing is scaled at all.

I have no idea what you mean by this. 4e DOES encourage the DM to use skill challenges and make sure that all the PCs have something interesting to do, but there is no NEED for everyone to roll for everything.

Actually players were required to do just that when 4E first came out. There was no backing out of skill challenges. It likely has changed by now, but this initial version shows how 4E was designed.
 
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When I played 4th edition I always got the impression that only something significant needs to be part of the adventure. Everything was supposed to scale along with you so your 10th level party didn't come up against that 3rd level party of goblins because it wasn't significant, it always felt like we were climbing a ladder.
 

4E does have an advice which flat out tells you to place challenges with DCs scaled by PC level though.
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If you replace door with cliff for example it might become clearer what I mean. When you place a cliff somewhere in a scene based game then it is an obstacle the PCs have to overcome and its DC is set in such a way that the PCs face some difficulties and ultimately overcome it.
In a goal based game the cliff might only be there because it is according to the map. And the difficulty climbing it would only depend on what type of cliff it is. The PCs might be able to scale it or might not. If not, then they have to look for a other way more aligned with their skills. Or they expend resources in the form of money or spell slots.
Funny you should mention "cliff climbing" because there's a list of static DCs like, right there in the book.

Ladder, Rope, Uneven surface (cave wall), Rough surface (brick wall), Slippery surface +5, Unusually smooth surface +5

Same for jumping and swimming.

But normally, using the PCs' level is just a shorthand for when you don't want to bother looking it up or it's not on a static list - and even there, you have "Easy," "Medium," and "Hard" DCs. That part's important and often overlooked.

What's Hard at Heroic tier is probably Easy by the time Paragon or even Epic are reached, which means that the DCs stay within the neighborhood. If you have a 100' cliff as a substantial obstacle at Epic, you're probably doing something wrong.

-O
 

Agreed, but then the implication is that edition has something to do with that, and I simply don't see it.

Or am I simply misunderstanding you

Hmmm... okay, this is a little complex.

Edition has something to do with it- because in early (pre-3e) D&D, especially 1e and earlier, you were assumed to be playing in the kind of world where your decisions matter and change the difficulty. For example, by default, if you descend to the second level of the dungeon, you will face harder monsters on average than you do on the first level.

Do/did all early D&D games follow this mantra? Of course not- but it was assumed in the rules all over the place: wandering monsters, the way more dangerous monsters (again, on average) had better treasure, etc.

Conversely, 3e and 4e assume that most of your encounters will be level-appropriate. 4e takes this farther- it delineates what an easy, moderate and hard skill DC should be by level, for instance- but both WotC editions do emphasize appropriate levels. Unlike early editions, it really isn't viable to have an "every pc starts at first level" approach, because your first-level pc in a party of 8th level pcs is a sitting duck for CR 8 or level 8 monsters.

However, are all 3e/4e games slavishly tied to the level-appropriate thingie? Of course not.

So yeah, edition has influence over a group's playstyle choices, but is not the final determinant of them; that is the function of the group itself, with heavy emphasis on the DM.
 

Burning Wheel and Runequest are two systems I know that have mechanics for this. I didn't realise that 3E does also.

Might want to read it then, it got this dread "simulation" element whereby you get a certain number of points to distribute each level to show what your character was working on in his free time.

Or was this just another hyperbolic attack on 3X from a disgruntled 4e fan?

Mod Note: Please see my post below. ~Umbran
 
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[MENTION=21556]Jester[/MENTION]

thanks for the considered response, and it is complex.

In all honesty, since playing D&D since '78 I haven't ever really experinced the all characters start at 1st ( except maybe characer death at 3rd or less), but yes explicit rules this is the challenge level (ie scaling DC) would be problematic. My experience was the character came in at lowest average level of the party on min xp withput magic items.

Personally, i've always palyed games were "your decisions matter and change the difficulty", tahtsw the point of intelligent play. Maybe the problem with "narrative" play is that for some that in unearned and somehow feels unfair?
 

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