Fighters vs. Spellcasters (a case for fighters.)

So the DMG 1 waffles on whether the DM should be framing primary and secondary skill checks into the scene (and with this exerting DM force, deciding outcomes and using "DM secret backstory"as techniques)... or whether it should be free-form and the players are deciding which skill is usable... that said I think the examples stress the DM deciding this almost exclusively and there are literally no examples of players picking skills and those skills then becoming primary or secondary in any of the examples (but please correct me if I am wrong.).
You are correct that there are no examples of players picking skills in the DMG -that said, there is only one example of play. And in the example of play in the Rules Compendium (pp 162-63) the playes either pick their skills, or declare actions for their PCs which then leads to the GM nominating an appropriate skill. (This is hiow my table did it, from the get-go.)

I think the DMG discussion is awkward. They are also not clear what their skill challenge writeups are for. The only coherent sense I can make of them is as "GM notes" - a bit like a roster and a tactics suggestion for a dungeon room, which gives the GM an idea of what's there and how things might play out but is not a substitute for the actual adjudication of play, so I assume that skill challenge writeups are a suggestion of the likely actions that players might have their PCs take when they come to the encounter, and suggestions to the GM on how to adjudicate those actions.

But obviously others read them differently (I'm not sure how they read them - as specifying a sequence of dice rolls to be made, perhaps, a bit like a combat in which the players have no choices? - but I think they read them differently.)

Well first if you've chosen a method outside of the RC I would say that's an alternate method since the RC is the most up to date version of the skill challenge rules.
My method is not outside the RC - it simply departs from what it describes as "typical" and "usual". And, as I mentioned earlier in this post, the RC's own example of play involves similar departures.

I would also note that the DMG 2 also has an example skill challenge... ""The Restless Dead"... where again we see an auto-failure in usage of the Intimidate skill (I'm starting to get the impression the designers/developers weren't keen on intimidate). the SC is in DMG 2 and is even more interesting than the Duke example in the DMG 1 because there is no Insight check (or any other check) that reveals this information to the players.

<snip>

I'm curious as to your views on this skill challenge and it's wider implications.

<snip>

how do you reconcile the example I cited above where Intimidate is an auto-failure and there is no way for the PC's to determine this with the way you believe the DMG 2 sets out SC's to be ran?
That skill challenge is from H2 Thunderspire Labyrinth, in the Well of Demons. I've run it, and while my memory is pretty hazy I think it has big issues as written - mostly, a lack of opposition meaning that it's not really clear why the players are rolling or what their rolling is for. I can't remember now what I did to change it - perhaps I had the spirits try and possess someone, or something of that sort.

I can't remember if the Intimidate autofail thing came up, and if it did how I adjudicated it. I think it's significant that when this was written the rule was 12 successes before 6 failures, whereas by DMG2 this has become 12 before 3. I think that on its own makes a major difference to the importance of auto-fails.

There are other oddities around autofails too. The game is generally built around the assumption that players know the DCs they are aiming for (this is how interrupts can be used, for instance) but keeping autofails secret requires having secret DCs.

What are my views of the wider implications? They hadn't really thought through what they were doing, and also (as you note) they seemed to have some issues with Intimidation. How do I reconcile it? With difficulty. By the DMG2's lights it's a poor skill challenge for a lot of reasons, with the autofail just being one of them.

Yes but the bigger point is the fact that we are told this skill cannot be used until the insight roll is made... this isn't a case of it doesn't become an easy DC until the Insight skill is used... it is flat out stated the skill in general cannot be used until one makes an Insight roll
For me, this goes back to the question of what these write-ups are for. On the only sensible interpretation I can make of them, the injunction that Religion requires Insight has to be read as meaning that Insight (or some similar way of learning that there were no last rites) opens up a particular (and easy) use of Religion to perform them.

Anything else is asking me to interpret this one example in a way that is at odds with the general principles states on p 75 (of saying yes to player calls on applicable skills) and the instructions to players on p 179 of the PBH. Whereas I think the general guidelines are to be preferred over poor (or, at least, poorly worded) implementations of them.

If the players can choose any skills to resolve a challenge should a DM be able to create a blanket auto-fail skill? If not why does the DMG 1 and DMG 2 both give examples of a SC that does exactly that
As I've said multiple times upthread, I think that the Duke challenge is on the borderline: secret backstory that will affect fictional positioning and hence resolution, but an inbuilt mechanism for revealing that backstory. I think the Restless Dead, as suggested in H2 and DMG2, is basically hopeless. Not only has it got the Intimidate issue, but it has no opposition, and no suggestions from the GM as to how it might be framed so as to elicit any sort of engagement by the players.

What were they thinking, more broadly? I don't know. Why, in RC, do they give an example that departs from what they say is "usual" and "typical" (but which fits well with PHB p 179)? I don't know. I don't think they've really thought it through.

Yes but as presented in 4e this isn't what takes place. there is no note that this should be explained beforehand... T

<snip>

But it would seem that if I am going with indie philosophy... the PC's should have a choice on whether they really want the extra success or just want their normal allotment of questions... again this is mentioned nowhere in the example.

<snip>

On anther note, this made me go and actually read the Speak with Dead Ritual... and we have another example of de-protagonization/GM force/GM decided the outcome and this time in a player ability. I had never noticed this before but the ritual has this line at the very bottom...

"At the DM's option, questioning the departed spirit might require a skill challenge using Diplomacy" ...

Now putting aside the fact that it's kind of confusing how one can have a "skill challenge using Diplomacy" since it's a single skill... it seems that whenever the DM wants he can decide that you have to jump through additional hoops in order for your ritual to work, regardless of how good your roll is... again this seems like it's going against the indie philosophy of success = success and player resources should not be subject to DM interference/negation... or am I looking at this wrong?
With both the ritual and the suggested skill challenge, you are correct that there is a lack of guidance to the GM as to how these are meant to be handled. Should you just spring it on the player after s/he has crossed off 140 gp worth of components? I think the natural implication, given other ritual descriptions, is that the GM should advise in advance, but no doubt others would read it, or play it, differently.

As I mentioned already, the main consequence of requiring a skill challenge will not be that it is mechanically harder to get answers (a Complexity 2 skill challenge is mechanically not all that challenging) but to change the pacing of the game, to make questioning the corpse a big deal. Another thing it does which I didn't mention is to give the GM the opportunity to push and pull the players in respect of their desired questions for the corpse, by revealing new information about the corpse and its situation as part of the resolution of the challenge. The game rules would be better if they contained advice on when this was or was not worth doing.

So what specifically makes it easier?

<snip>

I'm finding that 4e in many places strains against the indie ethos unless one ignores, adjusts, and adds to parts of it... just like any other version of D&D.
I've answered this question plenty of times on other threads, including ones that you have participated in. (I'm thinking especially of a long thread by Mercurius called something like "Why 4e is not as popular as it could have been".

Here are some reasons:

* Lack of process sim mechanics around healing and spell durations, making scene framing easier (because effects generally don't bleed across scene boundaries) and facilitating "fail forward" adjudication (this is basically the opposite of a system like RQ or RM, where crits impede fail forward and healing, spell durations etc mean scenes never come to a clean finish);

* Monster building charts, traps building charts, DC and damage by level charts, etc, all of which (i) make improv and adjustments very easy and (ii) contribute to reliable pacing and (iii) allow the GM to provide antagonism in a way which is broadly predicatable in its mechanical effects (so the GM does not have to hold back in actually playing the antagonists);

* Fortune-in-the-middle mechanics all over the place, which allow players to mechanically express their conceptions of their PCs (action points and encounter powers are obvius examples; healing surges too, though they are more a buffer than a direct expression of player protagonism) and which facilitate encounter building by the GM (solo/standard/minion; level-appropriate DCs; etc);

* A non-combat scene-resolution mechanics (skill challenges);

* A conflict-laden backstory (see the DMG plus the MM monster descriptions) in which the process of PC building will tend to inherently locate a PC - thus seeding conflict from the get-go;

* A loose backstory which focuses more on "vibe" and the conflicts, then on traditional world-buidling details, which suits the development of details in play using the inbuilt conficts as the skeleton.​

There are others too, but these are the most obvious to me. It struck me as obvious before the game was released, when all we had were design & development articles. Then there was Rob Heinsoo's interview. Then there was Worlds & Monsters. And then there was the game itself. The influence of indie games on the design just strikes me as obvious, from skill challenges to level appropriate DCs to encounter-based play to the way the GM's role was defined in the PHB (this is departed from in the Rules Compendium, as I think I've noted upthread) to the way monsters are presented in the MM.
 

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How does this address the fact that this is an example of direct GM force applied to change the situation brought about by a player expending his/her resources to get a particular result. This is the DM then changing that result through what basically amounts to fiat. I don't think anyone is saying they can't fathom the reasons for a DM who chooses to do this (It's very similar to the summoning discussion that has been taking place) but the fact that the indie ethos seems to posit that player resources shouldn't be co-opted like this by the DM and that DM force shouldn't be applied like this but the book itself is giving an example of exactly that taking place whenever the DM arbitrarily decides it should (and even goes so far as to suggests in the skill challenge that it can be used for numerous other rituals). Actually I'm interested in [MENTION=22779]Hussar[/MENTION] 's thoughts on this since it seems like the type of thing he would loathe in a game he was playing in...
I think [MENTION=22779]Hussar[/MENTION] would object if you summoned the ghost but he refused to talk to you because plot. I'm not sure what the difference is between running the ghost as a skill challenge and just talking to a ghost, other than that the skill challenge would give you XP and might get screwed up. If the objection is 4e isn't 100% indie, well yea. I can agree with that.
 

I think @Hussar would object if you summoned the ghost but he refused to talk to you because plot. I'm not sure what the difference is between running the ghost as a skill challenge and just talking to a ghost, other than that the skill challenge would give you XP and might get screwed up. If the objection is 4e isn't 100% indie, well yea. I can agree with that.

The objection would be centered around the fact that if you fail the SC the ghost answers none of your questions and the next encounter you have with undead increases in difficulty... as opposed to roll religion and get X questions answered... I'm not objecting to 4e being 100% indie I am discussing examples where 4e's rules and advice seem to go in the opposite direction of "indie".
 

Why did you decide on the low damage expression?

Various reasons including the nature of the things burning, the width of the corridor, the way the fire was set, the fuel, the ventilation, and much more. The DM ultimately is going to set the damage of the fire - and what matters is that it must feel right. A magnesium fire or a fire in a small cramped space would do more damage.

I'm sure if we asked other DM's we'd get other answers

Of course. And this is why we have DMs. Because otherwise the answer is to lock down the game so that all fires do, for instance 1d6 damage per round until a successful saving throw whether they just had their cloak caught lightly in the open air or were set on fire with napalm and locked in a small box with air holes - there is no mechanical difference by the rules between those types of fire.

There are three basic options.
  • Giving the DM guidelines to estimate how effective things like fires are - but estimations will vary
  • Making all fires identical no matter what makes them up
  • A twenty page treatise on the effect of various fires on people.

Me, I consider the first choice vastly superior.

If not why is ruling that it doesn't set things ablaze (with the mechanical underpinnings of a hazard) wrong? And if so, doesn't that step on the toes of the spells that create zones since I can now use something like Burning Hands to do the same thing?

Burning hands can set flammable things ablaze. Spells that create zones of fire can set solid rock ablaze until they burn out. There's no stepping on toes here.

This is the crux of my issue – we have no basis on which to think anything about the kingdom.

Oh FFS. This is one thing you consistently don't get. The rules are meant to model the fiction - but the fiction comes first. And the example was pretty clearly assuming default fantasy settings.

Would that Paladin of Bahamut fight fiercely to defend the Devil Worshippers from a Gold Dragon?

Innocent until proven guilty. If the Paladin of Bahamut doesn't know they are devil worshippers then yes, definitely.

It seems like you are indicating that there should never be a situation where a character might have to choose between the most expedient and effective course of action and remaining true to his principals.

Bwuh?

So, again, you should never, ever be framed into a scene where your character’s style might be sub-optimal for success.

Bwuh?

I am still waiting for you to say either:


  • “Yes, a success is a success – full stop – is a tenet of all indie play – the PC/player intent is achieve and this achievement is advantageous if they are successful”, or


  • “No, a success is a success – full stop – is not a tenet of all indie play – a successful roll can still result in complications later”

There is no such thing as "a tenet of all indie play" - one of the purposes of Indie games is to see what works (although there are general patterns). But in most indie RPGs a complete success is a success at what the PC set out to do. If the PC set out to pants the king in full view of the Royal Court and gets a complete success then the PC succeeds at pantsing the king in full view of the Royal Court. Now the consequences of successfully pantsing the king in full view of the Royal Court should be ... appropriate.

Note that I say a complete success because a lot of Indie games have successes with consequences built into the resolution mechanics (most notably the Apocalypse World family - but also the Cortex Plus family, Dogs in the Vineyard, Fiasco, and many more). Indeed one of the huge advantages of Skill Challenges for evaluating reckless PC plans when compared to the more traditional binary pass/fail models is that there are natural points for consequences along the way - the points at which the skill challenges are failed. So you don't have to have the DM look for awkward consequences - they come up in the resolution mechanics.

I try to swim through the sandstorm – give me a Fate point!

You know you could actually sit down and read Fate Core. It's fairly short and written in large type.

I would say, rather, that it lacks mechanics in this regard. The features are role playing outside the established mechanics ... An alternate term would be “looking beyond the character sheet”.

And here, I would say that if Indie games can be said to have an actual tenet it's "Measure what you value or you end up valuing what you measure". If what isn't on the character sheet is more important than what is then you have a problem with your character sheet.

The reason that Dogs in the Vineyard has the character sheet it does is that Dogs is a game about what drives you forward, what you will back down from, and what consequences you are willing to take. So that is what is on the character sheet. The elements of the world that contribute to that ... don't make it to the character sheet. If your character sheet is all about how you do in combat (as the AD&D fighter one is) you'll expect to run into grunt combat and that the game's about that.

Monte Haul would involve granting these wishes without enforcing the Demon’s requirements for same.

Monte Haul is a complaint about a problem that hasn't really been relevant for about thirty years. For the rolling multi-DMs campaign it's an issue. The rest of the time, not so much.

And can we use a Solar Simulacrum (which keeps its spell like abilities according to most interpretations) instead of a planar bound Glabrezu please?

How do the PC's know what check has or hasn't been framed in the context of the skill challenge... or are you saying that the DM should tell the PC's what skills are primary, secondary, etc.? If not in 4e is this customary in indie play?

My normal way: The PCs say what they are doing - I tell them what to roll.

There is also a SC example called "The Dead Witness" in the 4e DMG...

Most skill challenges as used ignore the 4e DMG for very good reason.
 

Here are some reasons:
* Lack of process sim mechanics around healing and spell durations, making scene framing easier (because effects generally don't bleed across scene boundaries) and facilitating "fail forward" adjudication (this is basically the opposite of a system like RQ or RM, where crits impede fail forward and healing, spell durations etc mean scenes never come to a clean finish);​

Hasn't it been claimed that cure light wound wands, scrolls and potions essentially serve the same purpose as healing surges... so really if the DM wants to have this in a pre-4e campaign it's trivially easy...

* Monster building charts, traps building charts, DC and damage by level charts, etc, all of which (i) make improv and adjustments very easy and (ii) contribute to reliable pacing and (iii) allow the GM to provide antagonism in a way which is broadly predicatable in its mechanical effects (so the GM does not have to hold back in actually playing the antagonists);

Again, with the exception of some "gotcha" monsters and some variation with the math (which even 4e is not totally absent of) weren't HD/CR already present and used as rough benchmarks for difficulty? On top of that earlier editions had attribute checks, and/or DCs which allowed a DM (If they wanted to) to predict the range of difficulties in tasks their players could handle and run their game with those values in mind? Perhaps the math has been refined and I guess that could make it easier but earlier D&D already had the tools you are talking about.

* Fortune-in-the-middle mechanics all over the place, which allow players to mechanically express their conceptions of their PCs (action points and encounter powers are obvius examples; healing surges too, though they are more a buffer than a direct expression of player protagonism) and which facilitate encounter building by the GM (solo/standard/minion; level-appropriate DCs; etc);

The classes of BECMI and AD&D 1e, the kits/skills and powers, etc. of AD&D 2e and the feats/prestige classes, etc. of 3.x and higher all alow this (and this is before we look to the OGL for 3.x which gives even more mechanics to serve these purposes. Again standard DC's and monster level/roles through classes/etc. are not new.

* A non-combat scene-resolution mechanics (skill challenges);

Previous editions had non-combat resolution mechanics in the form of skills, NWP's, attribute checks, etc.

* A conflict-laden backstory (see the DMG plus the MM monster descriptions) in which the process of PC building will tend to inherently locate a PC - thus seeding conflict from the get-go;

Let's just say I consider this bull. A fighter PC in 4e is no more "inherently located" than a fighter in any other edition...

* A loose backstory which focuses more on "vibe" and the conflicts, then on traditional world-buidling details, which suits the development of details in play using the inbuilt conficts as the skeleton.

What does this even mean? As a DM you can focus on building your setting however you want... I think most people running a D&D game focus on conflicts and use inbuilt conflicts as the skeleton for details in play... or are you speaking to the whole "make-it-up as we go along" subject that arose earlier in this thread?... as to the "vibe" that's such a vague statement, I don't even know what to make of it.​

There are others too, but these are the most obvious to me. It struck me as obvious before the game was released, when all we had were design & development articles. Then there was Rob Heinsoo's interview. Then there was Worlds & Monsters. And then there was the game itself. The influence of indie games on the design just strikes me as obvious, from skill challenges to level appropriate DCs to encounter-based play to the way the GM's role was defined in the PHB (this is departed from in the Rules Compendium, as I think I've noted upthread) to the way monsters are presented in the MM.

To address the above, let's be real... D&D has always had explicit if not implicit underpinnings for Level appropriate challenges all the way back to the 1st level dungeon being easiest and difficulty increasing as one traversed higher levels... D&D has moved towards a more codified non-combat resolution system (including extended skill checks in 3.x) from the beginning... encounter based play actually started with 3.x and 4e is wishy washy as to the role of the DM so no, I don't see a strong "indie" influence in the broad view of these things. now I do think they took indie inspiration in how they were presented and how they were expected to be implemented and this is where, IMO, 4e fell flat for many. Instead of providing tools and getting out the way, 4e tried to (abysmally IMO) tell DM's how to specifically use these tools (in a pseudo indie way) and fell on their face for may of the inconsistencies, weird contradictions, etc. that arose for many either because of the inherent tension between the mechanics, explanations and actual results... or the simple fact that many didn't want to play in this particular style. as I said before I still believe that you and many others who run 4e in an "indie" style either resolve the contradictions and problems by taking advice from other games, ignoring it or adding to the game.

I'm curious... have you read the 3e books or actually played 3.x yet? I know in past conversations you tended to base your 3.x knowledge on rolemaster (which while it may have similar underpinnings is not 3.x and especially not 3.x with the various options offered by the OGL.
 

Again, with the exception of some "gotcha" monsters and some variation with the math (which even 4e is not totally absent of) weren't HD/CR already present and used as rough benchmarks for difficulty?

Yes. They just weren't always very good at it (the most notorious example is the CR 3 Shadow in 3e).

Perhaps the math has been refined and I guess that could make it easier but earlier D&D already had the tools you are talking about.

Both refined and the skill challenge framework allows much better judging of complex as opposed to simple pass/fail actions.

Previous editions had non-combat resolution mechanics in the form of skills, NWP's, attribute checks, etc.

Non-scaling and pass/fail.


To address the above, let's be real... D&D has always had explicit if not implicit underpinnings for Level appropriate challenges all the way back to the 1st level dungeon being easiest and difficulty increasing as one traversed higher levels...

Let me put this into context. D&D has always had bigger monsters in such dungeons. The other challenges? Not always.

encounter based play actually started with 3.x

Encounter based play was certainly present as far back as DL1 - and guidance on encounters makes up a significant portion of the 2E DMG. (It probably started in the 1970s). 4e is simply the first edition where there are tools for judging non-combat encounters, and for handling complex plans with multiple moving parts.
 


And can we use a Solar Simulacrum (which keeps its spell like abilities according to most interpretations) instead of a planar bound Glabrezu please?

Not sure why – I didn’t bring the Glabrezu up. But we can look at this option, sure. We can’t Bind a Solar as even the greater version caps at 18 HD to the Solar’s 22.

Now, a Simulacrum will follow the rules of that spell:

SRD said:
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level.

You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.

At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.

[h=6]Material Component[/h]The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.

[h=6]XP Cost[/h]100 XP per HD of the simulacrum to be created (minimum 1,000 XP).

So that’s 2,200 gp and 2,200 xp off the top, and you need a piece of a Solar to include in the casting. That last could be interesting. Do outer planar being parts maintain their cohesion over time, or are they made of substances that vanish? I have a tough time picturing a Solar clipping its toenails, for some reason…

It has only half its levels, so it seems reasonable that it would not retain all its Caster Level 20 spell-like abilities. It has the “appropriate” special abilities for a creature of only half the Solar’s HD. As we are halving levels, it seems like it would retain those SLA's that can be cast by a spellcaster of 10th level, its new caster level.
 

as I said before I still believe that you and many others who run 4e in an "indie" style either resolve the contradictions and problems by taking advice from other games, ignoring it or adding to the game.

I tend to agree with this, though I also agree with pemerton that it's easier to run an "indie" style game with 4E than other editions.
 

N'Raac said:
Quote Originally Posted by Hussar View Post
* I wish that a very large fireball be detonated in the nave of the Holy Bahumut Church during ((Insert appropriately large services time here)) *

Quote Originally Posted by Glabrezu
So, Mortal, you would have me slay many devoted followers of Holy Bahumut, releasing their souls from the trials, tribulations and temptations of Life to go to their reward in the Heavens at the side of their benevolent Master, removing these souls forever from the reach of Demonic corruption. You ask much, Mortal - what compensation do you offer me in exchange for providing this great service?

The other two wishes would similarly send many Good souls to their reward before their time, removing them from future temptations and guaranteeing their souls to the Good (or neutral) powers. Why would a Demon readily agree to such an arrangement?

Read more: http://www.enworld.org/forum/showth...-(a-case-for-fighters-)/page171#ixzz2jLUW5Usr

And, yet again, we have the DM stepping in to automatically nit-pick and rules lawyer any attempt by the player. Destroying a church is, apparently, not good enough. Starting a war isn't good enough. Killing half the town isn't good enough.

What to you would be a sufficiently evil wish?

And, again, it's hardly a surprise that your players won't bother you with this sort of thing. Knowing that you're just going to block anything that isn't direct damage, why would the players ever attempt anything else?
 

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