ExploderWizard
Hero
It also seems to me that a few folks are saying that it is wrongbadfun for the DM to run 4e in an "old school" way.
RC
I don't consider the idea wrongbadfun (or badwrongfun
It also seems to me that a few folks are saying that it is wrongbadfun for the DM to run 4e in an "old school" way.
RC
Sure. I'm one of those people.I was given to understand that some folks thought that any game could be played in an "old school" way.
Yes, but how big a part is a matter for some debate (and more disagreement). For instance, combat in our campaign hews pretty close, if not exactly to, the 4e RAW. Everything else, not so much (and in our group that's a whole lot of else). Since most of the game's action takes place in a DM-mediated --as opposed to rules-mediated-- space it seems old-school to me.Part of running a game in an "old school" way is interpreting powers and abilities in ways that seem plausible.
I didn't mean to give that impression. But I do think a 4e DM should learn the rules before he or she breaks/modifies/reinterprets them. That's just good advice no matter what game you're playing.It also seems to me that a few folks are saying that it is wrongbadfun for the DM to run 4e in an "old school" way.
If you always follow the letter of the RAW, even when what the RAW says happens doesn't make sense to you (be it tripping oozes, swimming while immobilized, getting archers to jump off battlements to fight you, or halfling fighters pushing giants around), the game will become an exercise in maniuplating the rules and you'll lose the gameworld and the fiction to the mechanics.
Great description of a 4e martial power....a variety of potential maneuvers that the character can execute that are represented with the same mechanical effect.
I don't consider the idea wrongbadfun (or badwrongfun) to play 4E this way but I don't really see the point of it myself. 4E PC's are superheroes and should get to do superhero stuff. If that isn't the style of game desired then it's simply a matter of the right tool for the right job.
If someone says "I don't like playing 4e because the PCs are superheroes" the first thing trotted out is that the game doesn't have to be played like that -- you can simply restrict powers on the basis of makes sense.
Yet, as soon as one hears of a DM restricting powers on the basis of what makes sense, he is a poor DM, lazy, and wrong. Or simply doesn't know the rules.
I'm wondering how to deal with my DM. The issue I have with him is that he often takes the wording in conditions or effects far too literally and then raises issues that don't exist by the RAW.
I'll give you an example: My Dragonborn Fighter/Iron Vanguard has the power Frontline Surge which lets me push an enemy back a square and shift into that space. My DM reads the word "push" as meaning I physically push the target, and raises issues that it's not realistic for me to push something that's much larger than myself - last week we were fighting a Fomorian (Giant-sized creature) and he would not let me push him as a result of Frontline Surge, despite there being no size restrictions for the power (in fact the only pushing power that has a restriction I'm aware of is Tide of Iron and that seems to be just because it's an at-will and infinitely spammable). I pointed out there was no rule saying this and he's like "Well, I don't like the idea of a medium-sized Dragonborn pushing a 20-something foot tall giant". He's said the same thing in regards to my Fighter's ability to stop enemies from moving.
Another example: He reads the word "immobilized" and takes it literally, thinking it's like paralysis. He once ruled that when you were immobilized in water, you automatically started to drown because you couldn't move, and he doesn't think you should get a save against bursts.
In short, how do I explain that, for instance, the word "push" is a status effect and a metagame term - it doesn't necessarily mean that I shove the dragon away, but that my blow makes him back up. I know the DM is always right, but...
D&D needs to come out and say fighters *are* magic. Even in 4e they're not safe from DMs' attempts at realism. Roll on 5e!Ironically, on RPG.net, I'm arguing that no power sources are 'not magical' in that they almost all have similiar abilities and that martial is no different.