Obryn
Hero
Tide of Iron is an effect. The narrative is mutable.If this is how you're going to describe Tide of Iron, then the text needs to make it clear that's what you're doing.
-O
Tide of Iron is an effect. The narrative is mutable.If this is how you're going to describe Tide of Iron, then the text needs to make it clear that's what you're doing.
Again, remember that we're separating the metagame from the narrative aspects, so ... none of this bothers me in the least. On the metagame level, it all works when it's divided into Daily/Encounter chunks and it works well for a fun game where capable adventurers are being awesome at the thematic stuff they should be awesome at.You know, I could ALMOST buy this for an encounter power. But a daily?
Wizard: Crap! More orcs! Fighter, line up that Serpent Dance Strike like you did against the ones in the last room!
Fighter: Uh, I can't do that again today. How about a nice Tide of Iron?
Wizard: ...
I might believe the stars align for a maneuver like CaGI or Sweeping Blow only happen once an encounter, but the stars aligning for Dizzying Blow only happen once per day, every day like clockwork?
The balance in chess arises more from the fact that each side has exactly the same number of pieces of each type than the individual balance between pieces. Or would you consider a game in which one player has substituted his eight pawns for eight queens to be balanced?Of course if you want to use chess is an example, it is a perfect example of why the "all classes must be equal" notion was never a requisite of game design or of achieving game balance to begin with, as the various pieces have different abilities, but chess is clearly a well-balanced game.
Again, remember that we're separating the metagame from the narrative aspects, so ... none of this bothers me in the least. On the metagame level, it all works when it's divided into Daily/Encounter chunks and it works well for a fun game where capable adventurers are being awesome at the thematic stuff they should be awesome at.
That helps my own immersion rather than hurting it by worrying about matching metagame tokens 1:1 to combat events. I don't see a reason for it; it quite literally never comes up in our games. I don't need to try and actualize every single metagame token, because on the narrative level, the PCs are doing the sorts of things they should be doing, and it's a blast.
-O
Well, if they were promoted according to the rules, yes (virtually impossible to do though). If you simply start the game that way, you aren't really playing chess anymore because the rules of chess define what the pieces are.The balance in chess arises more from the fact that each side has exactly the same number of pieces of each type than the individual balance between pieces. Or would you consider a game in which one player has substituted his eight pawns for eight queens to be balanced?
Why are they invisible? If they lead to increased hits/crits, then if the PCs were doing a statistical tally they would be visible over the medium-to-long run.But ideas like this (and things like action points or things like Ace in the Hole) still are invisible to the narrative because it doesn't dictate the action of the fighter or his enemies or allies.
The daily power won't be used every day, for reasons such as: not every day has a fight on it; not every daily power is used every day. And in any event, who is keeping the tally?I might believe the stars align for a maneuver like CaGI or Sweeping Blow only happen once an encounter, but the stars aligning for Dizzying Blow only happen once per day, every day like clockwork?
Exactly.daily powers don't happen every day. That makes the assumption that you're getting into a fight every single day, after all.From the characters viewpoint, sometimes they make a particularly powerful blow when they're fighting. Was that a crit? Was it a daily power? Only the player knows.
Fighter: "We're losing! Wizard, throw another fireball!"
Wizard: "I can't! I'm out of prepped magic! Why don't you do that awesome sweeping attack!"
Fighter: "I can't! I'm out of marital encounter powers for the combat!"
Wizard: "...What?!?"
You are choosing, here, to make the metagame visible within the ingame fiction. If you narrate your game so as to make the metagame overt within the fiction in this way, of course it will look stupid. That is not any sort of peculiarity of 4e, and of course is the whole premise for Order of the Stick (which is based on 3E, not 4e).Wizard: Crap! More orcs! Fighter, line up that Serpent Dance Strike like you did against the ones in the last room!
Fighter: Uh, I can't do that again today. How about a nice Tide of Iron?
Wizard: ...
The PCs don't have to explain anything. The participants in the game - players and GM - have to narrate some fiction. Just as, in AD&D, some ficiton has to be narrated to explain why the wizard can't learn Passwall when the "learn spells" roll is failed. That's pretty much the essence of an RPG - narrating fiction that accommodates the outcomes generated by the mechanics. 4e just has a greater looseness of fit in this respect then a more simulationist ruleset (as [MENTION=6696971]Manbearcat[/MENTION] noted upthread).The PCs would be forced to explain why they rushed their friend (now enemy) and get hit rather than use a spell, shoot an arrow, throw a tanglefoot bag, or just stand there downfounded. Just like I must when the bloodied NPC wizard trying to escape instead turns and rushes the fighter because he used his metagame card.
That's contentious in itself. Given that I regard hit points as predominantly a metagame resource, and given that every edition of D&D has balanced a fighter's greater hit points against a magic-user's spells, I think this sort of balance is inherent to D&D.It is, however, the only D&D example.
If Fate Points are tolerable in the hands of all players, then I don't understand why they wouldn't be tolerable in the hands of one player. And if Fate Points are tolerable in the hands of one player, then why wouldn't some sort of merger between Fate Points and PC resources be tolerable?Actually there are a host of obvious problems. Again, if your only goal is to create parity of mechanical effectiveness (implicitly between macro-level character options like classes), then that goal is achieved. However, that is not inherently a goal of creating an rpg, and it certainly isn't the only possible goal.
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for those of us who use the rules as a window into the game world, and who play the game in order to immerse ourselves in that world, this approach destroys our ability to do that. The game experience created by the rules is separate from the reality in the game world. This is a nonstarter for a lot of people.
Obviously not. But you were trying to argue that character sheets are not lists of player resources because when a character is passed from player to player, so is the sheet. And my point was that all this shows is that the resources attach to a player position, which may be passed from person to person in much the same way as a position in chess, or indeed any other institutionally-defind office.Chess isn't an rpg
You are choosing, here, to make the metagame visible within the ingame fiction. If you narrate your game so as to make the metagame overt within the fiction in this way, of course it will look stupid. That is not any sort of peculiarity of 4e, and of course is the whole premise for Order of the Stick (which is based on 3E, not 4e).
Hence, most RPGers - at least, the ones I know - choose not to make the metagame overt within the fiction in this way. In my game, at least, while the players call for one another to make skill checks, the PCs don't - they just talk about doing things. While a player might say "I can't go in, I've only got 6 hp left" the PC doesn't talk about his/her hit points (or level, or attack bonus, or AC, or XP to next level, or any of the other metagame elements).
Here is a dialogue of your style from 1st ed AD&D:Fighter: Wizard, we really need to be able to walk through dungeon walls. Why don't you learn Passwall from that scroll we found?
Wizard: I tried, but I failed my "learn spells" roll.
Fighter: . . . ?
Gee, AD&D must be a pretty crappy game with all this inexplicable, "just because" metagame stuff! But wait, no one who played AD&D actually narrated events like that. The wizard said something like "I tried, but I couldn't understand it. I have to study it more [ie in the metagame, gain a level] before I have a chance of masterying it." And in your examples, the fighter in a decent game would say something like "I tried, but they're onto me" or "I'm doing my best!" or some other ingame explanation that leverages such relevant ingame factors as position, speed, exhaustion, skill etc.
The PCs don't have to explain anything. The participants in the game - players and GM - have to narrate some fiction. Just as, in AD&D, some ficiton has to be narrated to explain why the wizard can't learn Passwall when the "learn spells" roll is failed. That's pretty much the essence of an RPG - narrating fiction that accommodates the outcomes generated by the mechanics.