TwinBahamut said:
Yes, various forms of non-combat challenges have similar axes (though I would not agree that they are the same by any stretch of the imagination). Non-combat itself does not. As a whole, "non-combat" encompasses far too many different things that work under entirely different rules to really be comparable to combat.
I said that in the original post. I'll say it again. This is an idea for how to use non-combat roles in 4e to add variety to non-combat challenges. Aside from resolving challenges, the roles system doesn't have much of a use. What's a striker do when he's not fighting stuff? "Striker" only defines how he fights stuff. What's a Trailblazer do when she's not going somewhere? "Trailblazer" only defines how she responds to a kind of challenge.
Success and failure have nothing to do with the offense vs. defense and direct vs. indirect axes, which are based entirely on complimentary ways in which one tries to achieve success and avoid failure. A conflict that has success and failure does not necessarily have either axis (I will use disarming a bomb as a an example of a challenge that has neither).
Success and failure DO have to do with offense and defense, though.
When you're disarming a bomb, there are two basic outcomes: you either disarm the bomb, or you do not (and, presumably, if you don't, the bomb blows up). An "offensive" bomb-disarmer might gut the thing to cut the right wire, while a "defensive" bomb-disarmer would just make sure you don't cut the WRONG wire. A successful offense means you've clipped the right wire. A successful defense means that when you would've clipped the wrong wire, you instead realized at the last minute that it was wrong.
Offense = Things that get you toward success. Things that earn you successes and deplete enemy HP.
Defense = Things that stop your offensive failures from being COMPLETE failures. Things that allow you more failures and restore your own HP.
If you abstract it to that level it doesn't make any conceptual sense anymore, and you still don't quite fulfill the main purpose of roles.
The main purpose of roles as they exist now, just to be absolutely clear here, is to give you diverse ways to contribute in combat. The idea of roles as I have slightly expanded it is to change "in combat" to "in a challenge" (of which combat is one type).
Sorcerers and Warlocks and Rangers and Rogues are all the same role. "Striker" doesn't tell them how they do what they do, it just tells them what they do.
In my example, I basically have five classes all sharing a role. "Trailblazer" doesn't tell those classes how to do their job, it just tells them what their job in such a challenge is.
If there is no real difference between someone who navigates open wilderness and a guy who disarms traps in ancient ruins, then you have simply failed to make your system model the kinds of stories that people typically want to play in an RPG.
"If there is no real difference between someone who stabs you in the kidneys with a dagger and a guy who makes deals with the devil, then you have blah blah blah..."
There is a difference, the difference is not the role. You look for difference in the class (which, you'll see, my outline above included), in the powers (which I mentioned, but didn't actually show), in the build (sure, why not?), in the power source (again, why not?), in whatever level of other definition you care to add.
The role, however, remains the same. There are a lot of different kinds of strikers in the world. Why wouldn't there be a lot of different kinds of Trailblazers? My post includes at least five.
It is much more comparable to saying that, a class that can only deal large amount of damage to undead and a class that can only deal a large amount of damage to humanoids are not interchangeable in a party, and thus can't be said to fulfill the same role of a "striker".
You notice 4e rogues can sneak attack elementals, yes? 4e doesn't divide you up based on such a binary system. My idea doesn't, either, and this remains consistent with 4e's philosophy. If you're looking for a different philosophy, that's a different concern -- my goal was to work within 4e's assumptions to create a natural extension of the roles concept into types of challenges aside from combat.
I am saying that a guy can't use his skills at navigating underground labyrinths to navigate the open ocean. There is a huge difference in skill-set between the two.
There's a huge difference in skill-set between stabbing with daggers and shooting magic lasers, but both are strikers. There's also a huge difference in stabbing an alien being made of fire and stabbing some guy down at the pub, but both are covered under "sneak attack." I'm well within 4e's bounds of abstraction.
Or are you saying that the difference between having the skills to manage a merchant caravan and having the skills to be a master blacksmith are only as minor as the differences between having the ability to swing a sword at oozes and having the ability to swing a sword at a person?
That's getting at it, yes. 4e doesn't even assume the difference between a blacksmith and a merchant caravan manager is worthy of being mechanically represented in any capacity. My sketched system could at least allow you to posit a kind of challenge (say, an "economic challenge" about earning money performing your duty) and have characters vary in their approach to it.
Yes, you can easily entirely replace the combat system with skill checks and challenges. That does not mean the inverse is true in the slightest. This argument is a total logical failure.
A skill check and combat are just two different ways to measure if you succeed at a goal or not.
The core of the D&D game mechanics is just finding out if characters succeed at their goals or not. Every type of encounter, every type of challenge, every type of check, every type of die roll in the game, is about only this. Does my guy successfully do what I want him to do? This only has two possible answers.
Any method you can use for one question, you can, without any doubt in my mind, use for another.
It's not always the best -- my original formulation of the idea was too close to combat, probably (challenges had "challenge hit points" and such), but it's entirely possible and entirely plausible. Combat is just the most complicated method of this (on the flip side, the least complicated method is DM Fiat).
The only detail that is relevant, however, is subjective: how much detail do YOU want in this particular challenge?
Because dragonslaying is subset of general fighting ability, not a totally alternate skill set.
"General fighting ability" doesn't exist, any more than "general ability to get where you're going" exists. If you took a four-star general from today and plopped him in front of an angry, hungry sabre-toothed tiger in 3,000 BC, he'd probably get mauled.
D&D is totally OK with an abstract level of fighting ability. It's not a huge leap to make that an abstract level of ability to deal with challenges -- fighting is just one kind of challenge.
Because healing people and healing animals are both subsets of the healing skill set, not totally alternate skill sets.
Veterinary medicine and surgery are not the same thing. D&D is totally OK with an abstract level of "healing ability." It's not a huge leap to make that an abstract level of "ability to persuade others." Persuading others is just one kind of challenge.
Hey, if he can be equally as good no matter the monster, why shouldn't my Ranger be equally as good no matter the maze? If not having any vampire-fighting experience can still translate into a dead vampire, why does not having any dungeon-maze experience not translate into getting through the dungeon-maze?
No, D&D doesn't take a more abstract view. It focuses entirely on a fairly limited range, abilities related to combat, and abstracts everything else. Within that range, it is amazingly detailed and specific. The minor abstractions made for that purpose don't mandate the kind of massive abstractions that you are advocating.
Take a look at any thread regarding Shoedinger's Wounding and tell me with a straight face that 4e D&D is "amazingly detailed and specific." Heck, play Rolemaster and tell me that. Or Harn.
Or just take a look at the 4e roles system, which is what this parallels, and tell me THAT is amazingly detailed and specific.
Or, perhaps more damningly, take a look at the existing 4e D&D skills system, which would be what this proposed system basically replaces. It is by all means NOT amazingly detailed and specific, even by comparison to earlier editions (Non-Weapon Proficiencies and 3e's skills were both much more detailed, and even they had a lot of abstraction). These roles for other challenges are not insanely abstract for a 4e D&D game.