Patryn of Elvenshae
First Post
Celebrim said:In a horror RPG?
I think it might work out better in a horror RPG ...
Celebrim said:In a horror RPG?
Is there any DM who has not run a delve-into-a-tomb, fight-the-undead-guards adventure at least once?
Celebrim said:You think that is simple?
One of a rogue's 'things' is that they are a trap finder.
One of the cleric's 'things' is 'good against undead'. It is a basic fundamental ability of clerics and without it, it just wouldn't feel like D&D. But the common situation is 'there are no undead'.
And if the traps show up and no rogue, then everyone is going, 'Heh, it's a trap. Almost all of my abilities are useless!'.
It wouldn't be hard to site similar failures of communication for D&D. A classic example would be everyone shows up with an evil or shady PC and wants a gritty crime game, except for one or two players who wants to play noble Paladins.
Hussar said:Eject the legacy rules and now your rogue character can actually be equally viable in all situations. He's not more powerful than he was before. He's not gaining anything really. He's just stopped being baggage whenever a zombie pops up.
It's still a big difference whether you always get the bonus or only when flanking or surprising someone else. But the flanking/surprising part is something you can affect. Whether your opponent is an undead or a humanoid, you can't really change.Reynard said:In doing so, the backstab/sneak attack ability loses some of its inherent flavour and archtypical (for D&D anyway) quality and becomes a straight damage bonus. One might as well say all 4e character classes get a +xdX bonus to damage per level regardless of the circumstances. That drains the life out of the classes and the game, IMO, and means that there's little reason to choose one character type over another.
I don't remember any rule in 1st ed AD&D or Moldvay Basic that precluded backstabbing undead and shambling mounds.Reynard said:In doing so, the backstab/sneak attack ability loses some of its inherent flavour and archtypical (for D&D anyway) quality and becomes a straight damage bonus.
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That drains the life out of the classes and the game, IMO, and means that there's little reason to choose one character type over another.
Assuming by "viable" you really do mean viable, and not (for example) powerful, this is good advice only for a certain sort of game - one in which the players are prepared to endure a certain amount of tedium or significantly deferred pleasure, in return for a lot of fun later on. I'm not sure that a majority of RPGers fit this description.Reynard said:Assuming there's actually a difference between playing a fighter or a rogue or a wizard, all characters shouldn't be equally viable in all situations. Certain situations should let the fighters shine, others the rogue and still others the wizard.
The problem is that what a player plays a game for is his or her own fun, not the usefulness of an imaginary person in an imaginary world. So unless the mode of PC utility is also a source of player enjoyment, usefulness is neither here nor there. Given that combat dominates the time spent playing D&D, the usefulness must be of a sort that allows the player to enjoy combat - and not just every 3rd round, but every round. Who wants to play a game in which you constantly miss turns?Reynard said:It is incumbent upon the DM or adventure designer (or both) to make sure that an individual adventure or session makes every character useful or viable
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One of the problems with making the encounter the basic unit of play in 4E is that it changes the dynamic between the players and their characters. No longer is it necessary for the warrior to step back and save his hit points so the cleric can turn the zombie hoard to dust. No longer does a character for which the encounter is difficult -- like the rogue versus undead or constructs -- have to come up with ways to be helpful and useful, because they can just run up and hack away. The wizard isn't required to make judicious use of his or her spells anymore, reserving them for the BBEG or savinga few slots for knock or comprehend languages, because resources expended and encounters following are almost irrelevent to the current ones.
Rolemaster has no rules comparable to sneak attack, which negates a major class's combat abilities against a certain proportion of foes. But I can tell you that, nevertheless, not all characters play the same in combat. In fact, my RM game has two non-spell-using twin-blade wielding fighters, and these two characters play very differently in combat, because of the various tactical, acrobatic etc techniques each has developed. 4e will (with its talent trees, per-encounter abilities etc) be aimed at replicating this sort of variation, I imagine.Reynard said:any individual encounter must be able to vary greatly, however, or they all become the same with a different coat of paint.
Reynard said:In doing so, the backstab/sneak attack ability loses some of its inherent flavour and archtypical (for D&D anyway) quality and becomes a straight damage bonus. One might as well say all 4e character classes get a +xdX bonus to damage per level regardless of the circumstances. That drains the life out of the classes and the game, IMO, and means that there's little reason to choose one character type over another.
Assuming there's actually a difference between playing a fighter or a rogue or a wizard, all characters shouldn't be equally viable in all situations. Certain situations should let the fighters shine, others the rogue and still others the wizard. It is incumbent upon the DM or adventure designer (or both) to make sure that an individual adventure or session makes every character useful or viable; any individual encounter must be able to vary greatly, however, or they all become the same with a different coat of paint.
One of the problems with making the encounter the basic unit of play in 4E is that it changes the dynamic between the players and their characters. No longer is it necessary for the warrior to step back and save his hit points so the cleric can turn the zombie hoard to dust. No longer does a character for which the encounter is difficult -- like the rogue versus undead or constructs -- have to come up with ways to be helpful and useful, because they can just run up and hack away. The wizard isn't required to make judicious use of his or her spells anymore, reserving them for the BBEG or savinga few slots for knock or comprehend languages, because resources expended and encounters following are almost irrelevent to the current ones.
Hussar said:Sneak attack means that game elements beyond the player's control make the difference between contributing to a fight and warming the pines. So, either the player has to burn significant resources to overcome that limitation (and, in the process work against that archetype you are so eloquently defending) or the DM should choose different encounters to tailor to the PC. Neither option is very good.