D&D 5E Fixing the Fighter

I'm with you here. There is a definite usefulness to precision in language. Especially if you see weird connections. And to try to define:

Player Agency: The PCs are the stars of the show and can try to do whatever they like, and are encouraged to do this. 4e promotes this a lot both through powers and through page 42.

Player Fiat: The players don't need to consult with the DM about what they are doing other than to verify things are in line with the fiction (i.e. they aren't trying to run straight over a concealed pit trap). They simply declare what they are doing. Page 42 is not fiat - it's DM interpretation.

The two are commonly linked - but it's entirely possible to have a game with player fiat and very limited agency if the DM has railroad fiction. And agency without fiat is common.
Can't XP again yet, but totally agree.

No need for sorry. I agree vehemently with both of you. I thrive off of precision in language and coherency of thought and the resultant clarity in exchanges. Very brief tangent, since pinning down the meaning of the word fiat and distilling its use for our efforts here is important to the dialogue. Etymologically, it is derived from the Latin fiat meaning "Let it be done".
I'm a lot more interested in current use than roots. I differ here from a lot of people, and that's okay.
Given that it seems that you both support a binary interpretation (all or nothing) rather than a spectrum, what do you think about the below?
My thoughts are that there is a huge difference between a situation where you need to take something to another person to have them actively countersigning, and a much less immediate authority who can if absolutely necessary veto. If I have to take all my decisions to the CEO to have them countersigned, even if he trusts me enough that it's a formality, I do not run the company or have fiat authority over it. In the case of a 4e stunt at the very least you need to take your stunt to the DM and have them countersign, so it isn't your fiat authority to do it, merely your openly delegated authority. If you don't (as in a 4e power or a MHRP stunt when you can just declare "I am doing this") then and only then is it fiat.
I agree with Neonchameleon, which is why I said I didn't really like the analogies from before. There's a different dynamic in play. Just my view. As always, play what you like :)
 

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And Australia doesn't have Amazon
I generally prefer to buy from shops, so as (i) to keep them in business, and (ii) to regulate my outlays (if they don't have it I don't spend money). That said, the comic shop did sell a copy of Watchmen (to replace my copy I'd loaned to someone years ago) and the Spider Man Election Day hardback (a Christmas present for my partner).

<snip description of Cortex mechanics>
Thanks for that. If I've understood right, you earn plot points by penalising yourself in building the dice pool (d4 rather than d8) and can spend them on an asset by penalising yourself in the action economy (spending an action).

What determines the dice size for your asset?

Also, how hard/easy is it to mathematically optimise the process of plot point earning and expenditure? One thing I like about Burning Wheel is it has features (both in resolution and advancement mechanics) that mean that players have an incentive not to always want their pool to be as big as possible.
 

Thanks for that. If I've understood right, you earn plot points by penalising yourself in building the dice pool (d4 rather than d8) and can spend them on an asset by penalising yourself in the action economy (spending an action).

Not to step on Neon's toes here. Yes, that's one way to earn Plot Points, there are two others; compensation for rolling 1's, and through Limits on powers being activated. There are also opportunities to utilize them without spending an (additional) action: jumping on an opportunity(1) rolled by the GM, or many powers' SFX, frex.

What determines the dice size for your asset?

When you spend an action to create one, you use the size of the effect die. If you jump on a GM's opportunity, they are usually a d6 IIRC, but you can spend additional PP on either to step it up or make it last longer.

Also, how hard/easy is it to mathematically optimise the process of plot point earning and expenditure? One thing I like about Burning Wheel is it has features (both in resolution and advancement mechanics) that mean that players have an incentive not to always want their pool to be as big as possible.

Honestly, I've never heard of anyone worrying about it. PP fly around left and right in MHRP, far more than I'm used to seeing FATE Points move around. The only purpose, AFAICT, for building up a huge pile of PP would be to "nova" something, but in the process of saving up those points, you'll be passing up opportunities and likely getting stomped on. While there's no fast limit on how many you can spend on a given roll, when you get to the point of using the default/basic PP usage of a "Push: add a d6 to the die pool" you are really using them sub-optimally (although that happens often enough).

I'm not sure how it works in Leverage or Smallville. I should also put out the disclaimer that I'm far from an expert on the MHRP rules, having only dipped my toes in it, so far.
 

I personally ran the Kobold Keep, along with a few homebrewed adventures (I attached one below if you want to critique it). One DM I knew (whose a helluva improv/sandbox DM) tried both a conversion of Keep on the Borderlands AND Goodman Game's Forge of the Mountain King. Another DM tried Scepter Tower of Spellgard.

Three reasonably good DMs, using homebrewed, 4e-specific (both DCC and WotC) and converted adventures and all of them led to similar experiences.View attachment 55921

I had a long reply to this last night - and then the forums crashed. A lot of WotC adventures do suck, especially the early ones (I've never played a DCC module). And not to put too fine a point on it, I don't think I could design a module more effectively than Where the Wild Roses Grow to turn 4e into a snoozefest. It's not that the abstract design is bad - it's just that it's a complete mismatch for 4e.

I've mentioned one thing earlier that really makes 4e combats to be dynamic - terrain that encourages movement (pits, things to throw people onto/off/over/away from/towards). There is precisely none of that in the entire catacomb. And there's the one thing that kills any attempt at dynamic combat - no space. Those corridors are all tiny.

There's also the monster selection. There's only one actual bad monster in there (the Wraith is one of the three suckiest monsters in the Monster Manual; the three are The Dracolich (stunning everything leads to pure frustration), the Purple Worm (what idiot thought that a solo with no interesting aspects that does only the damage of a standard monster was a good idea?) and the Wraith (insubstantial so it takes half damage, weakening touch so the damage is normally halved again, and then regenerates). For the record Monster Vault Wraiths don't weaken and don't, I think, regenerate. Instead they turn invisible whenever someone hits them with an attack that doesn't bypass their insubstantiality - and they do extra damage when invisible (and the attack makes them visible again). Much, much more interesting and incites paranoia especially when they can walk through walls.

But even beyond that with two exceptions (Deathlock Wight, Human Mage) I think every single monster wants to get into melee and stay there. The ones that get bonus damage for combat advantage aren't going to get flanking because of the incredibly cramped spaces. Which means that in five of the IIRC seven fights in the catacombs there are either four or five melee monsters who, because they have no room to move, are best off walking into melee with the enemy and trading blows until someone falls. (The two exceptions to the 4-5 monsters per fight are, naturally enough, the Dark Cabal and the Deathlock Wight). There's no room to maneuver and no incentive to maneuver. The combats are never going to be dynamic and interesting.

And then there's the skill challenges. WotC are entirely to blame here for their presentation of them (the biggest problem being that the example actions should be indicative rather than "choose your own adventure"). Unless you get them, it's better to pretend they don't exist.

I think if I were looking for an example of what not to do in 4e I don't think I could come up with a better adventure. No interactive terrain and no space anywhere, and almost every single monster being a melee fighter. Doesn't mean it would be a bad adventure in e.g. Swords and Wizardry or Dungeon World - but it completely misses any of the strengths of 4e and zeroes in with almost laser-like precision on the weaknesses right down to the final boss being a double hit point MM1 Wraith.

Thanks for that. If I've understood right, you earn plot points by penalising yourself in building the dice pool (d4 rather than d8) and can spend them on an asset by penalising yourself in the action economy (spending an action).

What determines the dice size for your asset?

When I said your result was the top two dice in your dice pool I was simplifying. Three dice matter. The two for your total, and the size of the dice you use as an effect dice. (Its number doesn't, so if you roll low with a big dice you want to use that although you can't use a 1). The asset is generally the size of the effect dice you use against the Doom Pool assuming the Doom Pool doesn't win.

Also, how hard/easy is it to mathematically optimise the process of plot point earning and expenditure? One thing I like about Burning Wheel is it has features (both in resolution and advancement mechanics) that mean that players have an incentive not to always want their pool to be as big as possible.

I believe (and certainly play) they reset to 1 at the end of an act - and you get d10 rather than d8 if you use them in conjunction with an opportunity. There's always an incentive to spend them. Which means the only real incentive to save them is if you want a great big nova of the sort I showed above. Spending every time you win a defence roll so you get a counter-attack in is generally a good plan.

So the incentive to spend plot points is a double count of pacing.
 

Lost Soul, It might work for some groups - it does if there isn't a tactician (or power gamer) in the group. It's definitely mechanically flawed.

Maybe, but I'm not sure. I haven't seen any issues in my games, though I don't think we have any power gamers or tacticians. (Maybe.) Can you comment on the specific flaws?
 

Maybe, but I'm not sure. I haven't seen any issues in my games, though I don't think we have any power gamers or tacticians. (Maybe.) Can you comment on the specific flaws?

It's the same problem any at will ability has when the enemies are broadly similar. Either it's strictly better than a standard attack in which case you do it all the time or you work on the basis that the best control condition is Dead. It is very seldom a meaningful choice.
 


Or, you know, you just build a Ranger with heavy armor, etc. that is exactly the character type you wanted but just doesn't say "fighter" on the tin.

Except maybe he doesn't want to spend his feats to get up to heavy armor or any of the other bits that come as a package deal with a class-based system. In that case, your solution is not what he wanted.
 

Except maybe he doesn't want to spend his feats to get up to heavy armor or any of the other bits that come as a package deal with a class-based system. In that case, your solution is not what he wanted.

That's the whole point of feats. You have an idea you want to do but a class itself doesn't quite get there. If you don't want to spend your feats trying to make the character you want then what the hell are you spending them on?
 

That's the whole point of feats. You have an idea you want to do but a class itself doesn't quite get there. If you don't want to spend your feats trying to make the character you want then what the hell are you spending them on?

How about starting with, I don't know, a class that actually does get me there like every other edition of D&D before 4e. Then I don't have to waste feats on stuff the PC should already have.
 

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