LostSoul
Adventurer
xechnao said:Still no good. It has to be a mechanic tied to your development. As long as the mechanic of development is class levels there has been no solution yet.
Fruitful void.
xechnao said:Still no good. It has to be a mechanic tied to your development. As long as the mechanic of development is class levels there has been no solution yet.
Mechanically, it IS different though. Following the rules as they were written(as I did in 3.5) meant that nearly anyone who died during an adventure would be brought back to life: nobility of all sorts lived in or near cities which had ready access to the components and people necessary to cast raise dead and they had the political power to make it happen.Storm-Bringer said:Certainly. Not everyone suddenly had these problems at the same time the 4e team mentioned it. It just didn't seem to have the traction that something like CoDzilla had until recently. So, I would say it wasn't a glaring problem for most people. What triggered me is the 'this is so much better' posts, when it was really no different at all, mechanically.
Storm-Bringer said:- Poison doing ability damage causes poisons to be much more dangerous than they need to be.
As opposed to poisons that arent' very dangerous at all? I mean, of the poisonous substances in the world, a good many of them are simply lethal. No saving throw. Certain spider poison will cause necrosis of tissues for months or years after the initial bite.
Storm-Bringer said:- Grappling giving a size bonus meant that large creatures would nearly always succeed on grapple checks since they would also have very high strength values and a CR appropriate Bab.
So, an Ancient Dragon should have roughly the same chance to grapple as a Kobold?
Storm-Bringer said:- Ability bonuses being tied into so many different things that changing a score via a buff or a poison / ability drain would require a bunch of recalculation.
Only when you used them. I understand 4e has a crapload of overlapping auras and such that need to be adjusted and re-calculated during combat. Much higher handle time.
Storm-Bringer said:- Monsters playing by exactly the same rules would often result in more book keeping than would be ideal.
DMs who are forced at gunpoint to stat out every goblin child in the game world will be faced with a great deal of bookkeeping. DMs who wisely stat out major NPCs only will not have a substantial task ahead of them.
Storm-Bringer said:- Monsters getting abilities that make sense flavor wise but are meaningless in actual game play.
Such as?
Storm-Bringer said:- A skill system that guaranteed it would be impossible to have a skill based challenge that would be reasonable for everyone in the party to have to attempt.
How is that bad? Is Rope Use really applicable when negotiating with a sphinx? Will Diplomacy really help you detect a trap better?
Storm-Bringer said:- The implementation of Disarm / Sunder / BullRush essentially being crappy.
In your estimation. Much like Grapple, some have problems, others don't.
Storm-Bringer said:- Mounted combat that leads to a 'kill the horse' strategy always being the best.
Which, historically, was the best strategy. How is this a problem?
Did it stop you from playing? If not, perhaps it's not so suspension of disbelief shattering after all. I mean, there are always going to be places where the priorities of the game system rub up uncomfortably against the fictional space created using the game system.Andor said:Yes, and it always drove me nuts.
You'll note this has nothing to do with the mechanics used to create and/or govern an NPC. Conversely, fulling statting an NPC does nothing to guarantee they won't come off in play as a nameless cypher.If I want to wander around in a world where everybody but my character is a souless, nameless cipher I will play a computer game.
And depending on the particular DM, you might get it.If I walk into the closest 7-11 and start talking to the clerk they will have a name, a family, hobbies, and opinions. In a RPG I expect my character to experience that same degree of verisimilitude.
The point is that there is a fundamental difference between an NPC clerk and a PC hero. The reason for this has to do with playability issues.Yes, my character (past a few levels) can take a crossbow bolt to the chest and the clerk probably can't. So what? At the start of his career the character couldn't either.
That's because you aren't a PC in a role-playing game. The world is a comprehensive simulation of itself. RPG's are a comprehensive simulation of... not much.What there is not however, is laws of physics that work for me but not for other people.
Why? People have different talents. Since verisimilitude seems so important to you, why would you expect that you're character can automatically emulate an NPC's skill, without regard to the NPC's background and training? Perhaps it took the NPC 10 years to master the 5 Points Exploding Palm Technique...If an NPC can perform a trick with a weapon, I expect that my PC weaponsmaster, with the same or greater strength and dexterity, can also learn that same trick.
Storm-Bringer said:Certainly. Not everyone suddenly had these problems at the same time the 4e team mentioned it. It just didn't seem to have the traction that something like CoDzilla had until recently. So, I would say it wasn't a glaring problem for most people. What triggered me is the 'this is so much better' posts, when it was really no different at all, mechanically.
Mallus said:Did it stop you from playing? If not, perhaps it's not so suspension of disbelief shattering after all. I mean, there are always going to be places where the priorities of the game system rub up uncomfortably against the fictional space created using the game system.
Mallus said:That's because you aren't a PC in a role-playing game. The world is a comprehensive simulation of itself. RPG's are a comprehensive simulation of... not much.
Mallus said:Why? People have different talents. Since verisimilitude seems so important to you, why would you expect that you're character can automatically emulate an NPC's skill, without regard to the NPC's background and training? Perhaps it took the NPC 10 years to master the 5 Points Exploding Palm Technique...
Not really.Kordeth said:But by the wacky rules of the D&D economy, they do./
I bolded the important part. While not crippling, that is still a limitation. Also, the text refers to mundane items. Not in the context of 'non-magical', but in the context of 'every day items'. I am pretty sure diamonds are not an every day item for most inhabitants of a small city. In other words, while there may very well be 5000gp in diamonds around a city, they are not likely to be sitting in a pile on the burghermeister's desk.In other words, a Small City or larger should easily be able to produce the goods required for a raise dead spell.
No argument there.Andor said:However playing a game without annoying bits is better yet.
Both of those elements are part of my working definition, with some others, including 'naked adolescent power fantasy', and by naked I mean unbridled, not unclothed.What is an RPG? If it's an exercise in creative joint storytelling then I don't need rules at all. If it's a tactical game of combat then I don't need named characters and local towns and economies.
OK. Sure. But what goes into creating that sense of a real world? Personally, having protagonists and antagonists governed by the same algorithms just doesn't do it for me, verisimilitude-wise (in part because I try not think too much about said algorithms when I'm playing. Ironically, that damages my suspension of disbelief, kinda. A little.)I play an RPG to assume the identity of a character in a world, and both the character and the world have to feel real to me.
Given a typical campaign structure, explain the difference between telling a player "it'll take 10 years of dedicated training" and "no you can't" in something other than philosophical terms.I said "can also learn". If it took the NPC 10 years to learn, then having it take 10 years for my PC is perfectly fine. Saying, no that's NPCs only, is not.
A certain amount of whether the game world feels real to you is a function of the rules. But perhaps a larger portion is an act of will. This is the lesson which Hong has endeavored to teach you, but as his efforts at instruction through zen koan have failed, I have an alternate solution- thou shalt go forth, and play a game of Og: Unearthed with thy drinking buddies, and then a game of Faery's Tale with your eight year old niece. Observe how your drinking buddies accept the game world and revel in it precisely because the rules are highly abstract, and how your eight year old niece accepts the game world simply because it pleases her to do so.Andor said:I play an RPG to assume the identity of a character in a world, and both the character and the world have to feel real to me. That does not mean the world has to be like our world, but it does mean it has to be internally consistant enough that I can empathise with the viewpoint of a character within that world.
But you always were within your rights to deny an NPC revival.Majoru Oakheart said:I can follow these rules and am perfectly within my right to say "He doesn't come back...he's gone." So, mechanically, I see a big difference.
Charwoman Gene said:Bill Slavicsek told me access to raise dead is not restricted to PCs. It is really not much different for 3e, except the "ritual" is needed as opposed to it being someones class ability