Sojorn said:So, the question is, what prevented the 3e succubus from doing this?
The question isn't rhetorical and actually has a pretty important answer. But said answer is going to vary from person to person. My hope is that WotC supported as many different answers to the question as solidly as they could. My selfish hope is they supported my answer to the question as throughly as possible.
Sojorn said:So, the question is, what prevented the 3e succubus from doing this?
The question isn't rhetorical and actually has a pretty important answer. But said answer is going to vary from person to person. My hope is that WotC supported as many different answers to the question as solidly as they could. My selfish hope is they supported my answer to the question as throughly as possible.
Celebrim said:The question of whether this approach is superior is a more difficult one, in no small part because there probably isn't an objective answer.
I tend to think that the 4e approach runs into big difficulty whenever the play departs from the core gameplay of 'killing the monster and taking thier stuff'
Hussar said:I like agreeing with Celebrim. Makes me feel all balanced.
Where I disagree is with Kamikaze Midget's idea that it will all be based on "make stuff up". This will be no more or less true than it ever was. Every adventure contained elements of "make stuff up". Just about every campaign specific element contains elements of "make stuff up".
This has been core to D&D since day 1. I don't think it will change. What has changed is the obsessive need to hand all control to the rules. People constantly complained that 3e took power from the DM and handed it to the players. It didn't (IMO). It took the power and kept it wrapped up in the rules.
Now, the power is being shifted back to the DM's but, only at certain times, which will generally be during adventure design. At the table, the rules will cover most parts of play. The really corner cases, like the players entice the Succubus to become some sort of mind control machine for them, can be ignored by the rules because the chances of it coming up are pretty bloody small.
I had another thread talking about the size of the toolbox a week or two ago and it related to this one. The idea that your toolbox MUST cover situations to five nines is, IMNSHO, a waste of page count. Instead, cover most of the situations that come up most of the time and don't sweat the small stuff. Give the DM's lots and lots of advice on how to handle the corner cases beyond a simple Rules 0 declaration instead of trying to create mechanics that will cover all possible situations.
robertliguori said:The idea of players interrogating a succubus to find out how her tricks work and how they can take advantage of them isn't even an edge case, let alone a corner case; expecting an enemy archetype based on negotiation and treachery to only interact with the PCs via direct combat and not favor-trading or similar smacks of ignoring player action in the general case.
Really? I've read a lot of published mods and you almost always fight a Succubus when you encounter it.robertliguori said:In a universe in which you can always predict player action and outcome in certain scenarios, you can get away with leaving large sections of the game-universe blank. There exists no built-in way to get a skeleton to tell you what he's feeling at a particular time, so the GM does not need to worry overmuch about whether or not his skeletons have acute tactile senses. Not only are there built-in ways to subdue a succubus, there is also built-in incentive to do so; she can do magical tricks that the party most likely can't. The idea of players interrogating a succubus to find out how her tricks work and how they can take advantage of them isn't even an edge case, let alone a corner case; expecting an enemy archetype based on negotiation and treachery to only interact with the PCs via direct combat and not favor-trading or similar smacks of ignoring player action in the general case.
Hey look! A bunch of extraneous stat block information that I can give a hearty eye roll and never care about again!robertliguori said:If we're given crunch, such that the succubus has a ritual Ensnare the Mortal's Heart, that clearly lays out what the ability can do within the parameters of what the GM desires (it only works on mortal at a time, requires the ritualist to maintain friendly contact with the mortal as well as use a charm effect X times in a row successfully to start and once per X time period to maintain and produces a list of specific effects), and that it is a plot point that this succubus knows this ritual, then goodness is acheived.
Professor Phobos said:Am I the only one who doesn't see why a succubus in human form couldn't just seduce a king the old-fashioned way?