Forked Thread: Did 4e go far enough or to far?

Selectively quoting is cute...notice the rest of my post where I brought up the word "measurable".
How does the word "measurable" change the point you're making?

You're stated that rules are required to make in-game actions and choices "meaningful and measurable". I brought up an edition of D&D with far fewer rules, where, presumably, players still took actions and made choices that were "meaningful and measurable". In fact many actions outside of combat were completely unmediated by rules.
 

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How does the word "measurable" change the point you're making?

You're stated that rules are required to make in-game actions and choices "meaningful and measurable". I brought up an edition of D&D with far fewer rules, where, presumably, players still took actions and made choices that were "meaningful and measurable". In fact many actions outside of combat were completely unmediated by rules.


Ok so please enlighten me...what is the measurement scale of DM fiat? Is it the same at every table...Is there an official handwaving yardstick? Meaningful, I might give you...measureable? In what objective way?
 


DM Fiat is measured in player enjoyment. That was an easy one...

So if a player only enjoys succeeding all the time...the DM should never rule he failed at anything...right? Come on Mallus, this is just getting silly now.

EDIT: So how many player enjoyments equal a...yeah this is just silly now.
 

I'm not trying to single you out Mallus...
No worries... spirited debate and all...

... but I really feel like this is a pretty flimsy defense for certain things...
I thought Betote was implying that things he/she listed were mechanically supported in prior editions of D&D. Otherwise it was kinda a left-field comment, a list of things D&D hasn't traditionally supported.

Maybe I read things wrong...
 


This is one of my major problems with alot of the arguments for 4e...how much am I going to have to pay and collect in odd little pieces here and there, before my available options are on par with 3.5 core? This isn't a virtue...it's a flaw when I already have 3.5.

Shrug? If you preffer 3.5 play 3.5... Play what you like man. I'm not going to argue 4e is the system you should use.

Yet, I can't have official Profession or Crafting skills until I drop two quarters ( buy another one or two sourcebooks) in the machine. And I still can't be better at picking locks than I am at picking pockets by RAW.

Yeah that's an issue with a minimized skill system. I happen to like it, but I can see where others might not. I like more streamlined systems because I feel it allows me to add complexity when wanted/needed, instead of having to deal with it being there when I don't. And if I don't want it, there's a system that works in place.

I think again you can do some customization there too with feats. Maybe a feat that lets you "specialize" in a number of different areas... Like take this feat to get a +5 total bonus that you can break up into a number of different "parts." like a +1 to picking locks, a +2 to disarming traps, and a +2to picking pockets...

I'm houseruling again, but I find that 4e lets me do so a lot more easily without messing up the systems clockwork.


This is not what we have right now, this is you creating a modified skill system and new feats...the same as can be done in any game that you want to make stuff up for. In fact I could do this same thing in 3.5 and I wouldn't have to buy 3 new corebooks and the AV supplement. How is this 4e, this is Scribble's homebrew rules, which are kinda cool...but again I can do this in 3.5, Star Wars saga ed., etc. without having to continually buy more supplements.

You could- I wasn't saying my ideas were the official ideas. It just seems to me to be the way 4e was designed. With skills being the simple yes/no type stuff, and more complicated things, like craft being done by modifying the simple skill system through feats. Rituals being the example in the book, followed by Alchemy in the vault. I'm guessing we'll see a similar idea for things like craft, and the others.
 

Ok, I'll give you Diplomacy, maybe Bluff, though the rest are stretching since they have in-combat or in-dungeon applications.
Why is it stretching it? A lot of skills can be used in different situations. (In fact, I can use most "dungeon-crawling" skills outside of dungeons. Endurance, Athletics, Acrobatics, Stealth. The only explicitely for Dungeons is... .Dungeoneering.)

Imaro said:
Uhm, I'm confused...how is "Leadership" narrowly focused...when it encompasses so much. I think one of the problems is that 4e has both broadly defined skills (Thievery) and narrow skills(Bluff). It's kind of confusing on what approach it's actually striving for.

So in order to be a good Thief...I just need Thievery (Okay, maybe Stealth), but in order to be a good leader...I need Diplomacy, History, Intimidate and Insight
A good thief actually needs Perception (finding traps and identifying treasure), Stealth (escaping notice), Acrobatics (escaping if caught), Athletics (getting over obstacles) and Thievery (disabling traps, opening locks). Of course, a passable thief might be possible with less.


As far as Tracking vs. Hunting goes. Being able to Track something is exactly that, it doesn't teach you how to use a particular weapon to kill it, what environment your prey is found in, I believe Hunting would encompass tracking...the same way Thievery encompasses opening locks...but neither work in reverse. Again we run into 4e's disparity between broadly defined skills vs. narrower skills.
But how many people learn to track without the rest? And definitely tracking is related to just perception - to notice the details that the followed creature leaves.

Again, why do you need these skills in order to make something. Every craftsperson is not a star athlete, an acrobat, a historian or a long distance runner...yet your proposed solution requires them to be all these things to have skills in blacksmithing.
You don't need all of the skills. If we use a skill challenge approach, you might be able to use only one or two skills all time. And if you're not doing overly hard stuff, sufficient levels or base ability score are all you need.


Yet wouldn't a leadership skill give an overall impression of how well you combine these skills in leadership situations...thus you might be good at negotiating with men you lead, but totally unfit to negotiate in a situation where you have no power over those you are negotiating with...or even where they have power over you. While someone with the Diplomacy skill is just a good all around negotiator in a variety of situations, but wouldn't know how to handle a situation in which they are commanding an unruly mob of mercenaries who only respect brute strength and fierceness(intimidate skill).
See, and that's why there are diplomacy and intimidate, but not leadership. if you want to lead with diplomacy but encounter a mob that only listens to strength and fiereceness, you have a problem. But if you just have a Leadership skill, you can handle any type of troops, regardless of its a unruly mob or a highly disciplined army. You can no longer differentiate between both - and if you allow all three skills to be applied in the same situation, why bother with leadership? having Diplomacy and Intimidate is probably far better, because it covers all leadership + some, while if you mix Leadership and any of the other two skills, you have a strong overlap.


Both for Crafting and Leadership you could of course create a feat that covers it, and says "you get a +2 feat bonus on skill checks made to Craft an item, and once per day you can reroll a failed check for that task" or "you get a +2 feat bonus on skill checks made to command, direct or train subordinates, and once per day you can reroll a failed check for that task".

(Of course, the feat is the PC expression of the Craft/Leadership stuff, for NPCs you might create a specific trait for it or just handwave it...)
 

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