Dragon Editorial: Fearless

Mustrum_Ridcully said:
I'd prefer (him or any other hero-in-the-making) doing something more constructive. Maybe becoming a human rights activist in China, or a construction worker in Iraq.
But anyway, I think it's a bit unfair to post replies towards him, since he stated that he didn't want to post anything regarding the topic.
(But on the other hand, us cowards need to fight dirty, so feel free to be unfair... :) )

True on all counts; my apologies. As a friend of mine in the USMC is fond of saying 'If you ain't cheatin', you ain't tryin'.' (note: not in the millitary myself, don't want to give that impression)
 

log in or register to remove this ad

JLXC said:
Oh I get it, and yeah I'm done because I do see the uselessness in explaining heroism to cowards. No wonder 4e is going to be the way it is if you're the average playtester.

LOL! That is the most ridiculous statement I have ever read on this forum. Sitting in your basement and rolling dice does not a hero make, no matter what edition of D&D you play.

I think the thread is getting a bit off track here. From my perspective, 3e had the same risks (or lack thereof) as 4e, but they are in the system differently.

Sure, you had Save or Die in 3e, but to offset it you had easy availability of Raise Dead and Resurrection. So if the players took a risk and died, what happened? Their PC is out of the game until they can find a high level cleric, and then they are rezzed. So in the long run, is there any risk?

Not really. Just the risk that they have to go play Nintendo for a couple hours while the rest of their friends keep playing without them. IMO, that's not risk. Thats just boring. And to add insult to injury, when you do get rezzed you might have to level down your character. Most players would rather just roll up a new character. So is there risk? No, just bad game mechanics that discourage players from doing anything other than probing every 5 ft of dungeon with their 10' pole.

In 4e, since there is no save or die, there is also no need for easy resurrection any longer. So now, you have characters that seem tougher, but that doesn't mean there is no risk. Its the same risk in the long run, just now you have cut out the whole problem with players going off to play Nintendo because their character "died" while they wait to be rezzed. The risk is no longer front loaded into a single die roll. In other words, the 4e designers have cut out the BS and the bad mechanics.

I consider that an improvement.
 

Incenjucar said:
My solution to dungeons of doom was always to just destroy them without bothering to enter.

Just a much wiser solution for the character to come up with than "okay, I enter the place that will most likely kill me."

As I learned in the old Dragon Can you be an Adventurer quiz (sorry don't remember the exact title any longer) the easiest way to find trap doors is to burn the place to the ground. Therefore I agree with you wholeheartedly. As to the main point of this thread, I've played in a reckless manner many times before, of course the characters who did this usually had a wisdom in the 5-7 range so I chalk it up to good roleplaying. :)
 

Derren said:
Healing in 4E will also not be unlimited.

Of course not. However, you're not having to rely on as limited a set of resources. This is especially important when the resources are put into control of each of the characters (rather than in the hands of one or two characters..see "cleric." :) )

Even something as simple as adding in a single Second Wind effect and some extra hit points has made a great change in the way my players handle a SWSE game and the way they handled a D&D game. They're more interested in getting to the core of the pirate base on the moon of Tatooine, and pulling off cool moves and heroic actions while doing it, than checking to see what trap might be hiding around the next corner.
 
Last edited:

Derren said:
Healing in 4E will also not be unlimited.

If it's not, then they haven't gotten rid of the "15 minute adventuring day" problem - they've just extended it a bit. As soon as characters are out of their reserves of healing for the day (or have used up most of their per-day powers), they'll be retreating to rest, just as in 3e.

And we've already seen an example of this - in one of her "Confessions..." articles, Shelly bugs her DM over whether she has regained her "dailies" yet.
 

Kraydak said:
Throughout 3e's existence, there have been innumerable threads by DMs complaining about players being overconfident because the CR system meant they could walk over every "fair" encounter. DMs that thought that the CR system was a cap on what you could through at the PCs. That was, of course, a gross misreading of the CR system. It is also *precisely* what it takes to cause "suicidal lemming" style action. People will play like suicidal lemmings only if it won't get them killed. It won't get them killed only if there is an agreement with the DM that all encounters will be relatively easy, and very *very* few will be actually resource draining (and those will come with enough warning that you can avoid them if the situation warrants).

If 4e is designed for suicidal lemming action, the CR misreading that plagued 3e is becomes official rules for 4e. As for whether that is a good thing or not, I'll let you reflect on the tone of the CR based player entitlement threads...
This reminds me of a thing I noticed in regards to "adversial" use of the CR system.
I remember that several modules my group played through contained custom-made monsters and NPCs whose CR just didn't make sense - they were noteably stronger (rarely weaker, but one tends to forget cakewalks monsters) then the CR indicated, and some NPCs were designed abusing the system.

For example, there was one adventure with Gargoyle like creatures. The monsters were pretty similar, except that they dealt more damage, had more hit points and a lower CR. This might just have been plain incompetence (never attribute to malice what could equally well be attributed to incompetence, right?), and since it was an earlier module, it probably was.
And then there was the adventure with the "Mogel Barbaren" (Cheater Barbarians), which were Barbarian1/Warrior1 with a CR of 1. Why? Because NPC level CR was level -1, so the Warrior level (by RAW) didn't count. Off course, these NPCs were intentionally designed to give them this single edge.

In the first case I will give the benefit of doubt, but in the second (and some others) I think the CR abuse/wrongness was intentional? But why do this?

I think the reason was an underlying problem with the CR system - the CR system is both used to determine the difficulty and "appropriateness" of an encounter, and to calculate gp and XP rewards. Both are useful tools. But the module designers in question probably didn't want to hand out too much XP and rewards, but still make challenging encounters. So they "cheated", and this one example of the failures of the underlying CR system.

I think both the 3.x CR system and the 4E equivalent of it are good ideas. Many other games suffer from the fact that you can only eyeball the "challenge" of any encounter, which makes it to likely to create unintentional cakewalks or TPKs. But combining this with the "advancement" reward also has pitfalls. Players might decide that since the DM is supposed to use "fair" encounters, that there are no risks for them. Module writers and DMs might decide to "cheat" in calculating their challenges to not give out more rewards then they want.

The solution against "module cheating" is to decoupling reward and challenge. In many cases, it's okay to have them coupled, but sometimes, it's not so.

The solution against metagaming players is to give them encounters that are actually too tough, BUT they still have a chance to escape. (And that's something save or die mechanics and the massive damage high level NPCs/Monsters - and their speeds relative to the PCs - makes difficult). And if players know that XP are not strongly linked with the #monsters they fight, they might stop seeing everything as a combat encounter they have to beat, too.

The only thing neither of this changes is that playing combat encounters can be more fun then the non-combat activities of the game, simply because the mechanics are more engaging in combat then elsewhere. (Hope that improves, but don't mind that much if it does not...)
 

Mustrum_Ridcully said:
That's in fact the case, etc.

Ah, good. That makes sense. As someone said, variable number of players means those challenge ratings are going to have to remain flexible. 8 players in a party is definitely a reason to up the difficulty level, I mean ouch (and a tough squeese into a mining cart).

Only thing I worry about is that now, some of my players are going to cry havoc if they ever encounter 2 solo monsters at once for perfectly logical story reasons. Ah, well, no use dreaming up problems. :)
 

Mustrum_Ridcully said:
The Pit Fiend example presented online was an Elite monster (16th level or so) that had an ability allowing it to summon allies (of lower level, but they gained a bonus to attacks from him) and the ability to make two attacks as a standard attack, and also a fiery aura.

Link

Pit Fiend Level 26 Elite Soldier (Leader)

NOTE: That is a 10 level difference.
 
Last edited:

EvolutionKB said:
Rouse, while I appreciate your comments, there is one thing that has me afraid...How could some level four adventurers kill a level 11 solo monster without DM intervention/story type encounters?

Can't say as I wasn't there, maybe they used their daily.
 

Ipissimus said:
Ah, good. That makes sense. As someone said, variable number of players means those challenge ratings are going to have to remain flexible. 8 players in a party is definitely a reason to up the difficulty level, I mean ouch (and a tough squeese into a mining cart).

Only thing I worry about is that now, some of my players are going to cry havoc if they ever encounter 2 solo monsters at once for perfectly logical story reasons. Ah, well, no use dreaming up problems. :)
Stop being reasonable. Dream up all problems you want, it's the internet!

If it's not, then they haven't gotten rid of the "15 minute adventuring day" problem - they've just extended it a bit. As soon as characters are out of their reserves of healing for the day (or have used up most of their per-day powers), they'll be retreating to rest, just as in 3e.
Well, how often do you expect to need your "Second Wind" in 15 minutes? There is a point where going to rest is okay, but it shouldn't be after 15 minutes (or even a single hour), but it doesn't have to be 8 hours or 7 days, either...

The designers didn't want to run from "15 minute adventuring day" to "Do you remember this morning, when we're were still level 1?" - "Yeah, and now we're level 15! Awesome!" :)

Finding the middle ground is the key. Whether they succeeded remains to be seen, but considering the description, it certainly appears as if they at least handled a few more than 1 or 2 encounters per day...
 

Remove ads

Top