Henry
Autoexreginated
Hellcow said:Anyhow, now I'm actually heading out on travels and won't be checking the boards, so I really am signing off. Have fun!
*looks at last ten posts*
SUUURE you are.
Seriously, have a safe trip!
Hellcow said:Anyhow, now I'm actually heading out on travels and won't be checking the boards, so I really am signing off. Have fun!
nutluck said:A good GM works with her players to make sure they make characters that fit and can work in the story she is telling.
This is what I see as the core of the issue. One of my favorite game systems is Over The Edge. One of the things I love about it is that every campaign is COMPLETELY DIFFERENT. There's no class roles, no expectations; you can play virtually anything.Hamburger Mary said:But that's exactly the problem, Nutluck. A good DM does this. But what if she's NOT a good DM? What if she's never run a game before, and has just picked up an RPG for the first time in her life?
Hamburger Mary said:But that's exactly the problem, Nutluck. A good DM does this. But what if she's NOT a good DM? What if she's never run a game before, and has just picked up an RPG for the first time in her life?
While I think that 3E is too scattershot. Again, that range of +0 to +28 depending on your personal ability to game the system is just too extreme for me. The default 4E fighter isn't going to have skill in Diplomacy. But he still CAN become a diplomat, if you want - and actually be pretty good at it, better than his 3E counterpart. I've got that level of versatility available to me; I can make the fighter of noble birth with some knowledge of Diplomacy. I'm just not sacrificing my fighting skill in the process - aside from a feat which could have given me a slight advantage in combat, but which doesn't form the entire foundation of my class abilities.
Ximenes088 said:If an option exists such as allows a player to trade the great majority of their noncombat utiltiy for combat utility, or vice-versa, you destabilize the game automatically. There are certain inevitable consequences that come about from it, and you need a lot more communication and preference-matching with the rest of the group to overcome them.
If you make a Hawking, you either expect to dominate noncombat scenes or you expect to be in a party of Hawkings who share the noncombat limelight. The first expectation is something 4e explicitly dumps; they do not want to let one PC hog all the noncombat scene glory, no matter how useless they promise to be otherwise. The second expectation... well, if you're all skill peers, why not be skill peers at the baseline? If being combat-competent really bugs you, just forfeit abilities.
Hellcow said:Even with 4E D&D, I'm GOING to do the same thing; that's what a good DM does. If I've got the PC who's backstory is that he was driven from his ancestral fiefdom and now intends to depose Kaius and conquer Karrnath, well, I'll steer events in the stories towards that. Likewise, it turns out that the paladin and warlock in my group both have Intimidate and are good at it, and they used that to good effect. But not ALL paladins and warlocks are good at Intimidate. My second group has poor initimidation coverage, but strong diplomacy - so when it comes to social challenges, they'll take a different angle. Another group could simply have built themselves with no social skills at all; nothing's preventing you from doing that. There's no "EVERY GROUP AUTOMATICALLY HAS A +10 DIPLOMAT" rule. As a DM, I may point out to the group that they are weak in a certain area; one of my groups sucked at Perception, and they've since rectified it. It's EASY to set things up so that you can get a well-balanced group. But it's still about player choice; you aren't good at everything, you'll simply be good at SOMETHING in both the combat and noncombat arenas.
And now I'm running late... $%@^!
Well, suppose you do run a political, low-combat game. What advantage is gained by allowing players to eliminate their combat skills and double their noncombat skills? The end result will be a group of PCs with roughly identical levels of noncombat skill... which is exactly the same result as you get if you let them all stay baseline.nutluck said:No it doesn't destabilize the game just because they do it. It depends on the type of game that is being run. if I run a political based game set in a city where combat is rare it works just fine. It only destablizes the game if it is a combat heavy game and the GM doesn't work with the players to insure they make characters that fit the game
Combat abilites don't bug me. I never once said it nor did I imply it. I said I wanted the game to have options so people could make characters the way they wanted and so GM's could run games they way they want and tell the stories they want.
I never said 4e must do this. I only said i think it is a mistake for them not to offer them as optional rules for those that want that. It cost them customers when their was no reason it had to.
So you're saying that you would prefer 4e to a be system that goes from 1-10, but most people are still a 3?nutluck said:But for me to put it in simple terms, it looks like 4e will have a scale of 1-5 on how good you are at combat and how good you are at social stuff. Most people are a 3 but can go up or down a little. Where as with optional rules I wanted to see 4 allow for a scale of 1-10 for example.
Looking to noncombat, as a playtester, this isn't true at all.nutluck said:But for me to put it in simple terms, it looks like 4e will have a scale of 1-5 on how good you are at combat and how good you are at social stuff. Most people are a 3 but can go up or down a little.
nutluck said:No it doesn't destabilize the game just because they do it. It depends on the type of game that is being run. if I run a political based game set in a city where combat is rare it works just fine. It only destablizes the game if it is a combat heavy game and the GM doesn't work with the players to insure they make characters that fit the game
nutluck said:No it doesn't destabilize the game just because they do it. It depends on the type of game that is being run. if I run a political based game set in a city where combat is rare it works just fine. It only destablizes the game if it is a combat heavy game and the GM doesn't work with the players to insure they make characters that fit the game
Combat abilites don't bug me. I never once said it nor did I imply it. I said I wanted the game to have options so people could make characters the way they wanted and so GM's could run games they way they want and tell the stories they want.
I never said 4e must do this. I only said i think it is a mistake for them not to offer them as optional rules for those that want that. It cost them customers when their was no reason it had to.