Ulorian - Agent of Chaos
Legend
That's a mightily strange comment; where do you get this from?Lizard said:I think the designers said "No one cares about anything but combat...lets not give them anything else."
That's a mightily strange comment; where do you get this from?Lizard said:I think the designers said "No one cares about anything but combat...lets not give them anything else."
Lizard said:I think the designers said "No one cares about anything but combat...lets not give them anything else."
I have the exact opposite thought on the combat-only, "monsters live for 5 rounds" attitude. I think it's a giant step backwards in game design. Not only does it turn everything into DM fiat and encourage railroading plots, but it makes sharing content much more difficult, as everyone will have different ideas about how things "work" outside of combat. It's one thing to say "This book deviates from the RAW as follows..."; it's another to have no rules at all.
For a quick example -- in my D20M campaign, I wanted to have an aboleth lurking in a sunken freighter offshore, controlling his minions in San Francisco to steal valuable pages from a magic tome. The problem -- as written, the aboleth didn't have the range I needed him to have for the plot. The solution -- he had an artifact which greatly enhanced his control range. Having hard rules for a creature's non-comabt powers does not constrain a creative DM (especially in a game like D&D), but it does provide a very helpful baseline from which to work.
3e was the first version of D&D where I felt the designers were saying "We're giving you the tools to build a world." In 4e, as in 1e and 2e, the designers seem to be saying, "We're giving you the tools to stage a fight scene."
If you want to play Amber or Nobilis, play Amber or Nobilis.
Lizard said:I think the designers said "No one cares about anything but combat...lets not give them anything else."
I have the exact opposite thought on the combat-only, "monsters live for 5 rounds" attitude. I think it's a giant step backwards in game design. Not only does it turn everything into DM fiat and encourage railroading plots, but it makes sharing content much more difficult, as everyone will have different ideas about how things "work" outside of combat. It's one thing to say "This book deviates from the RAW as follows..."; it's another to have no rules at all.
For a quick example -- in my D20M campaign, I wanted to have an aboleth lurking in a sunken freighter offshore, controlling his minions in San Francisco to steal valuable pages from a magic tome. The problem -- as written, the aboleth didn't have the range I needed him to have for the plot. The solution -- he had an artifact which greatly enhanced his control range. Having hard rules for a creature's non-comabt powers does not constrain a creative DM (especially in a game like D&D), but it does provide a very helpful baseline from which to work.
3e was the first version of D&D where I felt the designers were saying "We're giving you the tools to build a world." In 4e, as in 1e and 2e, the designers seem to be saying, "We're giving you the tools to stage a fight scene."
If you want to play Amber or Nobilis, play Amber or Nobilis.
Celebrim said:So here we are and people are talking about NPCs doing fabulous things with ease as if such ideas presented no problems at all, and as if the fact that NPCs and PCs not using the same rules wasn't in fact one of the things that annoyed many people away from 1e.
The designers said more like "Outside of combat, people do all kinds of crazy stuff. It's impossible to put all this into rules. Let's not do it, then."Lizard said:I think the designers said "No one cares about anything but combat...lets not give them anything else."
You know, the only part that benefitted from the rules here is the fact that the rules seemed to suggest that Aboleth could have Minions they control. But since their abilities for this did not suit your needs, you had to change it anyway.I have the exact opposite thought on the combat-only, "monsters live for 5 rounds" attitude. I think it's a giant step backwards in game design. Not only does it turn everything into DM fiat and encourage railroading plots, but it makes sharing content much more difficult, as everyone will have different ideas about how things "work" outside of combat. It's one thing to say "This book deviates from the RAW as follows..."; it's another to have no rules at all.
For a quick example -- in my D20M campaign, I wanted to have an aboleth lurking in a sunken freighter offshore, controlling his minions in San Francisco to steal valuable pages from a magic tome. The problem -- as written, the aboleth didn't have the range I needed him to have for the plot. The solution -- he had an artifact which greatly enhanced his control range. Having hard rules for a creature's non-comabt powers does not constrain a creative DM (especially in a game like D&D), but it does provide a very helpful baseline from which to work.
While I would normally agree with this post, and while I generally agree with the ideas in the post, I disagree strongly with the application of those ideas to this specific debate.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.
Cadfan said:The exact nature of how a succubus is using her wiles and her powers to manipulate powerful men doesn't belong in the succubus entry. It belongs in the adventure module. And if you haven't got an adventure module, then its your job as the DM to work it out. This is plot device territory, not monster rules territory.
Zweischneid said:There is no territory other than plot device territory in gaming, because monster rules only make sense for monster which in turn make only sense as obstacles for players which in turn only make sense if players have reason to confront those obstacles.
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.