Ahnehnois
First Post
Skill bonus, BAB, and the like all fall under numbers that a character has at least some understanding of in my book.I'd argue a character could conceptualise their skill in their chosen profession in a similar fashion.
Skill bonus, BAB, and the like all fall under numbers that a character has at least some understanding of in my book.I'd argue a character could conceptualise their skill in their chosen profession in a similar fashion.
In talking about "engaging the scene" with the orcs, or the "big bad", I'm utterly taking it for granted that combat and other physical conflict is a site of roleplaying, expression of character etc. If that's not the case then combat has no place in a game where the point of play is to engage with the fiction.I find, once combat is joined, “resolving things with the orcs” becomes a tactical exercise, whether this is resolved quickly or requires extended time.
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If the Big Bad is just a different tactical exercise to resolve, then whether he is taken out with a single die roll or an extended tactical exercise, this is not, to me, “engaging with the fiction”. Engaging with the fiction means that the villain makes his monologue (without a player response of “Yeah, sure, while he’s yapping I waste him with my crossbow”). Encouraging engaging with the fiction may require providing character abilities (rather than rules-less role play) to resolve conflicts in manners other than physical or magical combat.
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And, when the Big Bad shows up, twirls his moustache and begins his monologue, it doesn’t matter whether he is interrupted with a Polymorph spell or a sword strike – the players (or one player) has “reframed the scene” from one where the fiction is engaged to a tactical combat exercise.
Well, that's not true if the wizard has another polymorph spell. More chickens. Or if the wizard has a teleport spell, s/he can teleport the party to a door with something more interesting behind it (perhaps using divination magic to locate said door).As the chickens cluck around, and the PC’s open the next door, neither the fighter nor the wizard has any control over what will be behind that door.
I explained the comparison I'm making upthread. RPGs with "abstract" scene resolution mechanics like MHRP, HW/Q, and (I suspect) FATE aren't heavily constrained by infiction geography in their action resolution. D&D is. So using abilities in D&D that radically change the geographic location of a PC (eg teleport) are likely to be scene-ending. Whereas in those other systems, they don't have to be.Assuming the wizard has two teleport spells, he can do the same with the Orcs. I don’t believe that was the intent of the Wizard example – it was “we’re out of here, encounter ended”. With that, I suggest the same intent should be assumed here if we are to have a valid comparison.
I have never played with anyone who treats hit points in this way, except perhaps as a comedic diversion a la OotS. Gygax himself explains something quite different in his AD&D rulebooks.Absolutely false. The character most certainly can and probably does know roughly how many hit points he has and how much damage effects are likely to cause him. Objects have hit points. An enterprising physicist in a d20 world could drop blocks of stone from varying heights and determine physical laws that explain how much hp and hardness the stone has and how much damage falls cause. A character probably doesn't have time to examine his own properties that way, but they are objective and observable to him and they work the same way. If he jumps off a cliff, the result is reproducible, and he can predict it if he periodically challenges himself. Is this abstract? Yes. Realistic? No. But there's nothing going on here outside of the character's awareness.
I don't want to use any jargon. It's roleplaying - as in, playing an RPG. 4e is an RPG. HeroWars/Quest and Burning Wheel are RPGs. They don't cease to be RPGs just because some of the mechanics are metagame. AD&D doesn't cease to be an RPG just because someone plays hit points as the game author characterised them rather than in the simulationist fashion you have describedWhat I'm talking about is cases where, as with say your 4e martial powers or your 3e knight's challenge or your action points, etc., a player makes tactical choices that affect the character, but which the character is not aware of. Does a character know how much damage is needed to kill him? Probably. Does a character know that his knight can gain benefits from shouting a challenge to someone, but that those only work five times a day? I doubt it! That divorces the player's perspective from the character's, and pushes us from "roleplaying" towards "storygaming" (or whatever jargon you want to use).
Yes. I was deliberately contrasting level drain with standard save-granting effects in classic D&D.In other words, not metagame.
Can't your hypothesised "physicist" do experiments with wights and vampires? Or, in 3E, with item creation. Work out how much gold has to be collected for someone with a 5% chance to hit plate and shield to increase that to a 10% chance?The metagame aspect is when you start talking about experience and levels. I doubt the character understands why his hp go up so much. That's very much metagame, because experience and levels mean nothing to that character (unlike hp, which are very real to him).
I don't see how it is any more bizarre to know that you can only do X once per 5 minutes, than it is to know that you can be shot by 5 arrows and survive but the 6th will kill you - which is what hp mean, on your characterisation of them.They could realize that. But what does that mean if they can? What does a character think is happening when he shouts at someone one minute and gets an effect, and do the same thing a minute later and gets nothing? Over and over again. This is why you see people insisting that 4e characters (and other characters with nonmagical abilities with daily limits and such) cannot know these things, because if they can, the implications are nonsensical.
The difference is certainly not black and white, but a shade of gray. With hp, it's reasonable to think that a character could conceptualize hp as "this is how tough I am"; and we all do have a sense of that.
But, if they can have a sense of how relatively "close to death" they are, why not how "close to gaining (another) aliquot of capability"? The two are analogous, surely?Because XP, in and of itself, does not have any effect in the game that a character could test or observe, and does not have any cause that the character could understand.
I don't really see or require that they get exact numbers for any of these things - do you get a numerical sense of how fatigued you are? I certainly don't, and yet I get a reasonable sense of "how much" fatigue I have, nevertheless. So let's assume, for the purposes of this thought experiment, that they D&D character gets a similar gauge of their own "lifefulness".Actually, they probably could (see the thread a while back on things characters would be able to know about themselves; quite a bit as it turns out). They probably do have some sense of it, though determining an exact number would be very difficult because the effects of level are indirect and this is a very abstract line of thought for the character. Particularly spellcasters know that spells have levels, and can probably intuit some notion of character levels based on who gets spell access when.
Human beings cannot know how many hit points they have left (because they never had any), so why is what a human is capable of relevant to these alien beings who not only have such things but are capable of assessing (roughly or exactly) what proportion of them they have left? The workings of an ability don't have to empirically discovered under such an alien scheme; the character can simply sense whether or not s/he currently has the capacity to use it or not. In much the same way that I know whether I am hungry or not, they will know if they have the ability to perform their "schtick" right now or not.They could realize that. But what does that mean if they can? What does a character think is happening when he shouts at someone one minute and gets an effect, and do the same thing a minute later and gets nothing? Over and over again. This is why you see people insisting that 4e characters (and other characters with nonmagical abilities with daily limits and such) cannot know these things, because if they can, the implications are nonsensical.
After a reasonable education, both theoretical and practical (and thus, at times, painful) I have a reasonable idea of "how tough I am" - but the concept (and also the reality, I am convinced through evidence) is nothing at all similar to "hit points".The difference is certainly not black and white, but a shade of gray. With hp, it's reasonable to think that a character could conceptualize hp as "this is how tough I am"; and we all do have a sense of that. With these other examples (powers and so on), I just don't see what a fantasy character could possibly understand them as being. It's not fatigue, or any other construct that would mean anything in the game world. It's the old "out of rage" problem. HP are simplified and overgenerous, but powers and the other martial character abilities under discussion here simply don't make sense at all.
Well, they're both pretty bizarre.Both are so bizarre relative to the human experience that I treat as the underlying framework for my own games that I can't meaningfully rank them for bizarreness.
The term "rpg" is applied pretty broadly. However, I think that-regardless of what you call things-there is an important spectrum of narrative control, ranging between some games where a player is very strictly limited to his character's perspective and abilities, and games where the player has far-ranging narrative control and is not tied as tightly to his character (and is less concerned with "playing his role"). There is a difference. Call it what you will.It's roleplaying - as in, playing an RPG.
On some level, yes. I just happen to think that the effects of hit point damage could be understood easily, while the experience is unlikely to be understood, even though it is conceivably comprehensible. Again, shades of gray.But, if they can have a sense of how relatively "close to death" they are, why not how "close to gaining (another) aliquot of capability"? The two are analogous, surely?
True. None of the rules elements we might discuss are likely to map on to reality all that well.After a reasonable education, both theoretical and practical (and thus, at times, painful) I have a reasonable idea of "how tough I am" - but the concept (and also the reality, I am convinced through evidence) is nothing at all similar to "hit points".
I don't think they need to be closely modeled to our own. However, I do think there has to be some (very minimal) standard for how closely. You may be arguing that hit points are actually below that standard (as I often do).If our D&D characters are so utterly different from us in the ways that their bodies receive and react to physical damage, why oh why must we assume that their mechanisms of fatigue, hunger, physical capability and physical incapacity are closely modelled on our own? This, I suggest, "makes no sense" (by which I mean it is inconsistent and without logical justification).
Yep. I'd say that's pretty much D&D right there. Crazy physics.It seems to me that there are two supportable models, if we presume the use of "hit points" or their equivalent:
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2) The characters are actually quite alien to humankind, and we are free to invent whatever game-world physics and character capacities and capabilities (along with limits to those capabilities) we please.
Well, that's pretty mind-bending. There are games that I do read that way, but D&D definitely is not one of them.1) Hit points, and all similar game mechanical conceits, represent luck, divine favour, heroic capacity and other things that are intangible to the characters in the game world and exist only to regulate the running of the game in the external ("real") world.
To say that hit points mean something and daily ability uses does involve setting an arbitrary bar for "reasonableness" somewhere. But I don't see how we can make or play a game (or have this discussion) without setting that bar somewhere. I think it's a pretty easy call, no debate required, to say that hit points are on one side of the reasonableness bar, and martial daily abilities are on the other side, but if your bar is different then that's that.To say that, arbitrarily, some of the characters' capabilities are quite alien to the evidence and experience of human existence while others "cannot" be different seems inconsistent, unreasonable and insupportable. To say that we like such a curious and ill-assorted mix would be entirely reasonable, but to insist that it cannot be otherwise is a stretch too far.
I think the nub of my point is that not only does the bar have to be set at some height, but that different folks will have different perceptions of just how "high" various departures from "reality" are. To me, the hit points and the single-use-before-rest abilities and the xp and levels are really all pretty much the same height. Maybe it's because another game I regularly play does not use hit points (HârnMaster uses wounds that can disable, bleed, cause shock and get infected, but don't subtract from a general "hit point" pool at all), but all those mechanisms seem to be roughly equally far from "real world physics" (not to mention biology), to me. That's why, when I play D&D, I assume my number (2) possibility in my previous post.To say that hit points mean something and daily ability uses does involve setting an arbitrary bar for "reasonableness" somewhere. But I don't see how we can make or play a game (or have this discussion) without setting that bar somewhere. I think it's a pretty easy call, no debate required, to say that hit points are on one side of the reasonableness bar, and martial daily abilities are on the other side, but if your bar is different then that's that.
Not precisely the same. But similar. If the Wizard can retreat from a combat with a Teleport without Error(or Teleport, Greater or whatever) as long as they prepare it in advance then maybe a fighter could have a lesser power that does a similar thing. Maybe he can intimate enemies into ignoring him when he runs away. Not as powerful, but similar. The Wizard can appear across the planet in an instant. Maybe the Fighter can move at 3 times normal overland travel rate and can avoid random encounters if he's by himself. Or maybe he's just famous enough that he's almost always offered a ride by roaming caravans or gets offered a teleport by traveling Wizards. He just has to walk to wherever they are so it isn't immediate like an actual Wizard.So are we looking to "equalization"? If the wizard can do it, the fighter must also be able to do it, so give an ability to one or remove it from the other?
I know this is a contentious point and some people really hate playing D&D like this. But for me, I'll say that the DM gets to frame the scene, the players get to decide the content of it.So the players just resolve everything in the One True Way the GM has in mind? Maybe he can just send us an email telling us what our characters did.
No, but teleporting PAST them into the room with the kidnapped prisoners and teleporting out with them before anyone notices is. Either way, teleport isn't really the point of the discussion, but rather "Narrative Options" of which the Wizard has many. Teleporting is just one tool amongst many.Now we are into the question of adventure design - if the PC's are able to teleport, the adventure should not be neutralized by that ability. Teleporting away is not getting us past the Orcs to rescue the kidnapped villagers, though.
Our DMs have always ruled that any sort of contact counted as touching. So, you just put the back of your hand holding a sword against someone. And each person just has to be touching someone else, so in a 5 ft wide hallway, we just all touched the person in front of us, creating a chain and teleported.Really? To walk through a door? Every corridor is 10' wide to facilitate this? Did you have weapons out, or sheathed? Are you wearing shields (which make your hands less useful for that touch).
It isn't the end of success. But the Wizard always escaped while the rest of us died. It's just an advantage he had over everyone else."roll up new characters" is not the end of an adventuring success story in my view. If you need to spend actions to get into position, you are working with action resolution. Seems like a good hint to the orcs that the scrawny spellcaster is going to do something - should we be ready to disrupt it? Maybe this is a good time for a Bull Rush if they're trying to get into some odd formation. Of course, if you can take three other characters and you were hoping to also get those two prisoners home, that Teleport seems less beneficial, somehow.
If those rules are useful, we'll use them. However, when you are fighting an encounter against a bunch of Oozes, they will not use any of those rules. They are require intelligent, strategic enemies to even attempt them. Over half of them require the enemy to be a spellcaster.So, basically, if we remove all of the actions that could be taken to prevent spellcasters from casting, nothing prevents them from casting. Oh, and we need some new rules to make the spellcasters less powerful! Will we actually use these rules, or will we ignore them as well and be surprised spellcasters are still overpowered?
No, there were a lot of variation. But on this point everyone agreed. Disrupting spellcasters was close to useless and a waste of your action.All of whom played exactly the same way, apparently.
Yeah, this was a point of some contention amongst DMs. What happens when a silence appears in a point of space(where there's no save), putting a Wizard in silence AS he is casting the spell.I rarely see Counterspells. Silence? Very frequent - but not "on someone" for the reasons you note.
The problem is, it NEVER had a useful purpose. Which mainly has to do with the math in 3.5e. Most relatively powergamed groups of PCs can easily do enough damage to kill one monster of CR=their level(and probably 1 or 2 levels higher) without blinking. Although, if one of the party members wasted their action NOT doing damage then the monster would survive long enough to attack.So, basically, "let's use this tactic when it serves no useful purpose, but not when it would actually be useful". Great. Again, lets remove a whole bunch of effective options and complain that the ineffective ones we kept aren't working. Not to say that Pathfinder's streamlining of these combat maneuvers was not welcome - they needed the improvement.
The characters never decided this, the players did. They hated the hour or two of real time it took to play out these combats.Gotta say, I can't see four thinking people deciding that, although this approach means we don't routinely get beaten, bludgeoned and cut, it takes longer, so we'll just suck up the beating so we can get done quicker. Of course, I would also be OK deciding that, with the target grappled and having little or no chance at escape, "With the enemy grappled, you are able to make short work of him." Mind you, my games do not feature enemies with "30 hp" tattoooed on their foreheads either.
I'm not sure what your point is. Sure, the fighter will likely hit him a bunch and do a lot of damage. He likely won't kill him in one hit however. Though, in 3.5e everything had so few hitpoints that nobody used a polymorph spell anyways. It was either hit someone with a Force Orb for nearly half their health in damage or attempt a polymorph spell and see if it worked.If the opponent can just hit him and he's down, then I agree - why would he grapple? But, if the wizard easily hits in melee, the fighter should be going to town on this guy anyway.
All I can say is that the average Wizard holds a dagger/staff in one hand and nothing in the other in our games. If they needed a wand, they'd draw one as a minor action. No big deal. You keep the weapon in your hand just in case you need to make AOOs. You may not have the best chance to hit but if you only have a 50% chance of stopping a grapple, it's better than nothing as one grapple pretty much removes your character from the game.The wizard holding a dagger and a wand/scroll doesn't have a hand free for somatic gestures either, so I dont see a lot of wizards drawing weapons. I do see a lot watch the flow of the fight (delay) until a reason to use a spell comes along.
Glad to hear it. I find "There are more orcs" perfectly acceptable compared to "The orcs are a well trained swat team for taking down Wizards and when a Wizard shows up, they all know precisely the way to take him down and their primary goal becomes ignoring everyone except the Wizard to make sure he doesn't cast spells."It does, thanks.
Sure. Though that's not likely the point. It's likely that one of them either runs faster than one of the PCs or one of them has a bow or casts spells to shoot at the PCs. Then the retreat doesn't last until civilization. It lasts until 200 feet away from the cave entrance when the last of the PCs dies to bow fire.Go ahead and follow us right back to the settlement. Of course, you are leaving your own lair unguarded while you chase us into an area unlikely to be friendly to Orcs.
Ugh, this is why I stopped playing 3.5e. Because I hate building NPCs. When I build 7th level PCs, I don't even choose half their feats. Or at least I'll just pick the absolute most obvious ones. These are fighters. I likely took Weapon Focus, Weapon Spec, Combat Reflexes, Dodge for the Orcs.7th level PC's - which spell(s) are you using , and what all spells are you carrying?
Keep in mind the Wizard has many, many tools in their toolbox. I just assume that any enemy I use, the Wizard will have at least one spell that works just fine against them. Orb of Force goes right through all spell resistance, doesn't require a save and does huge amounts of damage. In battles where Wizards are forced to resort to it, they are ONLY equal in power to the rest of the group. And this only happens in about 1 in 20 battles.Seems more like the GM didn't consider the weaknesses of the opponent in light of his party's strengths. What does the wizard do if the save fails, or if there is another encounter? I suspect, also, that for every bad FORT CR 11 monster, we can find quite a few with spell resistance, magic immunities, etc. that render the wizard much less effective. And that's OK - he got to shine against the one with weak FORT saves, so it's someone else's turn in the spotlight!
Yep, stoneskin cost money. Some of our DMs enforced it. Either way, it was 10 gp or something and in most of our campaigns, that's what we picked up from the chump change of the average encounter.As I recall, Stoneskin was not cheap, so it was not used universally. And spells had casting times - if I used speed factors, I definitely also used casting times.
Yeah. Though pinned characters were not helpless and therefore couldn't be tied up. Pinned only lasted a round. It wasn't really fair to the enemies to allow one pin to defeat them. Though, if their grapple check was bad enough, it's certainly possible they'll never escape.Grappled, then pinned, then tied up. Enemy defeated. "defeated" need not mean "killed". In the encounter I was referring to, the creature could be dragged to a pool and drowned.
It doesn't. Kill might be the wrong word. "Fight a combat" might be a better one. The point is that it's a battle scene and Polymorph is less a battle spell and more an interesting utility spell. I'd like spells like this to be changed to longer casting times so that the idea of Wizards turning people into other things remains but it being used as the answer to a combat situation goes away.So why is the theme "kill", rather than "defeat", the monsters? What is our actual goal, and why does it require their deaths?
Diplomacy shouldn't work against people who don't want to talk to you. It isn't magic. No matter what you say, orcs aren't going to stop hurting you because you yell out some words.Pretty sure that's why we got Diplomacy skills - to avoid the GM just neutralizing parley attempts, we get a "you have a chance - roll the dice" mechanic instead. "The monsters refuse to parley" is no more acceptable, as a universal issue, than "there's anti-magic fields everywhere", in my view. Your spell can fail because of good saves, spell resistance or immunity to certain spells or effects, as well.
I'm not surprised. I understand that people want the quickest, most efficient way to win as possible. I want to do that when I play. Well, mostly. I normally play blaster mages who use fireballs and magic missiles, despite them being "bad" choices since it is more satisfying to me to blow enemies up rather than turn them into bunnies.But, if every encounter must be played out as a combat slog, then why be surprised that players gravitate to abilities that cut those slogs short? It seems like half your comments above gripe about combat taking too long and the rest are complaints about things that shorten them.
Fair enough.I think the nub of my point is that not only does the bar have to be set at some height, but that different folks will have different perceptions of just how "high" various departures from "reality" are.
Well, either way is going to be replete with problems, given the hodgepodge system that is D&D.That's why, when I play D&D, I assume my number (2) possibility in my previous post.
Well, it finally worked well for me with 4E, but I fully acknowledge that not everybody found that.Well, either way is going to be replete with problems, given the hodgepodge system that is D&D.
Let's take hit points and falling as the easy example.Well, it finally worked well for me with 4E, but I fully acknowledge that not everybody found that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.