Raven Crowking
First Post
The rules of the game, especially 4e, aren't about modeling reality. They are about giving each player a controlled amount of narrative license.
Thank you. AFAICT, that is the answer to the OP.
RC
The rules of the game, especially 4e, aren't about modeling reality. They are about giving each player a controlled amount of narrative license.
Is it really a binary question? I don't think it is. I think it's rooted right in people's expectations of what "simulate what occurs in the game universe" are. You can have totally reasonable and completely conflicting expectations. For instance, you can expect that when a PC tries to cut a chandelier down onto a bunch of the King's Guard, that the logical result would be that it's highly likely to work because the game rules are simulating swashbuckler-style high action media. But you can also expect that it shouldn't work because the tensile strength of the metal chain holding the chandelier in place shouldn't be easily severed by a sword blow, because the game is simulating a less fantastic sort of reality.
So if a game allows you to cut that chain easily, the question of "does the game create the appropriate result?" can be answered both yes and no. It's the nature of what you want simulated that determines the response. And I really think there is no way to get an objective result outside of that context.
Finally I simply don't see anything in the 4e rules where it says you have to adjudicate every mechanical effect without reference to the integrity of the narrative (which might involve being more realistic, though I hesitate to call that 'simulating' anything). Sure, CaGI provides the the player of the fighter with a defined narrative 'coupon' and as a general policy the DM wants to allow the players to expend that in keeping with the rules. That doesn't mean utter consistency needs to be adhered to at all times. If you feel like a use of a power etc in a certain way isn't going to convey the situation effectively then the DM has a responsibility to decide if changing it will be more fun than letting it slide. This is situational and group dependent and in many groups can be delegated to the players (my players for instance instinctively do this most of the time and I don't even have to think about it). If nobody can come up with a good explanation of WHY the super clever enemy would run up to the fighter and the player doesn't have a good explanation, then have the power do something slightly different or just have the player use a different power and give them something extra for doing that, whatever.
Responsibility?
This seems like a waste of time.
The power should work like the power is written. There is no need (or for some groups desire) to change the power for a given scenario in order to maintain the integrity of narrative license.
Yes, it doesn't make a lot of sense that Come and Get It would work on Orcus, but too bad. It just works that way (unless he has a resistance to a certain amount of forced movement in some DM's world). No reason to on the fly change the rules or tell the player to use a different power.
I find it more fun to have the game work per RAW/RAI than for a bunch of DM on the fly modifications to maintain narrative license (note: that does not mean that the players know everything about the scenario, things could work in an unexpected manner because the players are unaware of all of the facts). When the DM modifies the rules for narrative license reasons, he is making the assumption that he knows more about what is fun for his players than they know themselves and/or indicating that his direction for his narrative is more important than the desires of the players for the direction of the narrative.
The classic examples of this are the Deus Ex Machina to keep the PCs alive when a TPK or near-TPK is about to occur, or the Deus Ex Machina of the villain escaping when he is on the verge of losing. More minor modifications of the rules/scenario to achieve a specific narrative result are just less annoying than major ones, but they are still annoying.
I don't really have a problem with the unquoted part of your post, but if I understand the above correctly, I don't buy it.
It is not an all or nothing affair. There is a huge gap between exact mechanical RAW, all the time, versus shutting things down (or opening them wide open) via DM fiat.
What is wrong with this? "The group will decide what will fly in the narrative. If you use a metagaming power, someone at the table has to make it fit the narrative."
What you have said above is simply a special case of that rule, something like: "Once we have agreed that something can be tried, then we are pretty much happy with whatever that does to the narrative, no justification necessary."
That's fine for a given table. It is too restrictive as a general guideline when discussing how to play 4E.
I don't really have a problem with the unquoted part of your post, but if I understand the above correctly, I don't buy it.
It is not an all or nothing affair. There is a huge gap between exact mechanical RAW, all the time, versus shutting things down (or opening them wide open) via DM fiat.
What is wrong with this? "The group will decide what will fly in the narrative. If you use a metagaming power, someone at the table has to make it fit the narrative."
What you have said above is simply a special case of that rule, something like: "Once we have agreed that something can be tried, then we are pretty much happy with whatever that does to the narrative, no justification necessary."
That's fine for a given table. It is too restrictive as a general guideline when discussing how to play 4E.
You want your PC to put his dagger in his teeth, jump off the balcony to the chandelier, grab it with both hands, swing across the room on it, drop down in front of the BBEG, pull out his dagger and stab him, I'm going to assign actions to these things, require dice rolls for some of these actions, and let the player know how much of it he has been able to accomplish this round. I'm not going to allow him to put 5 actions into a 3 action round, just because it is narratively cool.
Why would that be 5 actions?
I would assign an Athletics check to jump (move action): on a success, you take hold of the chandelier and swing across the room dropping down in front of the BBEG (count it as a Charge action) and attacking. Turn ends. On a failure, you fall to the floor (becoming prone, suffering damage) and your turn ends.
Putting the dagger between the teeth and taking it out are free actions.
Easy to adjudicate.