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Legends and Lore: Out of Bounds
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<blockquote data-quote="I'm A Banana" data-source="post: 5731314" data-attributes="member: 2067"><p>I'm not <em>totally</em> clear on what he means, here.</p><p></p><p>A red dragon immune to fire can still be killed by ice and swords and such. Those are all character abilities (attack rolls and lightning bolts!). </p><p></p><p>An invisible force-field can still be solved with player abilities: various divinations to figure out the ways around it, or <em>Dispel Magic</em> or <em>Disjunction</em> can get rid of it, and those are all character abilities. </p><p></p><p>Even straight skill checks -- Wisdom checks to notice the solution, Intelligence checks to figure out the solution, Strength checks to beat in the walls, etc. -- are character abilities the characters can use to solve the problems in front of them.</p><p></p><p>Character abilities are the ways the characters interact with the world they are in. </p><p></p><p>I know when I played 3e, I didn't worry about figuring out how the party could overcome the challenges I placed in front of them. I knew they had ways to do it -- they had ingenuity, and the abilities they had were multi-purpose tools rather than narrowly defined effects, and I had the "say yes" improv mantra, and that worked really well. </p><p></p><p>I know that was lost in 4e, but that's a feature of the abilities changing from general purpose tools to narrowly defined effects. Like Chris Perkins says, you can't put <em>darkfire</em> on a door, 'cuz it's not a creature, right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>But the solutions the party found in 3e weren't "outside" of a character's abilities, they were part of them. Perhaps used in a more creative way, but still part and parcel of a character's capacity for action. </p><p></p><p>Perhaps that's the more useful takeaway, here: the difference between an effect-based abilities system where what the ability does is narrowly defined, and a cause-based abilities system, where what the ability <em>is</em> is defined, and what it <em>does</em> is up to DM and player ingenuity. It's the difference between saying "Fireball deals 4d6 damage to creatures in a 4 by 4 cube within 10 squares of the caster" and saying "Fireball creates an explosion of fire. This deals..." etc. </p><p></p><p>Because I don't see how the players are going to accomplish anything, if not through their characters' abilities in some respect.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5731314, member: 2067"] I'm not [I]totally[/I] clear on what he means, here. A red dragon immune to fire can still be killed by ice and swords and such. Those are all character abilities (attack rolls and lightning bolts!). An invisible force-field can still be solved with player abilities: various divinations to figure out the ways around it, or [I]Dispel Magic[/I] or [I]Disjunction[/I] can get rid of it, and those are all character abilities. Even straight skill checks -- Wisdom checks to notice the solution, Intelligence checks to figure out the solution, Strength checks to beat in the walls, etc. -- are character abilities the characters can use to solve the problems in front of them. Character abilities are the ways the characters interact with the world they are in. I know when I played 3e, I didn't worry about figuring out how the party could overcome the challenges I placed in front of them. I knew they had ways to do it -- they had ingenuity, and the abilities they had were multi-purpose tools rather than narrowly defined effects, and I had the "say yes" improv mantra, and that worked really well. I know that was lost in 4e, but that's a feature of the abilities changing from general purpose tools to narrowly defined effects. Like Chris Perkins says, you can't put [I]darkfire[/I] on a door, 'cuz it's not a creature, right? :p But the solutions the party found in 3e weren't "outside" of a character's abilities, they were part of them. Perhaps used in a more creative way, but still part and parcel of a character's capacity for action. Perhaps that's the more useful takeaway, here: the difference between an effect-based abilities system where what the ability does is narrowly defined, and a cause-based abilities system, where what the ability [I]is[/I] is defined, and what it [I]does[/I] is up to DM and player ingenuity. It's the difference between saying "Fireball deals 4d6 damage to creatures in a 4 by 4 cube within 10 squares of the caster" and saying "Fireball creates an explosion of fire. This deals..." etc. Because I don't see how the players are going to accomplish anything, if not through their characters' abilities in some respect. [/QUOTE]
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