jbear
First Post
Skipped pages 11 to 16 ... it looked like things were spiralling into an abyss and from the Moderator comment above my instinct seems to have served me well.
I also notice that Wik pulled back from the thread eventually and stopped commenting.
Two things called my attention about Wik's complaint.
The first was that he felt the system caused players to SAY what was happening (especially with interrupts and powers that influenced his monsters that couldn't be countered) as opposed to ASKING if what they wanted to achieve could be done.
Comment: My players are just about to hit level 9 so I'm far from Epic tier. So far that I don't really even know if this is a feature that becomes more pronounced as the game goes on. But surely if they are using Interrupts to attack your monsters they still have to hit on MOST occaisions. I'm trying to imagine what powers you are talking about ... do you mean like a Fighter's Mark Interrupt when the Mark is violated? I don't know, I'm kind of having a hard time understanding what the issue is exactly, whether it's a global feeling or more specific to certain things like Effects.
Secondly, the complaint seemed to be pretty final. There was no real desire expressed to find a solution. I think Wik hit his own nail on the head when he responded to Umbram agreeing that the problem was more a clash of desired play style than a flaw of the system. So ... really ... not much can be done. Suck it up mate, the end is nigh!
Some of the best points made:
The game is at its best when everyone contributes. Sometimes this means players accepting hardships because it makes the adventure better/more challenging. This requires the players to be able to trust the DM and for the players to not always play to "win" (make things less challenging)
DMs should be able to make rulings on the fly. They should not be arbitrary. The rules should however be consistent. Players invest character resources into making their characters effective, nerfing this because it ruffles your feathers is unfair. Again both sides need to contribute here. Players have to be able to trust the DMs impartiality. Players shouldn't just make characters that deliberately make things so unchallenging that the fun slowly dies.
When a situation stretches the DMs imagination to the point where they can't get their head around it, asking the player to describe what is happening seems like a good compromise. If the player comes up with something decent, run with it. If not ... not buying it this time Jack.
Anyway, I guess I'll learn more as the campaign progresses but for now I really enjoy player participation in the narrative. I have a lot of House Rule game elements going on that lets this happen a lot more than what the rules strictly dictate: Drama Points, Drama Cards, 'Do Something Cool' Encounter powers ...looking at introducing SabreCat's Purple Cards (similar to my own Drama Cards but with a twist), player created magic items tied into their backstory ... 4eis really just my springboard for the adventure I want to run. And as far as springboards go, its solid and springy
I also notice that Wik pulled back from the thread eventually and stopped commenting.
Two things called my attention about Wik's complaint.
The first was that he felt the system caused players to SAY what was happening (especially with interrupts and powers that influenced his monsters that couldn't be countered) as opposed to ASKING if what they wanted to achieve could be done.
Comment: My players are just about to hit level 9 so I'm far from Epic tier. So far that I don't really even know if this is a feature that becomes more pronounced as the game goes on. But surely if they are using Interrupts to attack your monsters they still have to hit on MOST occaisions. I'm trying to imagine what powers you are talking about ... do you mean like a Fighter's Mark Interrupt when the Mark is violated? I don't know, I'm kind of having a hard time understanding what the issue is exactly, whether it's a global feeling or more specific to certain things like Effects.
Secondly, the complaint seemed to be pretty final. There was no real desire expressed to find a solution. I think Wik hit his own nail on the head when he responded to Umbram agreeing that the problem was more a clash of desired play style than a flaw of the system. So ... really ... not much can be done. Suck it up mate, the end is nigh!

Some of the best points made:
The game is at its best when everyone contributes. Sometimes this means players accepting hardships because it makes the adventure better/more challenging. This requires the players to be able to trust the DM and for the players to not always play to "win" (make things less challenging)
DMs should be able to make rulings on the fly. They should not be arbitrary. The rules should however be consistent. Players invest character resources into making their characters effective, nerfing this because it ruffles your feathers is unfair. Again both sides need to contribute here. Players have to be able to trust the DMs impartiality. Players shouldn't just make characters that deliberately make things so unchallenging that the fun slowly dies.
When a situation stretches the DMs imagination to the point where they can't get their head around it, asking the player to describe what is happening seems like a good compromise. If the player comes up with something decent, run with it. If not ... not buying it this time Jack.
Anyway, I guess I'll learn more as the campaign progresses but for now I really enjoy player participation in the narrative. I have a lot of House Rule game elements going on that lets this happen a lot more than what the rules strictly dictate: Drama Points, Drama Cards, 'Do Something Cool' Encounter powers ...looking at introducing SabreCat's Purple Cards (similar to my own Drama Cards but with a twist), player created magic items tied into their backstory ... 4eis really just my springboard for the adventure I want to run. And as far as springboards go, its solid and springy
