If you try to put words in my mouth, please provide a description as to why I would think something.Storm-Bringer said:So, you would consider these characters 1st level or so?
So, why would I think they were level 1?
If you try to put words in my mouth, please provide a description as to why I would think something.Storm-Bringer said:So, you would consider these characters 1st level or so?
It was a question. I am asking if you think those are first level characters.med stud said:If you try to put words in my mouth, please provide a description as to why I would think something.
So, why would I think they were level 1?
No, they are probably pretty high level.Storm-Bringer said:It was a question. I am asking if you think those are first level characters.
Which is a bad comparison. John McClane will never get anything but 'flesh wounds'. He is the protagonist. He simply can't die. That is the purpose of a movie. You don't interact with it. It isn't a game.D'karr said:I haven't seen that. The example of John McClane is used to show that most wounds incurred by the protagonist in movies "are merely flesh wounds."
There is nothing inherent to first level that makes survivability more difficult.And what is being remedied by making first level characters more survivable is the "start at X level" situation. There have been plenty of games that simply started at 3rd level, as an example, because that was the beginning of the "sweet spot." The spot where survivability and playability met.
If hit points and attack damage inflate in exactly the same way for everyone, what has changed? For example, if everything in the US started costing ten times as much, but your income was also increased tenfold, what is the difference?Just so that you know, the boost in survivability also applies to the opposition. Take a look at a Human Guard 1st level skirmisher and you will see that it applies to their end too. Making the challenge fit the opposition makes the "sweet spot" better. If your group only encounters one solitary guard you can easily and quite correctly assume that the power level of PCs is overwhelming and not what you really want. But when you start looking at the actual rules for building encounters you will see that taking on 4-6 guards is not going to be the cake-walk you are estimating and riling up against.
That is simply playing the odds and losing. That happens in a game. If player gambles that they can take out an orc before they are taken out themselves, there are odds they will and odds they won't. Sometimes the roll is seven, sometimes the roll is craps.I'm sorry superheros are in aisle five. You mean like mid-high level D&D?
The point is that D&D in incarnations before 3e was not necessarily super heroes but at mid to high level the characters were head and shoulders over the competition. But at high level playability was horrid.
In 3e, the characters were slightly more survivable at lower levels (more hit points) but the one hit wonders were really bad. Oh, that orc just critted you with his falchion, bye bye rogue. At mid to high level the PCs didn't have that problem so much but the one hit wonders still existed. And to top it off high level playability was still horrid. And if there is one edition that can be considered the Justice League my vote is for 3e.
While this may be a viable strategy, it is hardly the only design that would allow that. There is no requirement for the curve to be flattened to achieve the goals stated.4e attempts to level the curve so that playability is maintained at all levels. So the curve has to be flattened. High level play will still be super heroes but low to mid level are now balanced for survival. They've shifted the sweet spot so that levels 1-4 still provide fun without swingy deaths from random chance.
Color me red, but I prefer to have a game that plays great at all levels than one that only does so from level 4 to level 12.
Or, if you want your characters to be heroes from the get go, you can decrease the opposition. It works both ways.I don't think that John McClane is a first level character but I don't think that the first level characters we've seen are nearly as bad ass as John McClane.
See if you want your characters to be bums from the git go, then all you have to do is increase the opposition. In previous editions the players that wanted more capable characters started at a higher level. So now all you have to do is start the opposition at a higher level to give the same feel in the opposite direction.
No, that style of play isn't off-putting. The One True Wayism is what is off-putting. It shows a contempt for other gamers and their enjoyment.You're right I'm all for supporting a style of game that makes it fun to actually play. If that is off-putting I'm sorry. I guess we'll always have 3e.
That's true for John McClane, yes. But if I wanted to ... "emulate" the feel of Die Hard? (without preserving the guarantee for a Happy End, but at least rigging it so that it's a reasonable outcome?)Storm-Bringer said:Which is a bad comparison. John McClane will never get anything but 'flesh wounds'. He is the protagonist. He simply can't die. That is the purpose of a movie. You don't interact with it. It isn't a game.
7 hit points vs. 2d4+2 (18-20 x2) seems like a good example for low survivability at 1st level. (Level 1 Rogue attacked by a CR 1/2 Orc). But see below or previous posts.Storm-Bringer said:There is nothing inherent to first level that makes survivability more difficult.
Nothing would have changed. But we're discussing 4E, right? Hit points have increased. Damage has not. A 1st level Fighter deals still something around 1d8+5 points of damage, against 25 hp Kobold Skirmishers. Or 1d8+5 hit points vs "close-to-zero" hp Kobold Minions.Storm-Bringer said:If hit points and attack damage inflate in exactly the same way for everyone, what has changed? For example, if everything in the US started costing ten times as much, but your income was also increased tenfold, what is the difference?
To bring up the Orc example again? How much can you decrease the opposition? I could exchange the Orc with a single Kobolds. That's probably as low as it get.Storm-Bringer said:That is simply playing the odds and losing. That happens in a game. If player gambles that they can take out an orc before they are taken out themselves, there are odds they will and odds they won't. Sometimes the roll is seven, sometimes the roll is craps.
While this may be a viable strategy, it is hardly the only design that would allow that. There is no requirement for the curve to be flattened to achieve the goals stated.
Or, if you want your characters to be heroes from the get go, you can decrease the opposition. It works both ways.
Who is talking about throwing Giants or Dragons at 1st level party? The example I've just read before your post discussed an Orc armed with a Falchion! That's totally within the expectations for 1st level play - and possibly totally deadly for a Rogue or Wizard.Storm-Bringer said:No, that style of play isn't off-putting. The One True Wayism is what is off-putting. It shows a contempt for other gamers and their enjoyment.
However, more and more the examples I am reading seem not to point to a failing of rules, but to sub-par DMing. Possibly a communication problem. If a DM is throwing ogres and giants at a first level party, that is clearly not because the rules require it, or that the rules don't prevent it. Perhaps the expectations weren't clearly explained; the DM may be expecting the party to try running away, but the players assume the DM isn't going to kill them off. While the rules can contribute to problems like these, I don't believe that they are the root cause. Since they aren't the root cause, changes to the rules won't properly address the issues of low level play. A DM that throws giants at a first level party in previous editions will throw dragons at a first level party in the new edition. Challenge Ratings were a rough estimate of what is appropriate, just like 'Solo' and 'Elite' are rough estimates. Nothing about these prevents bad DMing.
Then you probably want a more skill based system where you can set the number of points to generate a character. Not just D&D, but any class and level system is geared to fragile low level characters. There are ways around that, but there are certain conventions inherent to the genre.Mustrum_Ridcully said:That's true for John McClane, yes. But if I wanted to ... "emulate" the feel of Die Hard? (without preserving the guarantee for a Happy End, but at least rigging it so that it's a reasonable outcome?)
Would I use a system that allows for instant death and a slow healing rate or possibly a death spiral? Would I use a system that makes any kind of injury very unlikely? Or do I use a system that uses a quick recovery from damage?
So, with my pay analogy, your taxes have somewhat decreased. That Kobold Skirmisher is down in about three hits, on average. Roughly comparable with previous editions. Presumably there will be fewer Kobold Skirmishers than standard kobolds to fight.Nothing would have changed. But we're discussing 4E, right? Hit points have increased. Damage has not. A 1st level Fighter deals still something around 1d8+5 points of damage, against 25 hp Kobold Skirmishers. Or 1d8+5 hit points vs "close-to-zero" hp Kobold Minions.
A fight is exciting when there is a chance you will lose, but survive through cleverness and teamwork. Sometimes, the DM has to fudge that a bit. They may have a penalty to damage for poor quality weapons. Maybe they have a penalty to attack rolls from bright light. There are dozens of ways to legitimately decrease the 'lethality' of an encounter before the DM has to resort to fudging dice.To bring up the Orc example again? How much can you decrease the opposition? I could exchange the Orc with a single Kobolds. That's probably as low as it get.
But do you realy want to run fights that only consists of lonely Kobolds? Or doesn't a fight against 8 Kobolds a lot more exciting?
Why not? It's a tried and true tactic. Sun Tzu extolled its virtues.This isn't an MMORPG, where you send out a scout to attract a single monster (thanks to simple aggro or line of sight rules) and then the whole party focuses its fire on it.
Yes, and I was saying that if the DM is throwing inappropriate challenges at the players, it doesn't matter what edition you use. If the players assume they have total script immunity, but the DM wants them to retreat, there is a conflict that isn't covered by any ruleset. They could be fighting orcs, giants, dragons or gods. If the expectations of the DM and players don't match, you can't adjudicate the solution.Who is talking about throwing Giants or Dragons at 1st level party? The example I've just read before your post discussed an Orc armed with a Falchion! That's totally within the expectations for 1st level play - and possibly totally deadly for a Rogue or Wizard.
Storm-Bringer said:Then you probably want a more skill based system where you can set the number of points to generate a character. Not just D&D, but any class and level system is geared to fragile low level characters. There are ways around that, but there are certain conventions inherent to the genre.
A fight is exciting when there is a chance you will lose, but survive through cleverness and teamwork. Sometimes, the DM has to fudge that a bit. They may have a penalty to damage for poor quality weapons. Maybe they have a penalty to attack rolls from bright light. There are dozens of ways to legitimately decrease the 'lethality' of an encounter before the DM has to resort to fudging dice.
Why not? It's a tried and true tactic. Sun Tzu extolled its virtues.
Yes, and I was saying that if the DM is throwing inappropriate challenges at the players, it doesn't matter what edition you use. If the players assume they have total script immunity, but the DM wants them to retreat, there is a conflict that isn't covered by any ruleset. They could be fighting orcs, giants, dragons or gods. If the expectations of the DM and players don't match, you can't adjudicate the solution.
Storm-Bringer said:Isn't this where you usually reference one of your ridiculous 'laws' that have no standing outside of your gaming table?
Yes Hong just doesn't stop, just ignore him it's not like he's said much worth hearing since the announcement anyway.Charwoman Gene said:Trying to mock hong is like trying to drown water,