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Legend
The specific mechanics of 4E being described are the equivalent of having specific subclasses that have various prerequisites like class, race, class features, or stats.
That's like saying that no one can tell that a Red Dragon Sorcerer's fireball hurts more, so no one can know that their Elemental Affinity exists as an ability."Extra damage" isn't a thing in the fiction. Hit points aren't a thing in the fiction. There is just fighting. Both can fight. Both can kill an opponent dead right quick.
The Gladiator also has Multiattack, by the way...If character A does an extra 2d8 weapon damage on a hit, and the other character has Extra Attack, do you think that automatically correlates with a difference in the characters’ fictions?
For me, I don’t really assume a character with Extra Attack is actually making 2 attacks every 6 seconds. It’s just a game abstraction to prioritizes some ability and spell choices over others to provide a more compelling game layer experience.
It doesn't happen often but I can count at least ten instances over the years where it has; and this doesn't include players playing their characters' henches.I mean, I find it weird enough that you let a player take over an NPC as a PC. But, sure, let's do it.
In the fiction, explaining moves and abilities in non-mechanical terms that one has that the other doesn't, just like warriors probably would when sitting around over a beer or two at the mercenaries' guildhouse. As in:First of all, I'm not sure what you even mean by "talking and figuring out the difference between PC rules and NPC rules". WTF is that?
If it's not a 1-1 correlation, or very close, there's something wrong.Like, the NPC gets triple damage on a crit, and by talking about their experiences they're going to figure that out? That's crazy. The rules are an abstraction of the fiction; it's not a 1:1 correlation.
And that is precisely what I don't want; nor do I want it to happen the other way, when a PC retires and becomes an NPC (which happens all the time in a long campaign due to slow but steady player turnover).Ok, then let's assume this NPC becomes a PC. (Again, weird, but whatever.). I don't find it "insurmountable" at all that the mechanic changes. Fluff it however you want. "Yeah, it's weird, but ever since I joined you guys I just don't hit as hard. Must be Tenser's cooking."
Ah. I thought you meant ritual-as-spell in the 5e sense.I was imagining more of a demon-summoning ritual or somesuch, rather than just some kind of standard spell.
That's just it - in my view, in order to do this the NPC has to follow the same rules and guidelines as a PC, meaning it has to be of a spellcasting class in order to do this. Which class? That's an open question. But if it's a wizard then it works like a PC wizard, if it's a Cleric then it works like a PC Cleric, and if it's some brand new class that I've just dreamed up then its existence has just set a precedent that says I have to include that class in my game henceforth in case a player wants to play one.Though still, even there, maybe they used some kind of ritual to give it to themself as an innate power. Again, something that took a lot of time and effort. You seem to want them to very specifically be a wizard. I think most people's point is: Sure, if the spellcaster is a wizard, make them act like a wizard. But an NPC has no reason to be a PC-class. I they're NOT a wizard, they can use magic in another way.
That would be extremely unsatisfying, in that by that wording the DM's telling me not to even bother looking for the answer - which of course means I'm going to try even harder to get one, as I've just been given a challenge.Sure. I mean, it's always better when there's a story behind what's going on. Still, that story often won't come up in the game, so it's perfectly reasonable for any given DM to not bother coming up with it ahead of time, in particular if it's unlikely that any PC will ever find out, even if the player thinks to ask (which they often won't). Again, I agree that a story is better. Sometimes there's so many possible stories, that this one doesn't matter much.
Player, "How did they do that!?"
DM, "In a way that you're never going to find out."
It might not be satisfying (to some players), but it's often going to be true.
Quit adventuring? Hell, no. I'll try to talk the party into helping me with this!I mean, do you want to quit adventuring to follow in some jerk's (often forbidden) knowledge journey? To what end?
More seriously, I'm not saying the PCs are necessarily going to try and figure everything out. What I am saying is that the DM has to have it figured out behind the scenes in case the PCs do follow up on it. Further, the DM has to be consistent. If that spell is arcane then it's written down somewhere, even if that somewhere is in theory hella inaccessible, and the PCs have to be allowed to go looking for it if they so desire.Sometimes it's just TOO MUCH WORK to figure some things out. Forbidden and Rare magical secrets seem like that sort of thing to me.
Which would be fine if those mechanics were consistent.In 4e, as I posted, the fiction does drive the mechanics. The fiction is that Hobgoblins are near-undefeatable in phalanxes. So there are mechanics that give effect to this. The fiction is that paladins are valiant. So there are mechanics that give effect to this.
Of all versions of D&D, I think 4e is the one that is based most purposefully on a conception of what the fiction should look like, and then building mechanics to help ensure that that fiction is part of gameplay.
Oh, I do. If attacking at double-rate isn't what's intended with that ability, then name the ability something else that tells us how it does look in the fiction.If character A does an extra 2d8 weapon damage on a hit, and the other character has Extra Attack, do you think that automatically correlates with a difference in the characters’ fictions?
For me, I don’t really assume a character with Extra Attack is actually making 2 attacks every 6 seconds.
If the abstraction can't be explained in the fiction then IMO it's far more likely going to ruin the player experience than enhance it.It’s just a game abstraction to prioritizes some ability and spell choices over others to provide a more compelling game layer experience.