Warbringer
Explorer
Don't care for the terms, but a solid section in talking about the two key styles (sim doesn't work in DND) would be useful and in positioning the game caters to both styles would go a long way
If so, I can absolutely guarantee it wasn't said with any degree of seriousness.I tried to think of it but I don't recall...some thread here. I edited that comment out of my post though, since there's a chance I could be misremembering. But it's not a big deal regardless.
You see, when I read it, I thought, "Awww, that's cute. I can't wait to play D&D with my kids, when I have them." Now, years later, I have two, and though it will be many years before they are old enough for D&D with their dorky dad, I hope it will make as big an impression. I just can't understand how a cute story about kids playing D&D is antagonistic to a play-style. But then again, I'm still baffled by Gnomeageddon and Gnomegate, so...I don't find it silly, I found that sidebar pointlessly antagonistic to my preferred style of play. I say pointless because it didn't seem to have any sort of clear, take-home applicability to some other style of play. It seemed like just a dumb thing to include.
If you use it in a situation you haven't thought of before, it's creative already.
If you use it for a seemingly unintended purpose or application, it's also creative.
If you use it in combination with another action or ability (including another spell) for a special synergy, it's creative enough for me.
Maybe sometimes you achieve something more creative by exploiting what isn't written in the spell description.
But in general, are you trying to say that you can be creative only if allowed to use the spells in ways unwritten, such as adding effects that aren't explicitly allowed (e.g. setting fire to things) or changing them (e.g. teleporting an object instead of yourself)?
Personally I think it's also relative to the players. The first time I ever thought about using teleport on a short distance to get past a closed door, rather than using it for travelling, I felt bloody creative... I wouldn't feel the same in doing that now after 10+ years of playing the game tho.
Pemerton, it's not I who concluded that fireballs only targetted creatures, it's the DMs I played with. It's easy enough in retrospect to point to this or that obscure passage (yes I have heard of p42...but only a year after every single gamer I know -- and I know and have played with dozens at the local gaming center and in several groups and campaigns - and they pretty much all quit 4e out of frustration and boredom).
I realize now that with a very good DM, 4e could be more relaxed/realistic and less cookie-cuttery and repetitive, but you gotta ask yourself, is a side bar of houseruling powers to do strange things likely to be used / referred to in most games? In my experience, no. DMs usually want a quick and consistent way to adjudicate these things, and find that if they deviate from RAW too much, they might set a precedent and get hit with a broken combo. The impression one gets from a 4e character sheet is not one of too many options, but too many rigid options, such that if you took the time to pick your at-will to combo with this feat and this encounter power and this class feature, that you should use those powers. I tried arguing with my DM before we even started our campaign, and he told me no, acid breath doesn't melt metal, and no, you can't turn on your torch or set that barn on fire and do ongoing HP damage to all objects inside for as many rounds as it takes for them to all be turned to cinder, because he'd be right...those powers are not balanced for that. They're balanced around a very limited, in-encounter ideology. It's like out of combat the world goes in 5 minute chunks, and in combat a 5 minute chunk of time can be 30 seconds or 10 minutes.
The point isn't that there aren't quirky sidebars and rare rules that you can dig up on the forums, but one of perception and practical usage. I've never, EVER seen page 42 used at a live gaming table. Not once. Maybe others here have, and maybe the DMs I played with all sucked at 4e, but the atmosphere at so many of those tables ended up being a game of one-upsmanship between the PCs trying out builds of classes they just got access to in this month's update and on the forums, and errata making their perfectly fine character completely borked when neither the players nor the DM thought it was OP. Of course, there are many broken things in every edition, but you cannot rely on a game so dictated by RAW back and forth arguments and updates having this sort of flexibility taken seriously. It's like going into court and with a stack of law books on the table, you cast all that aside, and ask for jury nullification in every case you try. Not gonna happen.
As for creative use of spells in AD&D, a "straight up" usage of Teleport was a game of russian roulette. I'm not surprised other creative mages came up with some similar tactics that I did, but that was before these forums were popular and certainly I got all my ideas by analyzing my spell descriptions like a lawyer would in between turns. Very bookish and studious...almost mage-like, you would say. Ask me how many times I've read over the powers on my 4e sheets. A few, but only in the edge cases.
snip for brevity
I can sympathize with the position. I remember using a Flavor cantrip to get a giant toad to release my Magic-User in 2e.But, yeah, I am going to say that using a spell specifically how it is intended to be used - such as teleporting the party from Point A to Point B is not a terribly creative use of a spell.
It took a year for you to read the DMG and you wonder why your 4e games were perhaps not as fun as they could be?
So, you had a crap DM and that's the system's fault?
And sidebar? Really? The Page 42 that people talk about isn't a sidebar, it's an ENTIRE SECTION of the DMG, complete with the rules for poison and disease, so, it's not like it's buried anywhere.
In other words, it's the system's fault that you played with a group of rules lawyers who were only interested in power gaming?
Yup, it's pretty clear that you didn't read the 4e rules.
I see people say this a lot, and it always confuses me. So I'll just ask for your opinion: What do you think it was about 4e that made the stuff outside of combat less important/interesting than it was in earlier editions?What my main beef was...is that the game simply wasn't fun aside from power gaming the combat aspect of it. It just wasn't. It was an ongoing joke that players would want to RP a lot more in other systems, but in 4e it was like...combat takes too long, but on the other hand, out of combat is 2-dimensional and boring, so...when's the next combat? 8 pages of combat-centered powers. It's hardly a surprise that power gaming the system was valued so highly. Nothing else mattered much on your character sheet, nor took up as much space.
OK.Whoa! I'm not talking about anyone's game in particular. I'm not participating in the fireball conversation. I was just telling Gorgoroth that the type of game he was describing is the type of game I like
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I like the overall style of play he's describing.
I can't really comment on 2nd ed - my own personal view of it is very close to Edwards' line on The Forge, that it's an incoherent mess with mechanics suited to one thing being used to do something quite different that is itself barely grasped.Funny how that sort of optimization and rules lawyering is considered a very bad thing for 3e and later, but, done in earlier editions, it's "smart play".
Nice. In 4e I'd call for an Arcana check as part of the adjudication. (What I'd do with the result of the check is a bit variable - but partial success plus damage to the caster tends to be my default these days for less than a Hard DC.)I remember using a Flavor cantrip to get a giant toad to release my Magic-User in 2e.
My solution to this is to go gonzo. In the "reforge Whelm into Overwhelm" skill challenge, the fighter got the final success in the challenge after Dungeoneering - to set up the forge; Diplomacy - to keep the dwarven artisans steady and focused on their task; and Arcana - to constrain the tremendous arcane energies - had been exhauseted, and prayers to Moradin had not helped (failed Religion - Moradin wanted to test the fighter's wortthiness, not just assume it!). Successful Hard Endurance check with a +2 from burning Fighter's Grit, and the PC shoved his hands into the forge and held the hamer down himself until the artificers could grasp it firmly with their tongs! (Remove Affliction was then used to cure the burns.)But I really don't want to have another edition where spellcasters get a vastly wider range of potentially creative solutions than non-casters.
For me, the non-D&D games that have influenced me amd my 4e GMing are HeroWars/Quest, Maelstrom Storytelling and Burning Wheel (especially the Adventure Burner).I will say this - leaving aside the sidebar, the 4e DMG made me a better DM and improved my players' fun at the table. And that's largely thanks to the various advice about collaboration, improvisation, and giving my players some narrative control. (Also, reading up on FATE Core has given me a new outlook on gaming which I plan to import.)
Definitely.I think it's incredibly disappointing the guys who wrote the official adventures basically ignored the whole book
There's a pretty broad excluded middle here I think.
But, yeah, I am going to say that using a spell specifically how it is intended to be used - such as teleporting the party from Point A to Point B is not a terribly creative use of a spell.
I could see the argument for Feather Fall to bypass the limitations of Teleport - that's creative. Cheesy, but creative.
Funny how that sort of optimization and rules lawyering is considered a very bad thing for 3e and later, but, done in earlier editions, it's "smart play".
The stuff on your sheet is the stuff you have the ability to do without any DM intervention - it's direct access to the rules and the narrative results. Stunting (using p. 42 or otherwise) requires the DM to evaluate your plan and either approve it and set a DC or reject it. That's really the difference.Why spend all this money on splat books for powers and feats and on the character builder when I can just make up my own on the spot? Page 42 is nonsense and that's why it's rarely used. It exposes the lie of your 8 page character sheets for what they are : "why have a power that says "go for the eyes"...and why can't I just do that at level 1? Why can't I throw sand in their eyes and with a lucky hit they are blinded, Save Ends? Because that's in a level 9 daily. Knockout is a level 9 daily. Imagine having a the strongest brawler in the world who couldn't knock out the lowliest kobold, no matter how hard he tries, then suddenly he can, because he now picked that power...meanwhile at the other table with his "Yes you can" DM, he's been knocking out creatures since day 1. Those "creative" uses of powers break 4e, because the power system is a deck of cards, an exclusionary system where you can only chose to "Go for the Eyes" OR Knockout, but not both. Or if you are a wizard, you can only ever cast Fireball once a day, never more...even if you don't want to cast any other spell.