arscott
First Post
This issue has been noted and fixed by the 4e team.Mustrum_Ridcully said:If there is anything I don't like on 4E, it's definitely that there are to many "Thom-" designers.
This issue has been noted and fixed by the 4e team.Mustrum_Ridcully said:If there is anything I don't like on 4E, it's definitely that there are to many "Thom-" designers.
Phewt, They can tell me what they want - as long as their board names are still indistinguishable, I don't care!arscott said:This issue has been noted and fixed by the 4e team.
Cyronax said:Isn't there such a thing as objective reality in a campaign though?
I am fairly creative as a DM in adjudicating rules, but in certain situations there are only a few or one way to proceed in a certain tactic.
Haffrung Helleyes said:A WoTC developer is asserting in his blog that it's appropriate for the PC to determine which skill will get him out of a given situation (the History check to find the sewer grate).
I don't think it is a stretch to imagine that the PHB will incorporate this paradigm. Why else would he write about it?
Ken
Plane Sailing said:In RPGs the same problem can easily present itself. One adventure I ran, the PCs were captured and put into a room. Someone says "Is there a ventilation shaft?"
If I say "No", then everyone just twiddles their fingers until the next thing happens (along my railroad?)
If I say "Yes, (why not?)", then the party attempts a daring escape attempt crawling through big air ducts, perhaps pursued by the enemy who is periodically shooting.
Irda Ranger said:It seems like: 1. Cooperative world design; 2. A huge burden off the DM; and 3. Emotional buy-in by players ("I made that!"); to me.
Moridin said:Wow, that's possibly the most cynical, word-twisting interpretation of anything I wrote. Nowhere did I invalidate anyone's opinions or say they don't count. As for not showing you the mechanics, we DID show you the mechanics at D&D Experience. You didn't go? That doesn't mean we didn't showcase the mechanics to some people, and it was in fact in reference to that event that I wrote, specifically the Escape from Sembia adventure, which many people on these boards have had a chance to play and report their experiences. However, I was lamenting that we'd not said much about the noncombat encounter system, not trying to dangle the information in front of you.
you said:I find it particularly interesting that the areas where I feel we've improved the game the most aren't the ones we're showing off.
Voss said:So, wait. You did show the mechanics that you were saying you couldn't show people? And by that, I mean this-
That is dangling. Its the same thing that you folks have been saying since October/November- The noncombat stuff is REALLY SO AMAZINGLY AWESOME... but we aren't going to show it.
And the specific example... feh. So the player magically creates sewers. So what? He *still* has to elude the guards! Or do the sewers come with an SEP field and anyone near them is ignored by the guards? At some point he still has to get escape their attention/hide/distract them in some way, so he can get into the sewers without the guards noticing.
It doesn't sound like theres much roleplaying involved- the streetwise character bringing gangs into the situation has some potential, but the sewer example sounds like the player talked the GM into allowing him to make a random roll to beat the challenge.
Voss said:And the specific example... feh. So the player magically creates sewers. So what? He *still* has to elude the guards! Or do the sewers come with an SEP field and anyone near them is ignored by the guards? At some point he still has to get escape their attention/hide/distract them in some way, so he can get into the sewers without the guards noticing.
It doesn't sound like theres much roleplaying involved- the streetwise character bringing gangs into the situation has some potential, but the sewer example sounds like the player talked the GM into allowing him to make a random roll to beat the challenge.