Monsters are more than their stats

Zweischneid said:
I'll sign that any day.. not saying 3.x did it well. Just that 4e has (from what I've seen) yet to provide a viable alternative other than "alright, we've just dropped it entirely". Providing a "combat-only-board-game" without the hooks would (IMO) be even worse than the over-crunched attempts at storybuilding of 3.x.

Yep, and I'll sign that. Especially from a new player's perspective, if I hadn't been dealing with Succubi for all these years I'm sure I'd be quite chagrined about how to deal with them now. I think we can both agree that the flavor text is an important part of inspiring the imagination process. And you're right in your assessment that 4E needs to provide more than combattastic statcrunches, because I could just go and play D&D minis if that was the case. I'm just hoping that all we've seen is the crunch, and based on all prior editions of D&D I can't imagine they would go so far as to basically remove it.
 

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Zweischneid said:
If you have players/DMs who have difficulties creating engaging and evocative fluff, 4e suddenly leaves you out in the cold.

Got your advanced copy have you? So you can confirm that the comments that the designers have made about providing just this sort of support are false then?

WotC has already told us their initial push is to get us to change to 4E. Us the people playing already. So that means their preview information is geared around getting us informed and excited about the game. Despite this there is a bit of help around for new DMs in terms of setting up fluff etc for 4E.
 

Zweischneid said:
Well, I too have been blessed to have players and DM around from time to time with similar descriptive skills and I, in all probablity, will play 4e in either case. But knowing these people, I also know that evocing engaging stories is a tough skill that doesn't come naturally to everyone. For a game explicitly strifing to lower entry barriers to good gameplay I see it as rather inexplicable lacuna that it doesn't provide for these people.

I've similarly played with people who most definitly do not need help on how to play a figher or wizard effectively. And I've played with DMs who most definitly do not need help on how to create a challenging encounter or deciding what magic items are appropriate. Still, 4e provides for these incase you do need some pointers, as 4e is actively trying to be easily playable.

However, as creating 'fluff' is, at minimum, a skill that needs to be learned, and (judging from my convention experience) not the easiest for people out there to get right, it should be addressed somewhere.

If you have players/DMs who have difficulties in thinking tactically, 4e will cover you with PC-roles and Monters tactics.

If you have players/DMs who have difficulties gauging challenges and appropriatness of magic items, 4e will cover you with a very throughout system of level-based comparisons, which has been extensively play-tested.

If you have players/DMs who have difficulties creating engaging and evocative fluff, 4e suddenly leaves you out in the cold.

Neither of these above is likely needed for the 'experienced' or 'gifted' out there.

You know these are very good points. Let me start by saying, I have not seen the full rules, but from looking at the two preview books it seems to me that 4e will still have fluff to cover those things.

It just won't have fluff that creates a "combat mechanic-only" box of dealing with things. In other words. The fluff will be there but it won't force you to use only the combat mechanics to deal with situations. By doing this it allows a DM or player to use the fluff, without worrying too much about what balance aspects a change of fluff will have on mechanics.

If the monster stat block has a section on a Dominate power, it means that the stat block is showing the DM what the creature can do in combat. And how that power is involved in a combat scenario. However, outside of combat the monster description might have some fluff or evocative description that gives the DM or players ideas of how the monster acts or thinks, but does not restrict them into thinking in combat terms.

So for example, the more descriptive text for the creature might have a small entry of how this creature loves to manipulate and corrupt mortals and uses it's guile and charms and X or Y rituals as a means to an end. All of these things are the "fluff" that is not constrained by combat mechanics. So you can have a Dominate Power (Combat Mechanic) that is used in combat, and you can have a Dominate Ritual (non-combat mechanic) that causes a long term change, or you can have a description of how the creature is able to corrupt because it is very good at convincing and insinuating and NPCs follow its lead (fluff with no mechanics).

Since I have not seen the full rules I can't say that this will be the way things are. However, just from the descriptive narrative I saw on the two preview books I can see how fluff can be injected into the game without having to have "rules" to manage it.

That said, you're succubus example quoted above puzzles me abit. If players struggle with breaking a domination and than, all of a sudden it lapses because the rules (or DM fiat) stipulates it must, won't the players feel even more cheated of their supposed protagonistic role in the adventure - if it expires whether the players act or not, why would the "Heroes" be needed in the first place?

If innovative input comes from the players (or the DM him/herself has a creative moment) putting forward a possiblity that is not covered in the MM (i.e. find the Mirror of Pelor, etc.), than the game (DM) should most certainly play along and make this idea a possible solution to the encounter, even if this wasn't to original intend.

And this is where the DM is the final arbiter of what will work for his game and game group. The feeling of accomplishment for the heroes needs to come from the narrative the DM provides for them, not from the rules.

If a game mechanic forces the DM to end a result that the DM wanted to continue, then it has wrested creative control away from him. If the DM is forced by the rules to use in-combat powers for out-of-combat situations it becomes harder to work some things out. Of course a good DM will ignore it and continue to use what he needs but it can become contrived and cumbersome. Players that know the rules might start asking how come effect A is still working when obviously the time limit has elapsed. Then the DM is "forced" to come up with alternate methods that might be unsatisfying because he is going "against the rules." However, if the rules are mute about a situation or are based on a fluff description rather than a "well defined" combat mechanic, he still has to come up with a method for how this works, but he does not need to fight against the rules to do so.

What I expect from an 'easy-to-learn-RPG' however are story-hooks and/or descriptive options to come with each monster (class ability, spell, etc..) as a gaming-help, that allow players/DMs to cover the times when that elusive creative spark just refuses to appear for one reason or another.

I agree. What I'll say is that we have not seen the entirety of the books. I hate the term "fluff" because it makes it seem like these evocative descriptions are just extraneous. I agree that these "evocacriptions" (my own coined term) are important to stimulating those creative juices. Right now we just do not know what "evocacriptions" we'll see in the monster manual. But from looking at just the two preview books I have a good feeling about this.
 
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Fluff vs. crunch is a side issue. The issue is content. When I pay money, I want work already done for me. I can make up my own rules, or my own campaign background, or my own adventures, for free.
 

Kamikaze Midget said:
If I've said it once, I've said it twice:

"Make Stuff Up" sucks as a rule.

Specifically, I don't need $90 worth of rulebooks to tell me that I can just make stuff up as I go along. There are much easier, simpler, more flexible ways to resolve these conflicts than 900 pages of rules. I don't want WotC to say "Do whatever you want!" because oh thank you so much for your permission, no.

What I need, what I'm paying for, what I want, are rules.

I agree fully. So yes, MerricB is right about 4E's approach to monsters, but it is one of the major turn-off of the 4th edition for me personally.
 

pawsplay said:
Fluff vs. crunch is a side issue. The issue is content. When I pay money, I want work already done for me. I can make up my own rules, or my own campaign background, or my own adventures, for free.

I agree with this 100% to the extent that I can make up campaign backgrounds, rules and adventures by myself. What I can't make up is a workable combat simulation that won't force me to either fudge the rolls so much that it's obvious or otherwise make the encounters so simple that it's boring. Honestly, if you can do those things, you may as well have given up D&D long ago, as it was always at best a largely open-ended, ill-described world simulator with more exceptions to the rules than rules.
 

MerricB said:
Where the succubus's "Seduce Mortal" 'power' may previously have come under basic creature/encounter rule mechanics, my impression is that in 4e that the handling of it is now moved into the field of Adventure Design.
Exactly. 3.5e's philosophy was "Give a bunch of rules and then build a world around them." If the succubus could only charm someone for 24 hours, then you needed to know that so you could plan an adventure where the succubus goes back to charm the person every day.

Certainly, this helped write adventures before. Since the game would essentially write an adventure for you in some cases.

4e takes the opposite approach. It says "Design a world and then use these rules in order to play in it." If it is better for your plot to say that the succubus has to charm the mayor again every day in order to give the PCs a chance to figure things out, then that's the way it works. It suggests the DM take a more active role in running the game instead of a more passive one. Previously it was possible for the DM to do almost nothing but follow the rules and see what happens. 4e encourages thinking "What do I WANT to happen?"

MerricB said:
Consider any epic adventure (Age of Worms comes to mind), and you'll find any number of invented elements that aren't strictly by the rulebooks. Why does Kyuss get weaker when you get various items/slay servants/destroy artifacts? Because it's part of the adventure as designed by the DM/author.
And this is a perfect example of why things work the way they do in 4e. It makes for an interesting adventure if you have to do these things in order to weaken Kyuss, so the rules fit the requirements of the story rather than the other way around.
 

pawsplay said:
Fluff vs. crunch is a side issue. The issue is content. When I pay money, I want work already done for me. I can make up my own rules, or my own campaign background, or my own adventures, for free.

I'm confused what the issue is here for you then?

I mean 4E is about providing a rules platform, and, according to WotC people, advice on building a game - that seems to be what you are asking for from the game.
 

jasin said:
I think the succubus' kiss is still flawed. Even if it's supposed to model just her combat abilities rather than the whole of her charming potential, it's an awfully strange compulsion that makes you protect her with your life if you're 5 ft. away, but not care about her particularly if you're 10 ft. away.

I also seem to remember that one of the stated goals of 4E was to make the game work better with a merely average DM. Expecting the DM to go that much outside the monster's description doesn't seem compatible. Of course, 3E's approach has it's flaws: if everything of importance is explicitly mentioned, if something isn't explicitly mentioned, it can't be done. But 4E seems to, at best, exchange one set of pitfalls for another.
Well, mind-altering magic is always difficult to handle. I'm not sure what would be the best way to treat the succubus kiss, myself.
 

I think one problem is that DnD has always been written and designed by nerds. Nerds want things to work in a logical manner. That someone was kidnapped to the land of the faeries is not enough. We want to know why it happened, how often it can happen, is there a saving throw etc. etc. while people with a less engineering based point of view just say 'its magic' and thats it.

So I think the OP is correct in 4es approach. I like fantasy and sci fi that makes sense and looks like the logical clockwork world we live in but twisted up. But adding the level of codified detail to the game to make such a world does not add much but page count.

Besides there is no evidence that 'The Ecology of the Quickling' type pieces will not be provided with tons of obsessively crossrefernced fluff. All we know is that they are trying to make the MM book more concise and the keyhole view we have of parts of a few mm entries.
 

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