Does 4e limit the scope of campaigns?

It really depends what you set the DCs at. As someone else mentioned, if yOn the other hand, even when the biggest difference between skill checks happens in 4e, there's still a minor chance to succeed. For instance, if you start with a 8 the stat for a skill and never increase it or train in the skill, then at level 30, you have +15 to the roll. If someone starts with a 20 in the stat and increases it every chance they get(including taking Demigod as their Epic Destiny for another +2) and train in the skill, and have skill focus, they have +33. If the DC is 35, you still have a chance of succeeding and the expert still has a chance to fail. The DM can set that as a DC and know that there is a reason to roll the die because the party MIGHT fail. And everyone should roll the die because they have a chance of contributing. It also still lets the person who is good at the skill shine.

And this is in the most extreme case. Most of the time, the numbers will be closer together than that. If no one has a stat quite that maxed out and no one took skill focus, the difference should be closer to 10. When the DC is 35 and the lowest is +16 and the highest is +26, there is a real sense of "I can still help out the group here. I still have a 10% chance."
Nitpick: magic items can boost skill checks. At the high levels, you've probably picked up something to boost your prime skills. And of course, skill boosting items are another method of customizing your exact skill rank level in 4e.
 

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The problem is, they need to break them into logical categories, and give out skill point pools...

...Personally I don't want all of my specific skills wrapped up in groups. This is a matter of taste. Some people prefer a more generalized skill list.

I lawl'd.

But in all seriousness, if I'm understanding your skills wishlist correctly, you probably want to look into GURPS.
 

Not everyone plays the game like you.
Well obviously not. Did I claim that?
I never said it was a necessity. I just said someone released it. My guess is it didn't do terribly well. But I haven't checked any reviews or numbers.

Numbers don't really matter though. If a few gamers enjoy it, that is their right. Why does it matter so much that others might take a different track than you? If they find an aspect of the game interesting and want to explore it more, more power to them.

I just don't unerstand why people get so heated over something as subjective as how and why people play the game.

I couldn't care less how other people play the game, at least as long is is so few that WOtC keeps making a D&D that I like. My point was however simply that just because something has been released doesn't mean 1) that it covers an aspect of the game missing 2) that it is an improvement 3) that it is any good. WotC, unlike most other RPG companies, design their game so that it appeals to millions, not hundreds or thousands. That means it is very hard to make a game that is perfect for every one of those millions.

Do you honestly believe WotC should include rules that only a few hundreds (lets just say a vast minority) out of millions will use?
 

I think this depends heavily on how often the group splits up. Mine never does. I've been playing Living Greyhawk in 3.5e and Living Forgotten Realms in 4e. I've played in 8 or 9 different cities now with strangers from various locations. I've gotten a good cross section of playstyles and learned things I like and don't like about the way other people play. However, one constant remains, and that's that NO group I've ever played with splits up. Even in city adventures. We work together. The person with the +27 Diplomacy is always in the group and is always the one making the check. Anyone who doesn't work WITH the party tends to be berated with not being a team player. The feeling is "we are all here to play the game together, we all want to accomplish our goal, the point of the game is for us all to contribute our individual skills to the cause". This seems to be the major difference between how I think of the situation and how you do.

This has almost never been the mood in the games I have played in. Typically our players want a more cinematic style of play, and don't mind cut scenes (it really isn't boring if you know how to manage them). You are still working toward the same goal, but when it makes sense, you split up to pursue different leads. Again, if you are doing a city adventure that is really just a cleverly disguised dungeon crawl, this probably wont work. But for most city adventures I have played in (and I have played in at least ten gaming groups for extended periods), splitting up on city adventures was the norm.
There's a number of reasons we don't ever split up, most of which I made in a previous post(mostly, it involves not wanting to sit around and watch other people play for 1-2 hours before the DM gets back to you).

This is not how you run a game where the party has split (remember they are touching base and pairing and grouping as the adventure unfolds). You can't let anyone sit there doing nothing for more than 10-15 minutes. Otherwise, people get bored. What is great about cut scenes is you can shift to the other scene just as this start taking an interesting turn. Think of any great mini series or movie. The groups split up all the time, and the shift in point of view keeps things interesting.

I don't believe you built the case that half ranks are worthwhile. You made the case that half ranks are worthwhile in a small subset of circumstances.

But I established that those circumstances were the norm in my game.

For instance, is it worthwhile to have +7 to your skill check in these situations:

1) The DC of the check is 28 or higher.

2) It doesn't matter who uses the skill, your entire party is together, someone in the group has +30, and he is willing to use the skill.

3) Someone has a spell that allows the entire group to bypass the check and there is no need to use the spell for anything else in a day(for instance, Mass Fly to avoid jumping over the pit and there is no need to fly for the rest of the day)

4) The DM gives you the benefits of succeeding even if you fail.

1) No. But that seems like a high DC for a party whose cross class skills are maxed at 7. But a +7 still has value when the DC is 20.

2) Sure. But he can't jump across the chasm for your, or down into the pit for you. Some skills you will have to make. And in a skill heavy game, it is still likely you will need to make your own check. This depends on what the obstacle is. Just having someone there willing to make a check on the party's behalf, doesn't mean he is always able to do so.

3) If someone has a spell that can do that, then the skill is worthless in that situation no matter how many skill ranks you took.

4) I never do that. If someone fails, they fail. As I pointed out, this doesn't mean the party fails the adventures. A failed skill check should just introduce a complication to the plot.
Mathematically, it just doesn't matter at all in these situations. It matters when:

1) The highest skill check character is unavailable(or something prevents him from using his skill), the DC is lower than 28, and no one has a spell to bypass the skill check.

DCs are frequently lower than 28.
To me, this seems a small subset of "times a skill check will be made in all styles of D&D game". A very, very small subset. It may work in your game, but understand that your game appears to work very different from the average game, from what I've heard.

I have been playing for over fifteen years and in a number of different groups. It is the style have seen a lot of.
On the other hand, even when the biggest difference between skill checks happens in 4e, there's still a minor chance to succeed. For instance, if you start with a 8 the stat for a skill and never increase it or train in the skill, then at level 30, you have +15 to the roll. If someone starts with a 20 in the stat and increases it every chance they get(including taking Demigod as their Epic Destiny for another +2) and train in the skill, and have skill focus, they have +33. If the DC is 35, you still have a chance of succeeding and the expert still has a chance to fail. The DM can set that as a DC and know that there is a reason to roll the die because the party MIGHT fail. And everyone should roll the die because they have a chance of contributing. It also still lets the person who is good at the skill shine.

Again. My issue with the 4E skill system isn't the numbers, which I agree work fine. It is the lack of ranks, the consolidation and the fact that it makes characters pretty similar when it comes to skills. A character who doesn't take any ranks in something, should fail at it most of the time in my view.


And this is in the most extreme case. Most of the time, the numbers will be closer together than that. If no one has a stat quite that maxed out and no one took skill focus, the difference should be closer to 10. When the DC is 35 and the lowest is +16 and the highest is +26, there is a real sense of "I can still help out the group here. I still have a 10% chance."

I don't really have a problem with skill disparity in a party.
 

Well obviously not. Did I claim that?


I couldn't care less how other people play the game, at least as long is is so few that WOtC keeps making a D&D that I like. My point was however simply that just because something has been released doesn't mean 1) that it covers an aspect of the game missing 2) that it is an improvement 3) that it is any good. WotC, unlike most other RPG companies, design their game so that it appeals to millions, not hundreds or thousands. That means it is very hard to make a game that is perfect for every one of those millions.

Do you honestly believe WotC should include rules that only a few hundreds (lets just say a vast minority) out of millions will use?

1) Every game has aspects missing to some players. For every player who says this part rocks, there is a player who wants less of it and more of something else.

2) This is entirely subjective. If the people who buy the supplement see it as an improvement, then for them it is.

3) This is also subjective.

I think most game companies try to make games that will appeal to millions, but it is a difficult industry to achieve wide success in. Wizards has lots of money to spend on market research (which is very expensive), has a top notch design team, has the D&D name brand recognition, and has the spectacular success of 3E to build on. Most companies don't have these resources. But there are a number of games out there by other companies that lots of people are excited about. I think wizards has done a great job, and I hope they stay succesful, because it helps the hobby overall. I just am not a fan of the new skill system. But I like skill based games. And was hoping 4E would go even more in that direction.

I don't think wizards should do something just because I want to see. But I do like to give my opinion. I think there is more interest in a robust skill system than lots of people seem to think. And I think that when 4E was designed, they paid more attention to the critics of 3E, than to the people who loved 3E, which is why there is such a split. That said, they did what they set out to do. They definitely won over the people that had problems with or reservations about 3E. And they even converted some of the die hard 3E people. At the end of the day, there are loads of different games out there, and it is always better if you play the one that suits your tastes. But it is also good to stretch and play a system that you are not familiar with or that has elements you don't like.
 

1) Every game has aspects missing to some players. For every player who says this part rocks, there is a player who wants less of it and more of something else.
Difference is when 1,000,000 players say this rocks, and 500 says it sucks..

2) This is entirely subjective. If the people who buy the supplement see it as an improvement, then for them it is.
Obviously, but that doesn't make it an improvement for the majority of those who are playing the game. Which is what you have to design for, if you want to sell stuff.
3) This is also subjective.
If the majority thinks it is, then it probably is.

I think most game companies try to make games that will appeal to millions, but it is a difficult industry to achieve wide success in. Wizards has lots of money to spend on market research (which is very expensive), has a top notch design team, has the D&D name brand recognition, and has the spectacular success of 3E to build on. Most companies don't have these resources. But there are a number of games out there by other companies that lots of people are excited about. I think wizards has done a great job, and I hope they stay successful, because it helps the hobby overall. I just am not a fan of the new skill system. But I like skill based games. And was hoping 4E would go even more in that direction.

I don't think wizards should do something just because I want to see. But I do like to give my opinion. I think there is more interest in a robust skill system than lots of people seem to think. And I think that when 4E was designed, they paid more attention to the critics of 3E, than to the people who loved 3E, which is why there is such a split. That said, they did what they set out to do. They definitely won over the people that had problems with or reservations about 3E. And they even converted some of the die hard 3E people. At the end of the day, there are loads of different games out there, and it is always better if you play the one that suits your tastes. But it is also good to stretch and play a system that you are not familiar with or that has elements you don't like.
But 4e has a very robust and popular skill system. Far better than anything we have previously had for D&D. The fact that you do not like it because it isn't 3e's skill system doesn't make it bad or any less robust. It simply shows that your taste run opposite that of the vast majority, since, if you look at the many threads here on ENworld, the 4e skill system is one of those things that people usually like - if they have an issue with 4e, it's not because of the skill system. Obviously some do, but by all anecdotal evidence, those are in the minority.
 

This has almost never been the mood in the games I have played in. Typically our players want a more cinematic style of play, and don't mind cut scenes (it really isn't boring if you know how to manage them). You are still working toward the same goal, but when it makes sense, you split up to pursue different leads. Again, if you are doing a city adventure that is really just a cleverly disguised dungeon crawl, this probably wont work. But for most city adventures I have played in (and I have played in at least ten gaming groups for extended periods), splitting up on city adventures was the norm.
Yeah, I got the impression this was the case for your group. Our groups have split up when it made sense to do so, but that was very rare. I'm guessing it is very rare for your group to run into fights in a city, then.

I wouldn't classify our city adventures as a cleverly disguised dungeon crawl. I would classify them as D&D adventures. Even though they take place in a city, there is still 2-4 combat encounters in a 5 hour long session. I purposefully plan things like "After the PCs ask the innkeeper about the cultists, he'll get word to them the next chance he gets. In an effort to stop their questions, the cultists send assassins to kill the party. They attack about 30 minutes after they leave the inn" into the adventure in order to add some excitement and curveballs to the investigation. As well, it gives the players an excuse to use all those cool combat powers they have(and players just love to use).

When I write this in advance and the party decides to send JUST the Bard to go talk to the innkeeper, then I need to run a combat(designed to challenge the whole party) for just a Bard, likely killing him. It also takes nearly an hour to finish the battle. It only happens once before all the players tend to learn their lesson: Don't split up the party. Either that or they just send the fighter to talk to the innkeeper and he keeps failing all his Diplomacy checks and gets nothing, only to walk back to the party and ask the Bard to go try asking the questions, realizing he got nowhere.

We'll split up if there is a REALLY good reason to. But the danger of splitting up often outweighs any reason we might have. If told "You have 15 minutes to collect these 6 items from all corners of the city"...well, sure, we'll split up. If it's something like "We need to solve this murder by tomorrow", we just have confidence that we can better solve it as a group than alone.

This is not how you run a game where the party has split (remember they are touching base and pairing and grouping as the adventure unfolds). You can't let anyone sit there doing nothing for more than 10-15 minutes. Otherwise, people get bored. What is great about cut scenes is you can shift to the other scene just as this start taking an interesting turn. Think of any great mini series or movie. The groups split up all the time, and the shift in point of view keeps things interesting.

I certainly try to do that whenever a split party happens(which is rare, but it still does). It's just that sometimes you get really involved in a conversation you are having between an NPC and a PC and it goes on for 20 minutes or 30 minutes without even noticing. Sometimes a battle happens because of choices the PCs make, even if you aren't planning on it. Plus, most of the people I've played with just have a short attention span. Even 5 minutes of the game not being about them and they start to wander away from the table or talk over me about out of game stuff.

1) No. But that seems like a high DC for a party whose cross class skills are maxed at 7. But a +7 still has value when the DC is 20.
True. But here's the situation. You want there to be a negotiation between the King and the players. They will all be summoned by him and asked into his antechambers where they have the chance to ask him for help. He doesn't care which one of them he negotiates with, as far as he is concerned whichever one they claim is their leader can speak for them.

You want them to have a chance to succeed, but not guarantee it(otherwise, you don't need to make a skill check, you could just tell them the King agrees). You'll give them +2 or -2 based on their role playing. The party is 16th level and has a Half-Elf Bard with +33 to Diplomacy. It also has a Druid with half ranks in Diplomacy for a total of +11. What do you set the DC at?

It has to be above 34 for there to be any chance of failure. But if the Half-Elf doesn't talk to the King for some reason or another(he doesn't show up for the session, he tells the rest of the group he doesn't feel like going, etc) then the Druid has no chance of success unless you lower the DC on the fly in order to make it easier.

To make the scenario even harder, as a secondary exercise, assume you are writing the adventure for a group that doesn't even have characters yet or you will have no idea what those characters are(you are writing a published adventure or writing one in preparation of finding players). You only know that they will be making 16th level characters from the PHB. What DC do you set the Diplomacy check at so that the "average" group only has a 25% chance of success? Or do you simply say that they need to get the DC 30 listed in the PHB to take an Indifferent person to Helpful? Of course, a DC 30 check makes it near impossible for the group whose highest Diplomacy is only half ranks like the above.

2) Sure. But he can't jump across the chasm for your, or down into the pit for you. Some skills you will have to make. And in a skill heavy game, it is still likely you will need to make your own check. This depends on what the obstacle is. Just having someone there willing to make a check on the party's behalf, doesn't mean he is always able to do so.
True. This does contain some skill checks where less ranks are useful. Especially if your goal is just to hurt those who fail slightly. Someone falls into a pit and take 2d6 damage only to walk across and have someone lower a rope to him on the other side. But there are so many different ways for a party to even avoid making this check after 10th level that it likely will never happen.

In the pit situation, it normally involves one teleport-like spell or fly like spell. Or, when all else fails, jump across, throw a rope back to the other side, have them climb the rope across. But, if any of those things are done, then the half-ranks in jump were not helpful.

3) If someone has a spell that can do that, then the skill is worthless in that situation no matter how many skill ranks you took.
Yep, and this is one of my big beefs about the supposedly extensive non-combat features of 3e. No matter how many skill ranks you have, you are outmatched by one spell, making skill ranks near useless after a certain level.

4) I never do that. If someone fails, they fail. As I pointed out, this doesn't mean the party fails the adventures. A failed skill check should just introduce a complication to the plot.
Me neither. As I said before, most of the time failed skill checks just give you less information or less help. Don't make the search check, don't find the dust on the ground or the bits of decaying flesh near the body. Don't make the diplomacy check, don't get the beggar's help. Don't make the Spellcraft check, don't know that the powder on the ground is a necromantic spell component. Don't make the Sense Motive check, don't know that the shop keeper is lying. But good luck figuring out that a zombie walked through the back door and killed the man and that he was hired by a shopkeeper to kill him due to a disagreement they had over money if you fail ALL the checks.

No ONE check fails adventures. However, lots of them in a row can. After a certain number of complications, you just have to fail. And sometimes one check and still be the difference between something really good and something really bad. As an example, there was on

DCs are frequently lower than 28.
They can be. Depends on what you are trying to do. Once you are level 16+, you should assume that any group can make any DC 20 check without rolling and have a reasonable chance of passing most DC 30 checks. If they can't, than they won't be able to finish most published adventures/Living Greyhawk adventures. LG adventures frequently had DC 20+Average Party Level checks in them. Which means DC 36 at 16th level. The EASY ones were 10+APL, and those would have been 26. Any group with entirely half rank skills would start failing ALL adventures

I have been playing for over fifteen years and in a number of different groups. It is the style have seen a lot of.
I've run into this playstyle a couple of times as well. But it isn't nearly as common as you think. The DM I knew who used to run games this way would get complaints from his players on a regular basis that all their cool combat powers were useless and the game was no fun for them. Mostly he told them to stop complaining about his game and leave if they didn't like it. That pretty much shut them up...at least, while he was around.

Again. My issue with the 4E skill system isn't the numbers, which I agree work fine. It is the lack of ranks, the consolidation and the fact that it makes characters pretty similar when it comes to skills. A character who doesn't take any ranks in something, should fail at it most of the time in my view.
I think this view is mostly due to the numbers being different. Most people don't realize that a +1 vs a +9 in a skill is a fairly huge difference. If you set the DCs at 20 in order to give the +9 guy a 50% chance of success, then the +1 only has a 10% chance of success. He DOES fail most of the time, even though he got the +1 for being level 2. Since DCs in 4e should scale with level, at level 30, he should still only have a 10% of succeeding. He'll fail most of the time.

I think this is still a fairly large difference in characters. But the difference is supposed to be in WHAT people do, not how good they are at it. As a Wizard, I'm the one who has studied magic and knows about it. As a Rogue, you are good at sneaking around and opening locks. As a Fighter, you are tough and strong. We are all good at what we do. It allows us to avoid stepping on each other's toes(much).

I know one of the most annoying moments for me when playing D&D was when my 15th level Cleric who put max ranks in Diplomacy(my highest skill) for +20 was forced to play second fiddle to the Bard/Marshal with the +35. My character is supposed to be charismatic, and here is this guy who is SO charismatic that I might as well not bother. My non-combat role(the guy who talks to people nicely) was completely usurped by someone who just was better at my role than I was. This was during a Living Greyhawk adventure, so luckily, I didn't have to play with him again. But during that 5 hour long game, I felt like I might as well not be at the table, because I didn't have any usefulness to the group except when combat started.

I don't really have a problem with skill disparity in a party.
You should let me play. I can create one pretty quickly. ;) *grin*

Nothing makes people feel better when they say, "I try to convince him to tell us what we need to know, I get 15 on my Diplomacy check" and someone else in the group says, "15? That's pretty good. That's what I'd get if I rolled a 1.....and had -15 to my roll. Maybe you should just let me talk to him and you can go back to doing what you do best...which is apparently nothing, based on the skill ranks listed on your character sheet."

And we've had this conversation in our group before.
 

1) The math isn't unsound. It is campaign and expectation dependent.

2) You have been insulting. I suggest you re-read your own posts. They are clearly meant to antagonize and insult. There is a difference between saying "that math doesn't look right to me" (which wouldn't have bothered me) and "this isn't vector calculus here". One makes the point you disagree with my numbers, which is fine. The other implies I am having trouble with simple math, and I lack the intelligence to see it.

If you think you have been insulted, this would be an offense against the board rules. Instead of dwelling on it and side-tracking the discussion, report the offending post to the mods. They can then handle the matter without this matter getting expanded on.
 
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See, I thought that, too. BUT. It doesn't work that way. If I had an effect like Fireball knock my PCs prone, they'd flip - I was essentially taking away their move action, and not following rules. And why would I allow them to use Fireball to knock all the bad guys prone?

Well, it's different for monsters, though if you give them "open-ended" powers you could probably use them in different ways. There are rules for what the attack bonus is and how much damage the attack does; if your NPC's Fireball normally just does 3d6+4 in a Burst 2, changing it so that it knocks them prone should reduce the damage to (checking books) 1d8+5.

Though, like I said, it's different for monsters.

Why would you allow Fireball to knock bad guys prone? Because it doesn't break the game, and it might make it more fun, opening up avenues for creativity from the players that's lacking otherwise.

It's basically a stunt, so just change the 3d6+Int mod damage to 1d6+Int mod damage and Prone. (That is, you switch to a low-damage Normal Expression because it carries significant control and targets multiple opponents.)

Yeah, Fireball can light stuff on fire in 4e - but really, only if the GM either writes it into the terrain description, or thinks on his feet. And Fireball is a limited spell in most editions.

"DM, I want to use my Fireburst to blow away the rickety balcony the bad guys are standing on."

Which happened in a game of mine. I hadn't planned on it; it was the player who did this. It worked wonders for them in the encounter.

I've also had PCs burn webs, catching a ghoul that was in them for some extra fire damage.

Imagine, say.... Silent Image (one of my favourite spells). In 3e, there was a LOT you could do with it. In 4e, it's a spell that inflicts damage (in the wizards Dragon article). Maybe it'll be a utility one of these days.

Silent Image is covered by the Prestidigitation cantrip. "Produce out of nothingness a small item or image that exists until the end of your next turn." You can do it every round so I don't see why you can't "keep it up" from round-to-round.

Now here's why I think it's easier to ad-lib creative stuff with 4E. The math seems to work well, so that I can trust it to resolve creative actions without having to worry about breaking the game. If a PC wants to do something with his action, I can use the monster's defenses as the DC. If he wants to use Mage Hand to disarm an enemy, I can have him roll Int vs. Fort. Or if he wants to shove an enemy back a square or something.

I would love to have more guidelines on it - how much damage should I trade for a condition, and does that change at different levels? - but I think I have a pretty good instinctive feel for what's balanced and what's not, using the damage guidelines and what's possible with other actions as a baseline. (If Thunderwave pushes bad guys and deals damage, dealing no damage but allowing a slide at range 5 seems like a fair trade. Not always what you want to do, but in some situations a good choice.)
 

I give up. Given the play style of ever game I've ever played in, every published adventure I've ever read, and what seems to be the experience of the vast majority of players, it clearly makes much more sense to maximize skills. You may be playing in a game where that's not the case, but the existence of cross-class skills and the low number of skill points that most classes have make it pretty clear that's certainly not the expectation of the designers.

duty_calls.png


Sigh.

Drothgery - tone it down, or leave the thread. Disagreeing is fine, but your tone has been over the top - such as in this post.
-Kid Charlemagne, ENWorld Mod
 

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