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Edition Fatigue

To tell the truth, I´m absolutelly unconvinced

Fine by me. I'm just sayin' what I think.

and I think you´re stuck on the mechanics.

It's possible. I wouldn't rule it out.

In 4E, most of the Fellowship would be an extended Skill Challenge with a huge amount of sub-challenges.

Skill challenges are pre-determined scenarios, which are entirely the antithesis of the game elements--the danger and randomness of traveling between pre-determined scenarios--I was discussing.
 

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:confused: You are saying there wasn't noncombat skills back when you worried about your chalk and pitons?

I can't tell if you're being sarcastic. If not, then no there were no noncombat skills early on. They first appeared in Unearthed Arcana, I believe, as non-weapon proficiences.
 

It was designed around medieval western Europe in the same way Conan's Hyborian Age or the Gray Mouser's Newhon was -- that is to say it adopted a few notable trappings -- more in the beginning and then drifted.

Um... except for Conan's northern origin, Conan' world was pretty much based on Africa and the Middle East.
 

D&D is a lot of things but not western Europe pseudo-medieval and never has been. It´s rather some fantasy-version of a western with a light touch of medieval.

Can't agree with you at all. There is nothing in the earlier Basic or 1E books that even obliquely deal with Asian, African, or any other non-European culture. The Magic-User is pure Merlin and Gandalf. The fighters are pure Knights. The Clerics are crusaders. Elves, dwarfs...it just goes on and on.

The terminology, the classes, the equipment, the game world--EVERYTHING was European. It was all King Arthur and Lord of the Rings (also European)... all stuff drawn from the reality and the myths and legends of Europe.

Look at the Companion set for BECMI. In the section about strongholds, every term is pure European. Every job description is in pure European language--unless Egypt or Persia had the jobs "peasant, baron, bailiff, reeve, provost, seneshal, steward, warden, falconer, forester, miller, magistrate, herald, squire, and lady-in-waiting."

Non-European stuff didn't show up till much later, in Oriental Adventures and Al Qadim stuff.
 
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I can't tell if you're being sarcastic. If not, then no there were no noncombat skills early on. They first appeared in Unearthed Arcana, I believe, as non-weapon proficiences.

Someone else would have to check as I only have BCI of the BECMI to see where they come from, but a list is in the Rules Cyclopedia that has things similar to the NWPs and without getting out the book, I even recall Knowledge and Shipbuilding to be among them.

Maybe they were created just for it or taken from UA, but someone would have to check the Expert Set and Masters set to make sure.
 

@Nagol: Travel on the Kings Roads/Salt Transit Ways was damn safe as there were actually no robber knights or brigands until the end of the late middle ages.
Huns and Mongols also weren´t really in sight.

Whoa! That's a gross exaggeration. There were some roads that were somewhat protected, but the vast majority of travel was along small roads --barely more than a path-- that were by no stretch of the imagination "safe." There were ALWAYS brigands about somewhere (often in the form of local knights).

And much of the rural land was still sparsely populated. After the plague, there were entire villages cleared out. Not a soul for miles and miles. And no 'police' protection to be seen anywhere.

And then you have to figure in the unreliability of protection. If you were a stranger (and travel was so infrequent that it was easy to spot a stranger), you really had no idea if the 'police' was going to protect you or rob you!




@shadzar: It´s hard to explain, maybe because im missing the vocabulary to do so. Still I´ll try:

Medieval society is mostly one thing: absolutelly immobile. Until the Black Death, there was no movement, neither physical nor social, no exceptions.
I´ve read a good amount of TSR/WotC books and no, that stuff isn´t covered at all.

For me, a useable medieval setting should be based on 4 pillars: piety - power - station - corruption. Pendragon does that right, for example, whereas D&D describes the lawless frontiers of the wild west instead.

[Edit] Just an afterthought, take a look into Darklands which can be found on abandonia.

Your interpretation isn't exactly the determining factor.

OD&D, Basic, and 1E were clearly and unequivocably built upon Western European society and Western European culture--including their myths and legends. And the last part is key. To use a culture's myths and fantasies is just as direct as using their coinage and fashions.

No, DnD doesn't dwell much on feudalism or manoralism (although the BECMI Companion set did at great length). But there are no Knights in Asia, no Druids from Africa, no Rangers from Arabia, and no DnD-type Wizards from anywhere but the Arthurian Legends and Lord of the Rings.

And you surely cannot contest the direct relationship between DnD and LOTR--since TSR itself had to concede that point.
 
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Someone else would have to check as I only have BCI of the BECMI to see where they come from, but a list is in the Rules Cyclopedia that has things similar to the NWPs and without getting out the book, I even recall Knowledge and Shipbuilding to be among them.

Maybe they were created just for it or taken from UA, but someone would have to check the Expert Set and Masters set to make sure.

In BECMI, they first appeared in the Gazetteers, many of which came out before the Rules Cyclopedia. And 1E's UA was out well before either.

Before all that, all we had were "secondary skills" under the heading "Player Character Non-Professional Skills" from 1E DMG pg 12. Just a list of medieval professions--assigned by random percitile roll--that would give PCs a bit of extra knowledge on a particular subject. The mechanics of which were left totally up to the DM to work out.
 
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Back to noncombat stuff...

I HAVE FOUND IT!!!

I finally found a spell that was not just another combat spell. In the Heroes of the Fallen Lands, page 239, is the spell "Otto's Song of Fidelity." It has the description line:

"Requirement: You must be outside a combat encounter."

And the duration is explained in fixed time: 6 hours.

Interesting that it wasn't just made into a ritual. Makes me wonder if 4EE isn't going to continue this route and keep rituals out of the picture indefinitely...
 
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Can't agree with you at all. There is nothing in the earlier Basic or 1E books that even obliquely deal with Asian, African, or any other non-European culture. The Magic-User is pure Merlin and Gandalf. The fighters are pure Knights. The Clerics are crusaders. Elves, dwarfs...it just goes on and on.

The terminology, the classes, the equipment, the game world--EVERYTHING was European. It was all King Arthur and Lord of the Rings (also European)... all stuff drawn from the reality and the myths and legends of Europe.

Well, with the obvious exception of the 1Ed Monk, which bears ZERO resemblance to any European monastic tradition. The martial artist stuff in that class is clearly pseudo-Asian in inspiration.

Oh yeah- the composite bow was also primarily an Asian thing as well.
 
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Yep. Missed it. I went through the PHB and DMG and missed it. Two pages in the PHB that does actually address activity in real world, non-combat terms. And weather and starvation are discussed, terms of DC checks, on pg 158-9 of the DMG. So I can't say "removed" anymore, although non-combat is still under-developed in 4E.

Mea Culpa!

Heh, no worries, I miss stuff all the time. :D :p


I'm not making a case that there aren't resources for non-combat activity. For certain, everything has been addressed in the past 30 years. But new players aren't going to be aware of all that, and/or won't have access to those older books. I'm going on the premise that new players will play the new edition--and if certain elements aren't in the new edition, then players aren't going to see them as a part of the game.

4E looks to me like a one-dimensional game because virtually everything is described in in-combat terms.

Gonna break down the next bit into smaller bits, because I think a lot of this actually is addressed, just in a different way than perhaps it was before.

Not in feet, but squares;

This was started in 3e. And, since the only time squares actually matter is in combat, it's not surprising that it seems like it's a major combat thing. Once you're out of combat, you no longer use the grid.

not in minutes or 1-minute rounds, but in "encounters" (an indistinct measurement that can theoretically be anywhere from one minute into infinity).

Well, it should be about 5 minutes according to the DMG. And, 4e is hardly new at this. A flexible time frame appears in many games. Additionally, this is specifically a combat rule and not meant for use outside of combat.

Older versions of spells were written perfectly for both combat and noncombat. AoE was in feet/yards, distance was in feet/yards,

Once upon a time, distance was in inches which translated to either 10 feet per inch indoors or 10 yards per inch outdoors.

time was in fixed measurements (one minute rounds or ten minute turns or days, etc). 4E spell effects are almost entirely limited to combat effects. For example, Freezing Burst stats read like just another magical attack. It does not convey that this spell has non-combat use (the flavor description does, but players are warned that flavor text is not to be used in-game).

Again, this gets back to a different design approach. Not one that's better or worse, just different. The narrative is largely divorced from the mechanics in 4e and the players are specifically encouraged to fit the narrative to whatever is going on in game. Which can certainly lead to confusion and, if the player is not sufficiently motivated, really boring actions where the player just states the power's name and the game turns very mechanical and overly gamist.

Earlier editions tied narrative to mechanics. You know pretty much exactly what an effect does and that effect does the same thing every time. The problem here can be twofold though. One, if the wording is a bit vague, you can get some really bizarre results - such as fireballs that melt lead but don't have any explosive force or lightning effects that don't behave like electricity (you can cast shocking grasp in 3e while grappled and standing in a puddle of water and not take damage, for example). Secondly, it can be very easy to abuse effects - create water inside a target in earlier editions, Continual Light in the eyes for permanent blindness, Stone Shape to smother victims, etc.

Note, in either system, the problems are certainly not insurmountable. They aren't. You can resolve these issues and most groups do. It's just that there are strengths and weaknesses to both approaches.

An experienced player or DM might readily see that powers can be used in noncombat situations (which might require some house-ruling on the specifics). But what will this look like to a new player or DM who doesn't have veterans around to point these things out?

In my personal opinion, people tend to go through pretty much the same stages when they start role playing. First, they grapple with the mechanics because most people want to know how to play the game. So, things like creativity and role play and whatnot takes a back seat. Later on, once they're comfortable with the system, then they'll start branching out.

Fortunately for 4e, there is a really excellent DMG to give that push into being more creative and engaging more than just the mechanics. Unfortunately, WOTC's modules tend to leave a LOT to be desired and really aren't promoting more engaging play. Combine that with a PHB that is pretty damn dry and it's easy to get a sense that 4e is nothing but a massive combat engine.

I don't think that it is, but, I can certainly see why people might take that view.
 

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