Matt James
Game Developer
When the time came for a new edition, we got 4e, which is really Andy Collins' version of the game.
You need to qualify this statement, as it completely invalidates everything else you say.
When the time came for a new edition, we got 4e, which is really Andy Collins' version of the game.
Charm spells were never good at taking enemies out of a fight. There was usually a clause about hostile actions breaking the effect; in 3.5 any threat from you or your allies against the charmed creature broke the spell (and you got a +5 to save if you were in combat when the spell was cast).
The point of charm magic was to be a non-combat effect. The succubus works her wiles on you and you become entranced, not a dominated thrall but not entirely free-willed either; she can worm secrets out of you, induce you to help her out in seemingly harmless ways, and so forth. In combat, the 4E version works out okay. Out of combat, it's mostly useless unless the DM makes up an entire new ability to cover it. If you want to do that making-up, more power to you; but I would prefer to have guidelines from people who've put some thought into it and tested it in play. That is, after all, why we pay money for this stuff.
With that clarified, I would say that it is eminently reasonable that you should have these preferences in some roleplaying games - but (a) I don't think that those methods fit D&D 4E well, and (b) that you seem to prefer them for every single roleplaying game you play I regard as blinkered narrowmindedness, I'm afraid. My only question would be, if that is the only type of game you wish to pursue, why on earth are you starting with D&D as your system?
Paul Czege's comments would be apt in this case if the game was restricted to a single GM and a single player. Several games, though, have distributed authority over resolutions without (allowing) 'self resolution'. Universalis' definition of "complications" springs immediately to mind as an example. None of these techniques, though, fit "gamist" or "challenge-based" play - which is what I want when I select D&D as the system.
So, the game you are "challenging" them at is "guess what the GM is thinking"? Sorry - I'll stop now.
If it's not the "one, true way" why are you advocating it as the desirable direction for the development of D&D 4E?
Let me try to sum it up again: "D&D 4E is good at the job it set out to do; if you think it could be improved for that purpose I'm all ears, but if you don't like that purpose, why not pick a system that suits your purposes better? That is what I do when I want a game with different goals".
It seems to me that many of the "edition war" type arguments boil down to attempts to control/advocate/influence the core play goals of D&D as a system. Such arguments are bound to be futile and will furthermore make for a less focussed - and hence poorer - D&D. Surely, a more productive line would be to ask what other games fit your preferred goals better, and how might they be improved to focus better on your chosen aims?
With 3.x and especially with 4th Edition D&D, I think the designers have actually returned D&D to its 'roots'. They have recognised the "DNA" I mentioned earlier and aimed to create a game system that is optimised for that purpose. I love the result. I can understand that those who wanted to use D&D for other aims prefer earlier editions - essentially because their lack of optimisation for "gamist" or "challenge based" play means they are better for other styles of play, in a similar way to which a hacksaw with no blade is better for use as a hammer, because there is no blade to break or cut yourself on!
I won't claim to be surprised, but this is fine - it supports a play style you don't like, no problem there. I cited it simply as an example that confining resolution authority to the GM is not the only way to ensure that resolution authority is not in the hands of the one who chooses and/or the one who faces the challenge.It should come as no surprise that I didn't enjoy playing Universalis! I've only had two or three experiences with the game, though.
Very simply I meant to say that if you have more than two players (i.e. more than one GM and one 'player', if you have a GM) then you have more choices than "the GM" to handle resolution authority without having a player handle resolution authority for their own/their character's challenges. Simple logic of numbers, is all.But to focus on your first sentence - can you unpack this idea for me? I don't understand how that is the case. (Do you mean any one GM and/or player, or one-on-one type games?)
"Mother-may-I" is a rather dismissive simplification, but in essence, yes. To put it in a more nuanced way, the GM's beliefs, knowledge, mood, biases, social relationships and internal picture of the setting and situation of the game will inevitably colour their judgements and choices. They will first of all colour their view of how the action develops in the fiction, and then both as a result of this and independently they will colour their judgements about the results of actions in the fiction. If players are given incentive to "beat" other elemets ('challenges') in the fiction using their own guile, skills and luck, they will be naturally impelled to try to understand and relate to the GM's beliefs, mood, biases, etc., since a clear understanding of their situation will tell them that this is the most likely way to achieve their aims.That's a good question. That's something I have struggled with; how is it not "mother-may-I" play (assuming that's what you mean).
I think it has to do with the impartiality of the DM. Do you think this is possible? (That is, you can avoid mother-may-I play if the DM makes rulings impartially.) If so, is it desired or necessary? Can you get the same benefits in some other manner?
What do you think?
As I say above, this seems to me to be "challenging the players to explore new concepts" rather than "challenge them to beat in-game challenges". It can be fun and is a very valid way to roleplay, but it's not what I mean by "challenge-based play", which is much more akin to challenging someone to a game like chess, with fixed rules within which novel strategies, or simply effective old strategies, might be applied.I think it's desirable because it's what I prefer! I also think that challenge-based play is better served with the "rulings, not rules" model; I think this makes it easier to challenge the player, since players can think "outside of the box". That may not be true, it might be the flavour of the challenge that's the difference.
Fairly clearly I beg to differI don't agree that 4E is designed for challenge-based play. I don't think the reward cycles of the game promote "stepping up" to face more difficult challenges. There are, I think, 3 issues with challenge-based play in 4E:
Treasure in 4E is, to my mind, part of the levelling process. There is a "standard" rate at which characters are expected to gain treasure, treasure is (or, rather, was until the ill-conceived - in my view - 'Rarity' system came along) in the control of the players, within the confines of resources (money) and powers (Ritual casting). Treasure I see therefore as a character attribute, similar to powers and feats. Items are part of the "armoury" that the players have to overcome the challenges that comprise the game.1. Treasure is rewarded by character level;
Correct; they are the way that the players control the extent to which they "step up". Nothing stops them from being wusses and chasing the "five minute workday". But, with possible explanation and some clarity of vision, they might find that it is more fun to "step on up" to further challenges before they recharge once more.2. Extended Rests are not a limited resource;
Yes - see the last point! 'Dying' is a failure - and it should be undesirable - but the real reward is not from the levels or the treasure, it's from the play of the game itself (which is actually true of all modes of play, but that's an aside).3. Dead PCs can be replaced by new PCs of the party's level.
As I noted above, I had/am having a discussion with pemerton in another thread. Between you, you are advocating the other two clearly identified focusses for roleplaying besides Gamism as being "most viable" for 4E D&D. As an advocate of the third focus, I naturally believe you are both wrong, but I do enjoy hearing your arguments and responding to them! So far, though, I think I have more cogent reasons for believing that 4E is primarily suited to supporting 'Gamist' or "challenge based" play, and that when playing in other modes the best option is to redesign the rule system from scratch - possibly retaining some of the D&D colour and 'genre details'. I think it's very sad that the controllers of the rights to that colour and genre detail are unlikely to develop another roleplaying game using them. This leaves us with D&D either (a) not satisfying many of its players who would rather play with a different focus but love the colour and genre details, or (b) D&D being modified in ways that, the designers think, will better support the other foci, but will in fact just compromise its utility for 'Gamist' play.I think what 4E focuses on is the story of your heroes in a world that needs them. pemerton has made some good arguments on how the various rules interact to feed this goal. Where I disagree with him is on the amount of thematically-charged material in the game.