D&D 5E Low CRs and "Boring" Monsters: Ogre

It actually isn't, which is why your claims of supposed objectivity fall on deaf ears. The only thing "Role-Playing Game" means is that it is a game where you play a role. There's no distinction whether this role has to be mechanical or thematic, and playing a fighter built around tanking that never utters a word or improvises actions is still roleplaying. Maybe not the kind you enjoy (and I probably wouldn't either) but it definitely still is occupying a role within the group and story.
Role-playing is defined as making decisions as someone else would make them. It's just the act of pretending to be someone else. In an RPG, you make decisions as your character would make them.

If you don't conceive of the character as a distinct individual, but rather as simply a gamepiece, then you can't role-play as that character. That's when you cross the line between an RPG and a board game. As long as you're making decisions that the character would make, even if that amounts to simply choosing which enemy to attack and swinging your sword, then you're still role-playing.
 

log in or register to remove this ad

So why are games like Wrath of A and all the other WOTC games like that called boardgames and not role playing games? I've got a real good idea, but I'd like to see you try to explain it.

Marketing, if I had to guess. Gets the product into places it wouldn't otherwise be and keeps it separate and distinct from mainline D&D. Since I'm not overly familiar with it, a quick google search reveals this description:

"A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons.

A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon!

Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.
Each player selects a hero; a rogue, thief, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal - from retrieving a relic, to slaying a vampire lord."

So, we have distinct character classes, experience and treasure gain, exploration mechanics, and typically an over-arching goal. How is that not an RPG? Saying that this isn't an RPG is like saying Final Fantasy games aren't RPGs because the plot and characters adhere to a set script and you (the player) can only adjust their gear and abilities.

Role-playing is defined as making decisions as someone else would make them. It's just the act of pretending to be someone else. In an RPG, you make decisions as your character would make them.

And those decisions are translated mechanically. Simply by existing that character will shape the story as a result of his presence, regardless of whether or not he's being viewed as a game piece. Inferring from the above description that individual characters can die in Wrath of Asharldon, then a game where the rogue bites it in the beginning is a different story told through game events, whether or not there was any attachment or investment in the character.

If you don't conceive of the character as a distinct individual, but rather as simply a gamepiece, then you can't role-play as that character. That's when you cross the line between an RPG and a board game. As long as you're making decisions that the character would make, even if that amounts to simply choosing which enemy to attack and swinging your sword, then you're still role-playing.

Untrue. Both the dictionary.com and Merriam-Webster definitions for role-play make note that you can role play within situations as much as you role-play other people.

"to experiment with or experience (a situation or viewpoint) by playing a role:
trainees role-playing management positions."

"an activity in which people do and say things while pretending to be someone else or while pretending to be in a particular situation"

: to act out the role of
: to represent in action
: to play a role

In the example of trainees role-playing managers, there's no implication they're given a backstory to go with. You don't need to role-play as manager Joe with 2 kids and a bad mortgage, you just need to experience the required duties (the mechanics, essentially) of the role.

Your second sentence is more or less what I was getting at, you can make purely mechanical decisions (whom to attack, when to retreat, what spell to use) and still be role-playing, even if the character is a blank slate.
 

By the end of 4e, you could fit the monster math on a business card, so no, at a given level it was not a strenuous feat to figure out what the hit roll was. In fact, that was a major complaint people had about the system; that they felt they didn't progress and instead remained static. Spell DC is no more or less consistent than this, since it's still dependent on the creature's stats and expertise, which is exactly what 4e used.
So what if you can fit the entire listing on a grain of rice? The size of the monster listing is not directly relevant to the number of variables in the listing. (Variables in this case: Discrete pieces of statistical information. A strength bonus of +5. An AC of 23. A Wisdom save or Will defense of +2). Your argument doesn't address or contradict any of the problems noted in post #118. It helps a bit in keeping monster information together in one place - but it is not the major time sink.

Instead of memorizing monster options, you instead memorize spells, then you realize you have to look them up again if there's any change in their slot expenditure, or if you forget anything about them, since they aren't printed alongside the actual creature.
Spells have fewer and less inconsistent variables than monsters. It is inherently more efficient to memorize a small number of archetypical abilities (spells) than myriad different monster stats and unique abilities. I suppose one could write monster listings in terms of "Teleports like a unicorn". But 4e most certainly did not. Yes, if you are having to look up spell listings frequently that's going to be a time sink. That hasn't been much of problem in long term play in my experience. It is trivially easy to write them down in 4e style coding if that's an issue for you.

Spells also lack granularity, as the ones that can't be upped in slot level result in a weird situation where every creature that can teleport does so in exactly the same fashion and distance. This is why slapping spells like Misty Step on monsters in place of a teleport ability or move speed is lazy.
That's called efficient and consistent game mechanics. Do feel free to explain why you imagine having a dozen minor variations on Misty Step would be an improvement. Of course, there ARE actually other teleport abilities in 5e. So pretending that it's a one-size-fits-all situation is disingenuous.
 
Last edited:

Wrath of Ashardalon was a boardgame. So was Talisman.

Neither were "D&D without the role-playing elements," which is an oxymoron. The former was a boardgame that used some D&D IP, though, so the misconception is remotely understandable.
 

I don't follow. In 4e this would be a bull rush attempt. Which could be buffed via p 42 (the worked example on p 42 is of an ogre being pushed into a fire).

I can report that in my 4e game there has been no shortage of people being pushed over cliffs or into pits, blasted through walls, etc.

It doesn't seem that legit to me. Is it meant to be based on the rule that you can't push someone through blocking terrain? In which case a parapet is not blocking terrain, as
Tony Vargas said:
As Pemerton has pointed out, you could bull-rush someone off a parapet. You'd have to charge, which might not be practical in the middle of a duel, but you could do it, RAW, if you were adverse to improv. If you weren't, well, "Page 42" anyone?
The word I was technically looking for was rampart, not parapet. Bull Rush does not work because it is explicitly limited to a push effect - limited to the direction away from the opposing combatant. To push somebody off a rampart, they need to be moved laterally - perpendicular to the combatants - in addition to moving them over any safety wall or parapet. I'm sure you can find some way to house rule this to work in 4e. That doesn't make the base 4e system any less idiotic nor does it have any relevance regarding how to improve ogres in 5e.
 

The word I was technically looking for was rampart, not parapet. Bull Rush does not work because it is explicitly limited to a push effect - limited to the direction away from the opposing combatant. To push somebody off a rampart, they need to be moved laterally - perpendicular to the combatants - in addition to moving them over any safety wall or parapet. I'm sure you can find some way to house rule this to work in 4e. That doesn't make the base 4e system any less idiotic nor does it have any relevance regarding how to improve ogres in 5e.

To be ever so slightly nitpicky, "Push" meant each square they were to was further from you than the last.

1 2 3
4 5 6
7 8 9

Character A is on space 8 and character B is on space 5. A "push one square" effect could move them to point 1, 2, or 3. Unless I'm grossly misremembering things.


Sent from my iPhone using Tapatalk
 

Character A is on space 8 and character B is on space 5. A "push one square" effect could move them to point 1, 2, or 3. Unless I'm grossly misremembering things.
It's not beyond the realm of possibility that I'm misremembering. REGARDLESS, the relative merits of 4e are not going to make the 5e ogre more interesting.
 

To be ever so slightly nitpicky, "Push" meant each square they were to was further from you than the last.

1 2 3
4 5 6
7 8 9

Character A is on space 8 and character B is on space 5. A "push one square" effect could move them to point 1, 2, or 3. Unless I'm grossly misremembering things.
You are correct. One of many convenient (and occasionally bizarre, like pi=4, that never gets old... OK, maybe a little old) little consequences of 4e's simplified handling of diagonals. Same applies to pulling along a grabbed target, you don't have to pull him into the square you vacate, just 1 square into a square adjacent to you for it to be a 'pull.' All pretty clear, really.
Shadow may have been thinking of the straight-line requirement of the 3.x charge or something.

I'm sure you can find some way to house rule this to work in 4e.
No house rule required.

It's not beyond the realm of possibility that I'm misremembering.
That'll have to do.

REGARDLESS, the relative merits of 4e are not going to make the 5e ogre more interesting.
Not the point. Rather the opposite.

Really, we're seeing the consequences of some pendulum swinging in D&D design. 4e, reacted to questionable criticisms that 3e was 'too static,' & expanded tactical combat, which, in turn, led to questionable criticisms that its combats were too slow, leading to 5e emphasizing fast combat by (among other more significant things) shaving tactical options, including presenting /some/ very simplistic monsters (and sub-classes).

D&D has enough variety among it's would-be critics (who are mostly fans) that anything it does to address one questionable criticism is going to lead to others. (Nevermind the outright false criticisms.)
 

What I'm about to say isn't related directly to Tony's point but--

You are correct. One of many convenient (and occasionally bizarre, like pi=4, that never gets old... OK, maybe a little old) little consequences of 4e's simplified handling of diagonals... 4e, reacted to questionable criticisms that 3e was 'too static,' & expanded tactical combat, which, in turn, led to questionable criticisms that its combats were too slow, leading to 5e emphasizing fast combat by (among other more significant things) shaving tactical options, including presenting /some/ very simplistic monsters (and sub-classes).

D&D has enough variety among it's would-be critics (who are mostly fans) that anything it does to address one questionable criticism is going to lead to others. (Nevermind the outright false criticisms.)

I found the above juxtaposition interesting. Clearly in at least some ways 5E is more complex than 4E, not simplified, since pi=4 is "simpler" than pi=3.14159...infinity. And yet that extra complexity (Euclidean geometry) makes it simpler to use in practice for modelling a complex system (real-world geometry) because you don't have counterintuitive edge cases.

Evaluating simplicity isn't simple.
 

let's not forget you had to pay for DDI to get those riders
No you didn't. I got forced movement as a rider on p 42 of my DMG. I got terrain powers, which include examples of riders, in my DMG2. I got a more systematic treatment or improvised conditions by [MENTION=64825]wrecan[/MENTION] as a free article from the WotC website.
 

Remove ads

Top