What I am seeing here (at least in the context of 4e) is nothing but a risk that the GM might ignore the rules. If the GM doesn't ignore the rules then (1) s/he will apply page 42, and hence (2) won't set the damage a couple of levels lower than you, nor let rocks fall on everyone's head and kill them instantly.If improvising almost always is able to make an enemy irrelevant or even defeat an enemy faster than using the rules in book, then improvising becomes the ONLY choice. Why attack for 1d8 damage when an improvised action causes rocks to fall on the enemies head and kill them instantly. Or locks them in a corner, unable to get out for days.
<snip>
If you improvise an action your DM might assign it at-will damage or encounter damage instead of daily damage. The DM might determine that it only qualifies for damage a couple levels lower than you. They might decide that using p42 for this particular improvised maneuver isn't appropriate and make up a new mechanic all together.
To be completely honest, what I'm seeing here is simply poor GMing. GMs who don't know how to frame challenging non-combat scenes; and GMs who don't know how to narrate and adjudicate complications. For instance, in the case of the demon horde, IF the GM has framed it as a high-complexity skill challenge then the GM needs to have complications in mind. Possibilities I can think of off the top of my head include that the king is afraid and would rather have the heroes fight the demons; that the king is secretly a demon-worshipper; that the king thinks the PCs are lying or exaggerating, or otherwise doesn't trust them; that the king wants to be seen to not be helping them for some other reason the PCs need to discover; etc.Unfortunately, there are so FEW situations that have enough interesting things to narrate to require that complexity of skill challenge that they should almost never be used. Plus, for a lot of DMs, they have no idea how much interesting things they have to narrate until they come out of their mouth since they are DMing mostly on the fly.
Though, that doesn't stop the DMs who are pretty much improvising on the spot from saying "I need to give them a bunch of XP, so I'll use a high complexity skill challenge because I don't want to run a combat." and then end up spending the next 15 minutes saying "That's not enough successes, roll again".
This almost always feels artificial, in my experience:
"I tell the king that the kingdom will fall to the horde of demons we saw approaching and he needs to ride out and meet them. There were hundreds of them and we can't defeat them alone!"
"Make a Diplomacy check."
"I get 30. That should convince him."
"He's not completely convinced. Maybe if you demonstrated your strength, he'd be convinced."
"Really? An army of demons isn't enough to convince him? I have to lift a table over my head as well?"
"Yeah, sorry, I didn't expect you to make such a great point as your first check, and this is a complexity 5 skill challenge."
I find "I'll keep asking for skill checks until I'm convinced they've succeeded in their goal" works much better than setting a specific number of successes required. If it takes only 1 skill check to succeed in something, then so be it. If it takes 30, that's fine as well. I think skill challenges are just too formal.
As for "such a great point": vs AC 25, a 35 to hit roll does no more damage than a 25 to hit roll. It's binary, and any pip in excess is wasted. The same is true in a skill challenge, with one exception: if you're using the rules from Essentials then hard successes can, in some circusmtances, count as two successes.
This is not correct. Regeneration is modelled by Stamina plus SFX. A forcefield is modelled by Durability. Durability can be used in a reaction pool when defending. Typically Stamina cannot be - it is used in recovery actions or with recovery SFX.Regeneration says to me "I take damage normally, but I regain it quickly" vs a forcefield which says to me "I stop damage from ever occurring. In MHRP, both just add a dice to your dice pool when defending.
This would be fine if the traits and powers seemed to have any effect on the game at all except slightly different die sizes.
I get the sense that you reall have very little familiarity with the system. I GMed my first session the other day - the actual play post is here. The short version, though, is that traits and powers had an effect on the game. War Machine ran different arguments in front of Congress from Bobby Drake. Wolverine tracked people and cut them up; Invisible Woman trapped people in force cages; and Iceman slid them down ice slides and froze them into ice cages.No, that doesn't mean they are connected. It just means that the game is a freeform roleplaying game that periodically rolls dice to decide what happens.
This happened in my game when Wolverine hit Armadillo. So they trapped him in a force/ice cage instead.Guess what happens when Collosus uses his best dice against Titanium Man? Answer: The Watcher spends a Doom Pool die, activating Titanium Man's Invulnerable SFX and ignores all damage.
Guys, as much as I love MHRP, this isn't the forum. Can we return to replaying in DND and specifically Next?
I want to pick up this last point in a way that is (I think) relevant to RP in D&Dnext.But mathematically, it's still a bad idea to use any power that has a lower die. Sure, it MIGHT not make a difference because of how small the numbers are. However, if your goal is to hit an enemy, choosing a lower die is counter to that goal.
In my experience, the single biggest enemy of RP in D&D is that players always have a reason to try and roll their best dice, and therefore try to avoid stepping outside very narrow bands of PC competence. In 4e, I can sometime break this down by thoughtful framing of skill challenges, but even then it isn't easy.
Systems like BW, or MHRP, which via a method of (1) separating PC advancement from PC success, and (2) fail forward in action resolution, release this brake on RP. It would be good if Inspiration mechanics could somehow achieve the same thing in D&Dnext.