I'm A Banana
Potassium-Rich
Pbartender said:Essentially, you want a fully-fledged non-combat statblock in the same way 4E provides for a combat statblock.
That would certainly go a LONG way toward helping me use these things in the game.

In fact, "generic townsfolk" stats and non-combat statblocks might, in combo, solve my problem.
The trouble is, 4E seems to be focused on providing rules for conflict situations, mainly combat, while leaving the non-conflict roleplaying situations up to, well, roleplaying. It's a throwback to the earlier editions of D&D, and one thing that appeals to a lot of the "grognards" who embrace and enjoy 4th Edition.
You betcha. I accept that I'm a bizarre deviant for wanting rules for roleplaying, but it's a psychology thing for me. Probably related to my actor's training: even when you improv, you have some sort of "set up," some sort of direction, and that helps you (or me, at least) worry about fleshing out the character and the scenario without worrying about where it goes. It can then flow naturally into fighting or weaseling or whatever.
Anyway, when it comes to dice rolling in ragards to such "backstory hobbies", the 4E rules have some pretty simple, but effective suggestions... Roll a 1d20 + 1/2 Level + Appropriate ability modifier. That effectively represents an untrained skill check. Add a +5 bonus, if it's something the person should be really good at. The target is either an opposed check, the target's AC/Fort/Ref/Will defense, or some flat DC you choose (there's a chart on p.42 of the DMG with DC suggestions by level).
...
You don't need to have specific skills for them, because it's all built into the basics. It essentially allows you to easily make up non-combat stats on the fly, without having them effect the combat stats in any way.
Furthermore, you don't need a long list of "Craft (basketweaving) +2" skills cluttering up the combat stats... Just a quick blurb on the creatures personality and habits, which doesn't even have to written down, depending on your inclinations as a DM.
I like this, but I still have a problem with the fact that it feels very hand-wavey to me, and is still left up to my spur-of-the-moment decision about whether or not they should be good or bad at the given task. It's unsatisfying for me personally because it distracts me from simply playing the game and getting on with it, because it feels too metagamey to me as a DM, and because I'm very likely to be wildly inconsistent with it.
Basically, I think I do need such stuff, because its not clutter for me, but stuff that helps me role-play the creature in a fully dimensional way. But that really did simplify what I actually need, so thanks a lot!

Maybe the NONCOMBAT section should include some example trained skills for each monster entry, that would probably help out a lot...I'm still looking at a lot of pre-prep time, but it's something I'll only have to do once in an excel sheet or something, which might be possible....if I have it down and thought about before I need it at the table, that solves my problems, and if I have a big excel list of this stuff, I can call up what I need when I need it...hmm....annoying, but probably worth it.
jdrakeh said:I think that it would simply be easier for you to play a game that supports your stated preference for prescriptive rules, dude -- whether that means playing D&D 3x or Burning Wheel. I mean, it's clear you want rules that tell you specifically what hobgoblins are in the context of a setting and how they will work in said setting. It's also very clear that D&D4e doesn't do this.
Pffft. Rules were made to be broken, beaten, shot 20 times, and left in a gutter to die screaming while passerby ignore them. In D&D, I think this is doubly true.


I enjoy 4e, I just need to hammer it into the perfect shape for me. I did this with 3e, I'll do it with 5e, I think that's part of what appeals to me about D&D. It's never perfect for everyone, so we beat it around. Heck, that's part of why ENWorld is a good place: we're all a little gear-heady around here, to one extent or another.
Now if I could perfect a system that lets me track squares and forced movement without minis or a battle grid, 4e might work quite efficiently for me....
Mudstrum_Ridcully said:Aside from the monsters with a lot of spell-like abilities, most monsters did only contain non-combat information in their skill list. The only difference seems to be how this is arrived: 3e uses skill point shuffling, 4E just denotes training.
The bigger change from 3E is that non-adventuring or non-conflict skills are no longer modeled in 4E skills.
I think that's exactly where the disconnect comes in for me. Rules for role playing, spelled out before the session, are things I use all the freakin' time. Skill Challenges are great in this respect, but they're not integrated with the creatures, so that just needs to happen....and it kind of sucks that I'll need to do it myself, but meh, that's how I train these award-winning game design muscles.
