I'm A Banana
Potassium-Rich
I'm mostly not responding to every detail because (a) I want to avoid getting bogged down in fairly meaningless specifics and (b) I'm not interested in engaging in edition wars. I want to make sure I stay on-message here: 4e isn't very good when compared with other D&D editions if you're playing a game that doesn't want to focus on combat.
With that said:
Here is perhaps a heretical thought: Combat is no different from a skill check. They both do the same thing. Combat could be reduced to a skill check.
Understand that, and you begin to understand where I'm coming from.
Which is really my point: 4e doesn't really support a playstyle that isn't mostly about combat.
What other forms are present in 4e that are as diverse, detailed, and interesting as 4e combat? Heck, half as diverse?
What does that tell you about how important these things are to the designers?
What does that tell you about how much fun a game that focuses on something that the designers didn't even think was important enough to get exactly right on publication might be?
I mean, why use the combat system at all?
This is only true if you're only using them to support a combat-focused game, or if you're truly comfortable with open-ended rules.
If it's the latter, would you have a problem with skill challenges replacing combat in your game?
If it's the former, well, that's my point.
With that said:
It's wrong to assume that more vagueness is a good thing in "roleplaying." It's a matter of focus.Idra Ranger said:But the rules are there for answering the question "Did it work?" (where 'it' is whatever the PC was trying to do). In a combat context you want clear, unambiguous rules because the DM doesn't have a better method for answering the question. In a roleplaying situation allowing some flex makes a lot more sense because roleplaying is inherently more open-ended and subjective than combat. It's just sensible to have different levels of specificity for combat and roleplaying scenarios if you want equally good results in both situations.
Here is perhaps a heretical thought: Combat is no different from a skill check. They both do the same thing. Combat could be reduced to a skill check.
Understand that, and you begin to understand where I'm coming from.
But neither of them can support an mostly noncombat campaign in a satisfying way. It's not what they were designed to do. This leaves a gaping hole in 4e that wasn't so gaping before. They add a few noncombat options to a combat game just fine, but they don't support different genres and playstyles.Thasmodius said:Rituals are easy and generally well liked. My players love them. Skill challenges are the best innovation of 4e, I love them, have ran dozens, they work great in doing what they are intended to do.
Which is really my point: 4e doesn't really support a playstyle that isn't mostly about combat.
There's never been a homogenous D&D. I've never met two DMs who have run the same game, even if they've run the same module. I've never met one DM who runs everything exactly by the books. The game is insanely diverse, whether or not it is supposed to be.No, the game really hasn't.
Combat is one form of conflict resolution.Yeah, because skills like diplomacy, streetwise, and arcana cry combat only, as do rituals, skill challenges, extensive sections on campaign design and world building in the DMG, a Roleplaying section in the PHB before any real crunch appears...
What other forms are present in 4e that are as diverse, detailed, and interesting as 4e combat? Heck, half as diverse?
It doesn't work if you don't also have combat in it, and it works a lot worse than it did in earlier editions for a host of reasons (especially because every character can do every thing).You want it to be true, for some reason, but in your arguments you dismiss everything that 4e does that isn't combat as "not working" when legions of players feel otherwise.
How many mistakes were there with the combat math, on publication?Yes, the math with skill challenges was off on publication. This doesn't mean the system itself sucks for handling things out of combat, it means there was a mistake with the math.
What does that tell you about how important these things are to the designers?
What does that tell you about how much fun a game that focuses on something that the designers didn't even think was important enough to get exactly right on publication might be?
So I assume you use it instead of combat, too, right?It's a method to make such scenes involved and challenging, rather than just applying your diplomacy roll to the reaction table, "sorry DM, your angry arch villian is now Helpful, says so right here in the book."
I mean, why use the combat system at all?
The desire was to make those situations as tense and exciting as combat encounters, and, from the experience I've had both as a player and a DM with skill challenges, they succeeded.
This is only true if you're only using them to support a combat-focused game, or if you're truly comfortable with open-ended rules.
If it's the latter, would you have a problem with skill challenges replacing combat in your game?
If it's the former, well, that's my point.