Ahnehnois
First Post
It shouldn't.I'm sure that definition will be agreed to by everyone and invite no controversy whatsoever.![]()
It shouldn't.I'm sure that definition will be agreed to by everyone and invite no controversy whatsoever.![]()
Where to me that "colour" is half the fun! I see my role as player as being in large part to entertain the DM and the other players; I expect to be entertained in return. Mechanics are (usually) not entertaining. Personalities and "colour" (usually) are.
It shouldn't.
My main issue is that I’m not seeing the rising conflict I was told Indie play produced. Instead, I saw a cakewalk, and one a fact pattern that doesn’t really stand up to a lot of scrutiny. It’s a scene that could happen in other playstyles (on the assumption that the PC’s revealed the GM’s plot, rather than creating the plot themselves, of course). But it doesn’t seem like a plot that made it challenging to see the King – it’s challenging to keep believing we want his blessing on our quest, though. And easy to see how it could distract from our quest in leaving us to deal with both the Dragon threat and the leadership that sacrifices its people to appease that threat.
Last time I checked, actors also play roles, and have access to a ton of knowledge that's off-limits to the character, like the entire plot. There's nothing inherent in the words "play" or "role" or "roleplaying" that means "must fully immerse in the character with no access to metagame knowledge".If roleplaying is redefined to mean something other than "playing a role", then we have a larger discussion which really should have its own thread.
I think it's really great that you're looking at different techniques and seeing the best ways to assimilate them into your own game. Despite the low-level hostility in this thread, ideally what people would take away from here is that a) there's more than one way to play, and b) everyone is looking for something a little (or a lot!) different out of the game. It's much better to say, "Hey, I could use that" rather than "My way is always better" and remember that theese techniques operate on a continuum, there's no binary choice required.What is interesting is that the DM abided by the successes of the characters and didn't ignore or deflate them at all. He continually provided more challenge, but didn't do so by focusing on the chamberlain. For example, when the Paladin received his first success, the chamberlain attitude changed. [MENTION=6696971]Manbearcat[/MENTION] didn't increase or alter the chamberlain to make him more difficult, he introduced new conflict outside of the chamberlain in an attempt to influence the chamberlain's reaction. The roll was a success so making the chamberlain more difficult now doesn't make sense in the fiction, we need additional outside forces that might change the chamberlain's disposition back to his original stance. Rather than keep those hidden from the players, Manbearcat introduced outside forces that the characters could directly challenge in the scene. I thought it was well done. Did the individual DCs seem low? Probably, but 4e isn't built off of individual DCs but rather success vs failure ratio, which requires less individual chance of failure but greater risk of overall failure.
I think it's really great that you're looking at different techniques and seeing the best ways to assimilate them into your own game. Despite the low-level hostility in this thread, ideally what people would take away from here is that a) there's more than one way to play, and b) everyone is looking for something a little (or a lot!) different out of the game. It's much better to say, "Hey, I could use that" rather than "My way is always better" and remember that theese techniques operate on a continuum, there's no binary choice required.
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Lesser Planar Binding allows you to cast 9th level spells. (Technically untrue. Lesser Planar Binding combined with Dimensional Anchor lets you bargain for another creature to cast it for you. Generous if DM does not bargain well for the entity, or does not take into account post bargaining ramifications.)
You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward
As an aside, one of the main weaknesses I find with the Binding spells is there really isn't any negotiation required. Rewards give you a bonus that is moderate at best on the opposed Charisma checks (and may reduce additional consequence depending on the DM).
I can see that, though this is a fine line to walk. Personally, I would allow myself (generous of me I know) to add a penalty to the caster's check if I felt that the request was marginally unreasonable (though the spell allows a flat negative on the part of the DM if he feels its an unreasonable offer). This is actually, I think, an example of me being willing to be more reasonable than the rules allow, by allowing a negative penalty over a flay "no." But do not neglect the sentence which says that unreasonable requests are never agreed to. That is, the truly selfish creature may feel that doing anything for free is unreasonable.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.