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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Neonchameleon" data-source="post: 6210154" data-attributes="member: 87792"><p>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.</p><p></p><p></p><p></p><p>Of course. <strong>And this is why we have DMs.</strong> Because otherwise the answer is to lock down the game so that all fires do, for instance <a href="http://www.d20srd.org/srd/environment.htm" target="_blank">1d6 damage per round until a successful saving throw</a> 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.</p><p></p><p>There are three basic options.</p><ul> <li data-xf-list-type="ul">Giving the DM guidelines to estimate how effective things like fires are - but estimations will vary</li> <li data-xf-list-type="ul">Making all fires identical no matter what makes them up</li> <li data-xf-list-type="ul">A twenty page treatise on the effect of various fires on people.</li> </ul><p></p><p>Me, I consider the first choice vastly superior.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Oh FFS. This is one thing you consistently don't get. <em>The rules are meant to model the fiction - but the fiction comes first</em>. And the example was pretty clearly assuming default fantasy settings.</p><p></p><p></p><p></p><p>Innocent until proven guilty. If the Paladin of Bahamut doesn't know they are devil worshippers then yes, definitely.</p><p></p><p></p><p></p><p>Bwuh?</p><p></p><p></p><p></p><p>Bwuh?</p><p></p><p> </p><p></p><p>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 <em>at what the PC set out to do.</em> 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 <em>successfully pantsing the king in full view of the Royal Court</em> should be ... appropriate.</p><p></p><p>Note that I say a complete success because a <em>lot</em> 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.</p><p> </p><p></p><p></p><p>You know you could actually sit down and read <a href="http://www.evilhat.com/home/fate-core/" target="_blank">Fate Core</a>. It's fairly short and written in large type.</p><p> </p><p></p><p></p><p>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 <em>isn't</em> on the character sheet is more important than what is then you have a problem with your character sheet.</p><p></p><p>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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>And can we use a <a href="http://www.d20srd.org/srd/monsters/angel.htm#angelSolar" target="_blank">Solar</a> <a href="http://www.d20srd.org/srd/spells/simulacrum.htm" target="_blank">Simulacrum</a> (which keeps its spell like abilities according to most interpretations) instead of a planar bound Glabrezu please?</p><p></p><p></p><p></p><p>My normal way: The PCs say what they are doing - I tell them what to roll.</p><p></p><p></p><p></p><p>Most skill challenges as used ignore the 4e DMG for very good reason.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6210154, member: 87792"] 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. Of course. [B]And this is why we have DMs.[/B] Because otherwise the answer is to lock down the game so that all fires do, for instance [url=http://www.d20srd.org/srd/environment.htm]1d6 damage per round until a successful saving throw[/url] 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. [LIST] [*]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. [/LIST] Me, I consider the first choice vastly superior. 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. Oh FFS. This is one thing you consistently don't get. [I]The rules are meant to model the fiction - but the fiction comes first[/I]. And the example was pretty clearly assuming default fantasy settings. Innocent until proven guilty. If the Paladin of Bahamut doesn't know they are devil worshippers then yes, definitely. Bwuh? Bwuh? 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 [I]at what the PC set out to do.[/I] 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 [I]successfully pantsing the king in full view of the Royal Court[/I] should be ... appropriate. Note that I say a complete success because a [I]lot[/I] 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. You know you could actually sit down and read [URL="http://www.evilhat.com/home/fate-core/"]Fate Core[/URL]. It's fairly short and written in large type. 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 [I]isn't[/I] 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 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 [URL="http://www.d20srd.org/srd/monsters/angel.htm#angelSolar"]Solar[/URL] [URL="http://www.d20srd.org/srd/spells/simulacrum.htm"]Simulacrum[/URL] (which keeps its spell like abilities according to most interpretations) instead of a planar bound Glabrezu please? My normal way: The PCs say what they are doing - I tell them what to roll. Most skill challenges as used ignore the 4e DMG for very good reason. [/QUOTE]
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