GreatLemur said:Thanks, Roger. That clarifies the issue a whole lot (although now that I understand skeptic's terminology, I know that I don't have enough of a grounding in 4e to really discuss this issue).
Can you recap what you have understand ?
GreatLemur said:Thanks, Roger. That clarifies the issue a whole lot (although now that I understand skeptic's terminology, I know that I don't have enough of a grounding in 4e to really discuss this issue).
Orcus said:Not trying to "derail the thread" but this issue has always existed in D&D.
Orcus said:From a "game theory"* point of view, the guy who does "what my character would do" and the party be damned is called a "tool" or a "dill-hole" and "isnt invited back to play," whereas the guy who "grudgingly accepts his combat role even though it causes some tension with his character and later roleplays through that tension" is called a "normal person" or a "grown up" and is a "welcome part of any game group."
skeptic said:Hmm, I was simply saying that the XP for two encounters (combat + trap) is more than for one (skill challenge).
In other words, maze = 1000 xp, combat + trap = 2000 xp.
So it's better to fail the maze than succeed it and that's the strange thing.
Roger said:Sure it's strange -- but don't blame D&D for that strangeness.
You're the one that created that skill challenge. If you don't like the success and failure results, change them.
skeptic said:Encounter 1 = Combat with patrolling orcs.
If suceed, PCs get to the dungeon.
IF failed ("TPK"), PCs are brought into a prisonner camp.
Here, they face Encounters 2 and 3 (two combats) to get their freedom and proceed to the dungeon.
LostSoul said:This is why the orcs take away your weapons.
skeptic said:It has nothing to do with skill challenge, let me give another example :
Encounter 1 = Combat with patrolling orcs.
If suceed, PCs get to the dungeon.
IF failed ("TPK"), PCs are brought into a prisonner camp.
Here, they face Encounters 2 and 3 (two combats) to get their freedom and proceed to the dungeon.
I think that this is right.SweeneyTodd said:Anyway, the way I think of "coherence" is: Does the game design actually do what it is setting out to do? The reason I'd personally describe 3e as "incoherent" is because you can run any number of different types of games with it, which can be good, but that if you have a bunch of players who sit down to "play D&D", it's like the blind man and the elephant... you have to do a lot of talking to figure out if all these folks who want to get together to "play D&D" are actually talking about the same thing.
For that reason I don't think incoherence is ever a good thing if you're trying to run a game as written. People make lemonade out of it because they're used to houseruling and snipping bits they don't like, sure. But we'd probably all be better off if those different games had different names and you knew what you were getting.
Interesting. I've just got my books this morning (it's already midday of June 6 in Australia) and haven't had a chance to read them yet.SweeneyTodd said:In comparison, I think 4e is pretty damn coherent. Both in terms of the design, and in the DMing advice given. (I'm ignoring the intro "This is how you play" stuff... it's extremely superficial and the in-depth DMing advice later in the book doesn't match it, so I figure we can safely ignore it.) That's just my opinion from reading the books.
For example, there's bits in the DMG about the PCs looking to gather info in the local wizard's guild library, the DM hasn't yet established that one exists, but since it's plausible and the players have an idea he wants to run with, voila, yes, there is a wizard's guild. Or the quest section where players are encouraged to come up with quests and the DM assigns suitable difficulty and reward. That's pretty neat stuff and it goes far beyond the kinda-railroady introduction text.