Dragon Editorial: Fearless

a) Paranoid players are generally the result of bad DMing, not only or merely the result of bad systems. There is a very broad range of options between paranoidly taking 20 twice on every 5' sq., and brashly charging through every problem. Both in my opinion represent very low skill play on the part of the player, in as much as you can design an expert system on a computer that could play your character for you using either of those strategies. And low skill level means I as the DM would have to alot of handholding to keep the PC's alive. And that always sucks. Smart players can judge when to be paranoid and when to be brash, and skilled DMs can signal from the setting to observent players using thier heads what is the appropriate action. The smart player jumped out of the back of the cart because he recognized an unnecessary risk, and decided not to take it. His common sense told him that the odds of a mine cart successfully leaping a gap in a chasm were very very small. What he didn't realize was that the scenario was literally on rails. He was 'supposed' to leap the chasm in the minecart. Well, its not his fault that he's not a mine reader and that the setting implied unnecessary risk that wasn't in fact there.

What the article tells me is that the part of the game that involves tactical skill, or what we use to call 'dungeoneering' skill before that became something on your character sheet, is increasely irrelevant. This article confirms my suspicions that 4E involves a high level of 'tactical illusionism'. Now, obviously the game is an illusion. It's tedious to have to point that out, but well there are people here who make a point of being tedious. All games are illusions, but not all games are tactically illusions. Take the game of chance. It's an illusion of a battle between two bronze age armies. Those armies don't actually exist or actually fight. But, the challenge provided by the game is real. It is well recognized that skill greatly outweighs luck in determining the outcome of chess. It is well recognized that chess rewards skillful play. Some games however do not reward skillful play, and hense can feature 'tactical illusionism'. That is, they have the appearance of rewarding or punishing choices, but in fact some element of them renders your choices largely mute. Games like Cosmic Encounters, Bohnanza, History of the World, and some varities of dominoes feature alot of tactical illusionism. The actual maximum skill level is very low, and the games aren't actually nearly as tactically deep and rich as they appear. Fourth edition D&D seems headed that way.

b) There is also a vast gap between 'save or die' and 'I can brashly charge through any danger with reasonable confidence in my chance of success'. I have long been a critic of save or die mechanics, especially active ones (like a monster with a save or die atttack) that can't be easily avoided. You can search enworld and read the threads if you like. But that doesn't mean that the only alternative to them is the one 4E provides. It's not an either or choice. But as long as we are on the subject of 'save or die', the chance of failure if you roll a one does not invalidate a game from being tactically rich. In another thread I mentioned that I played bloodbowl. In bloodbowl, practically every roll, if you throw a 1 there is a good chance you will be harshly penalized - and you are only using a d6! So with that much luck involved how is it that anyone is better than anyone else in bloodbowl? The expectation from the way some of you talk is that no one is in fact more skilled in bloodbowl than anyone else and that bloodbowl is an uninteresting game which is mostly about luck, but in objective fact it isn't. Some people consistantly win. They do so by very carefully managing thier risks, so that they always weigh the risk with potential reward and only take those chances where the reward is worth the risk. If every action in bloodbowl had a very high chance of success, it would be true that no one was any better than anyone else because a person randomly choosing what actions to take would have no significant disadvantage on someone who was carefully weighing risks.

There is a point to 'failure on a 1', and while there are always problems with 'fortune' generating mechanics potentially overriding skill, clever design can mitigate these problems. For example, Bloodbowl mitigates the problem of luck by having rerolls as a limited resource. It wouldn't be as good of a game if success was gauranteed.

I really have to wonder though: is the big new innovation just that a roll of a 1 on a saving throw isn't an automatic failure? Is that all this article means by 'fixing the math'?

c) Wheedling the noobs until they are so frustrated that they make an ad hominem attack is not cool, and while it may glide under the board rules it's not good community behavior. If you have to act like a jerk to someone, pick on an oldbie that has thicker skin.
 

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I think D&D could use a good dose of "interesting conditions between fully healthy and fully dead". I also think D&D traps could use a good dose of "interesing things the PC can do between failing to find the trap and suffering its effects." So ... with those things in mind, I will go read the article and see what all the fuss is about...
 

Scott_Rouse said:
The risks are there.

Two examples:

Level 1 mini encounter

Our Warlord fell into a pit trap and was bitten by a swarm of rats. He bled out five pts of damage for several turns as he failed to stop the bleeding each turn. Meanwhile we are fending off a few goblins. My rogue took a javelin to the chest and was instantly bloodied. This low level fairly easy encounter almost resulted in a TPK.

I've been waiting several months to read something like this.

The vast bulk of playtest reports have all been things like "And then my first level wizard used his Armageddon Burst to KILL THE DEMON PRINCE, and even COOLER, it's an AT WILL power, so we don't have to STOP or ANYTHING! Yeah, Fred got hurt, but the PALADIN killed a nearby ORC and thus HEALED Fred just by being SO AWESOME! 3e SUCKS!"

I don't want to read that.

I want to read about struggles. About risks. About the sole survivor, down to his last hit point, rolling that one crucial 20 which takes out the baddy. (Or, sometimes, doesn't...) I want to feel the game will be *hard*. Will be *challenging*. That we'll need every single one of those per-encounter and at-will powers just to get through a gang of orc bandits, and we'd better know our synergies and our tactics well in order to do it. I don't want to rely on dumb luck, I want to know that my decisions and choices -- during character build and in-play -- are what will make the difference 90% of the time, with luck being the icing on the cake, as it were.

(And I'd also like it made clear which things have mechanical support and which are pure DM fiat. Don't tell us about mine cars unless there's a cool "chase scene" mechanic in 4e that wasn't in 3e -- I can make up a "Random Mine Car Event Table" myself...

Roll Event
1 Smooth sailing -- lucky you!
2-3 Hairpin turn -- DC 10 Balance check to stay in the car.
4-5 Attacked by flying gargoyle; he gets one attack as you zip by, you may counter.
6-7 Sudden plunge. DC 15 Reflex save or take 3d6 from sudden shock
8 Roll twice, combine.

Do this 2d6 times to model the entire ride. :)
)
 


The vast bulk of playtest reports have all been things like "And then my first level wizard used his Armageddon Burst to KILL THE DEMON PRINCE, and even COOLER, it's an AT WILL power, so we don't have to STOP or ANYTHING! Yeah, Fred got hurt, but the PALADIN killed a nearby ORC and thus HEALED Fred just by being SO AWESOME! 3e SUCKS!"

Lizard, that's pretty overblown.

I want to feel the game will be *hard*. Will be *challenging*. That we'll need every single one of those per-encounter and at-will powers just to get through a gang of orc bandits, and we'd better know our synergies and our tactics well in order to do it. I don't want to rely on dumb luck, I want to know that my decisions and choices -- during character build and in-play -- are what will make the difference 90% of the time, with luck being the icing on the cake, as it were.

I have no problem with a gang of orc bandits (what, minions?) being hewn through like butter, but the great orc king (maybe elite? maybe solo?) being a bigger challenge.

The challenge should be scalable, and I think 4e is embracing this idea so that there's less "succeed by the skin or your teeth or die" scenarios, which are kissing counsins to the "save or die" scenario.
 

Lizard said:
I've been waiting several months to read something like this.

The vast bulk of playtest reports have all been things like "And then my first level wizard used his Armageddon Burst to KILL THE DEMON PRINCE, and even COOLER, it's an AT WILL power, so we don't have to STOP or ANYTHING! Yeah, Fred got hurt, but the PALADIN killed a nearby ORC and thus HEALED Fred just by being SO AWESOME! 3e SUCKS!"

I don't want to read that.

Oh my. See, this is why I come here...where else will you get this sort of funny? Where, I ask?

Lizard, you're my hero. Also, if I'm lucky, Cadfan has you on ignore... :)
 

Celebrim said:
a) Paranoid players are generally the result of bad DMing, not only or merely the result of bad systems. There is a very broad range of options between paranoidly taking 20 twice on every 5' sq., and brashly charging through every problem. Both in my opinion represent very low skill play on the part of the player, in as much as you can design an expert system on a computer that could play your character for you using either of those strategies. And low skill level means I as the DM would have to alot of handholding to keep the PC's alive. And that always sucks. Smart players can judge when to be paranoid and when to be brash, and skilled DMs can signal from the setting to observent players using thier heads what is the appropriate action. The smart player jumped out of the back of the cart because he recognized an unnecessary risk, and decided not to take it. His common sense told him that the odds of a mine cart successfully leaping a gap in a chasm were very very small. What he didn't realize was that the scenario was literally on rails. He was 'supposed' to leap the chasm in the minecart. Well, its not his fault that he's not a mine reader and that the setting implied unnecessary risk that wasn't in fact there.

What the article tells me is that the part of the game that involves tactical skill, or what we use to call 'dungeoneering' skill before that became something on your character sheet, is increasely irrelevant. This article confirms my suspicions that 4E involves a high level of 'tactical illusionism'. Now, obviously the game is an illusion. It's tedious to have to point that out, but well there are people here who make a point of being tedious. All games are illusions, but not all games are tactically illusions. Take the game of chance. It's an illusion of a battle between two bronze age armies. Those armies don't actually exist or actually fight. But, the challenge provided by the game is real. It is well recognized that skill greatly outweighs luck in determining the outcome of chess. It is well recognized that chess rewards skillful play. Some games however do not reward skillful play, and hense can feature 'tactical illusionism'. That is, they have the appearance of rewarding or punishing choices, but in fact some element of them renders your choices largely mute. Games like Cosmic Encounters, Bohnanza, History of the World, and some varities of dominoes feature alot of tactical illusionism. The actual maximum skill level is very low, and the games aren't actually nearly as tactically deep and rich as they appear. Fourth edition D&D seems headed that way.

This, to me, presents a clear example of why consistent, reality-describing rules are important. The essence of play is making meaningful choices, and in order to make meaningful choices, you need to understand the world around you. Making the choice to engage in a wild mine cart ride when you are engaging in an action-movie-simulating universe is a different choice than in a more realistic universe, and by not communicating to the players what to expect, you deny them the ability to choose. This isn't to say that the players can't choose to play CSI: Abandoned Goblin Mine in an action movie universe and take a -5 uncool caution penalty to all actions, nor that they can't choose to do the cart-ride in a more realistic universe, knowing that there exists great chance for sudden and fatal misfortune; it's that the players should have a good idea of the consequences for both approaches before they're asked to pick one.

Now, we may be making a mountain out of a molehill; it may be that there is a skill called Dungeoneering which can be used untrained, mentions the ability to control mine-carts, and can let you make an extremely risky jump on a high roll. But what this sounded like to me is that the GM decided that "This would be awesome.", fiddled the physics of the universe to make it possible (and successful), and thereby denied the ability of the dragonborn's player to make a meaningful choice, because he was operating under false assumptions as to how the universe worked.

That's bad. (I had another paragraph here, but brevity is the soul of wit.)
 

Kamikaze Midget said:
...I think 4e is embracing this idea so that there's less "succeed by the skin or your teeth or die" scenarios, which are kissing counsins to the "save or die" scenario.

I don't disagree about them being kissing cousins to 'save or die'. 'Save or die' can take alot of forms beside the obvious and literal one.

However, one of our first previews of 4E discussed the problem of the 15 minute adventuring day. In the article they talked about and suggested that the 3E design philosophy had assumed 4 encounters per day each using 25% of your resources, which meant in practice (they said) that all but the 4th encounter was "boring". They said that this had encouraged DMs to adopt an adventure design paradigm where instead of offering 3 "boring" encounters followed by one interesting one, they offered just one huge encounter that required all of the players resources first thing. This was the offered justification for going to a primarily 'per encounter' based system.

I offered alot of criticism of that description when they made it, and I don't want to dredge up old arguments. I'm merely pointing out that based on WotC's own discussions of 4E, Lizard has a quite reasonable expectation that the game will work in the way he described.

That it doesn't doesn't surprise me, but there you go.
 

FickleGM said:
Also, if I'm lucky, Cadfan has you on ignore... :)
Sigh.

Actually, no, Lizard is not on ignore. The test for whether I put someone on ignore is whether, no matter how civil they are in terms of using naughty words, they are being a... well, see, can't say it here. Lizard is not one

That being said, I appreciate the choice to excerpt rather than quote in full. :)
 


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