Me too. "Different things" didn't apply to the definition of actor stance.What are you talking about? I'm talking about actor stance:
Me too. "Different things" didn't apply to the definition of actor stance.What are you talking about? I'm talking about actor stance:
Could you be less cryptic?"Different things" didn't apply to the definition of actor stance.
And, of course, this took the full ten rounds to accomplish while the simple worker did not struggle.
So, now we're in house rules territory since intimidated targets stay that way while in your presence and for some minutes afterwards. Intimidated targets don't "promptly bolt".
So, because of the rules, you failed at what you wanted to do, partially because your DM didn't follow the rules of the game. And this is meant as a reason why the 3e rules support taking prisoners so well?
Me, I like it better when the drama of the game isn't dictated to my by game designers. However, I've seen more than a few people here who are more than willing to let game designers tell them what should and should not be dramatic in their game.
Certainly not to my taste anymore.
In my game, the weight of the choice between killing and taking prisoner isn't about mechanical trade-offs. It's about thematic/evaluative trade-offs.
In my game, the cost is generally that you irritate the other PCs who wanted the person dead.The problem I have with the 4e solution is that there is no trade-off. There is no cost to taking someone alive.
And, of course, this took the full ten rounds to accomplish while the simple worker did not struggle.
So, now we're in house rules territory since intimidated targets stay that way while in your presence and for some minutes afterwards. Intimidated targets don't "promptly bolt".
So, because of the rules, you failed at what you wanted to do, partially because your DM didn't follow the rules of the game. And this is meant as a reason why the 3e rules support taking prisoners so well?
Me, I like it better when the drama of the game isn't dictated to my by game designers. However, I've seen more than a few people here who are more than willing to let game designers tell them what should and should not be dramatic in their game.
Certainly not to my taste anymore.
Of course, I also quoted drama as emotional or forceful in effect.But the fact that every moment of a play or a movie is dramatic in the sense of "having the dramatic progression and emotional effect characteristic of a play" doesn't get in the way of it being good drama. And I believe the same is true of an RPG.
Now, of cousre there is room in the world for movies like Empire, but I personally have little interest in watching them. Likewise with my RPGing - I want it to be dramatic in the sense that you quoted and I requoted.
Well, you said this:You said this upthread:
This suggested to me you saw roleplaying as being at odds with combat, and that you saw simulation as being something that occurs outside combat. I didn't follow either of these ponts.
I was saying that I think this is baseless. As in, you have no basis for which to make this claim, at least not without qualifying it, which you did to some degree, when you mentioned a "play-into-story" style of player play style. Then you mentioned simulationist play and "playing-to-win".pemerton said:And, of course, it remains an open question whether most gamers want drama in their games. The growth of PF relative to 4e suggests that they don't
Yeah.I think that, in D&D but also in some other fantasy RPGs as well, combat is one important place where roleplaying takes place. And I also think combat is one part of the game where the contrast between simulationist and non-simulationist priorities for play can emerge.
Constant or forced drama is less dramatic, in my opinion. The show 24 stops being dramatic to me after the first few hours, especially when some complication happens at the end of each and every hour. To others, of course, they like the drama and each and every show, even if I find it so forced and overdone that I can't see it.You may. I don't think you're right, though. There are at least two reasons that simulationist mechanics of a purist-for-system variety can get in the way of dramatic play.
It is in order to avoid these problems that games that want to produce a dramatic play experience, but use essentially purist-for-system mechanics - Storyteller, 2nd ed AD&D, etc - have "rules" telling the GM to suspend the action resolution mechanics in the interests of story.
I personally agree with Ron Edwards that this is among the most dysfunctional approach to RPGing possible. The whole purpose of "modern" game design is to design mechanical techniques of play that will produce drama (in the sense you quoted and I requoted) without anyone at the table - either player or, moreso, the GM by using rules-suspending force - having to deliberately try to author it.
Perhaps it's an immersion issue, but obviously forced story or pacing makes things less dramatic to me. I'll look from the outside, and I'll lose a lot of my investment. I'll think, "this was a cool setup. I like it." I won't experience it, though. I won't think, "wow... I have to do something" because of an emotional investment. The deliberate pacing and focus setting up the dramatic moment will lessen the drama.4e has a range of mechanics that deal with the first issue I mentioned. The combat mechanics, including the pacing and decision-making that they force, is a significant component of the total suite of such mechanics.
4e relies upon the GM's approach to encounter building to deal with the second issue (it doesn't include player-side elements like Spiritual Attributes or Relationship-based augments, although some Paragon Path powers can push a little bit in this direction). But it gives the GM tools (both mechanical tools and story elements) that make this encounter building very easy compared to other mainstream fantasy RPGs.
On the "DM dictating" thing I didn't particularly mean that as an "attribute" of any particular edition; I think you attribute far more "advocacy" to me post than was actually intended. I write to explain why I like what I like, not to demand that you like the same things. What I was listing was a selection of things that, from time to time, have been said to be "where it's at". Among these have been "the DM's story", "the DM's description of the world", "the character build" and "the elegant rules". I think that none of these is as appropriate a focus as what the players (including the GM) do, minute to minute, at the gaming table.
Sure, they take place, but they are not the focus of admiration. I'm not claiming this is universal - just relating my experience. I do think that 4E supports this focus particularly well; not as well as it ideally could, but better than any other game system I have tried. I'll say a bit about why, below.
Right; the "inherent to 4E" thing. First a statement I'm not going to try to "prove" - I hope it's fairly self-evident to an experienced RPer, but if not we'll just have to agree to disagree:
Rules cannot control play style or table culture. They just can't. What they can do, however, is support particular playstyles by not "getting in their way". You can normally tell when a system is not supporting the preferred play style at a table, because you will see house rules - possibly in profusion.
So, no, this style of play - these observations - are not "inherent" to 4E. But I do find that 4E is exceptionally good at supporting them. That is to say, when we play with the agenda for fun/kudos/admiration that I describe, I find I hardly need to houserule the system at all.
Yep; 4E also seems to support this agenda fairly well. Some actually prefer it to 3.X because whareas, with 3.X, facility with character design can get you a character grossly more powerful than the "run of the mill", in 4E getting major (real) advantage is more of a challenge.
That doesn't mean it doesn't also support the agenda I'm talking about, too.
OK, I'll try to give a taster. It applies mainly to combat; that is where in 4E it's most notable. Non-combat is an area where I think 4E could use a great deal of improvement - but I would really like to see it along the lines of supporting what I'm talking about here, and the current crop of designers seem to be drifting away from that, alas.
4E combat has powers and abilities that are particularly well adjusted to pulling off "cool moves" mainly due to two things:
1) they create situations by (forced) moving enemy, but applying conditions to opponents and by creating zones and areas of specific effects.
2) they create specific, defined effects that translate directly to the game world. What I mean by this is they are not subject to adjudication, interpretation or negotiation. Charm or Domination powers, for example, make an enemy move or perhaps attack another - they do not make an enemy "do whatever the DM thinks won't trigger a self-preservation instinct" or other effects that are subject to negotiation. They do not create "illusions that make the monsters think there is someone down the corridor".
This last, in particular, helps with unequivocally "neat" tactics. If the success of a move results from me winning a social status-game with the GM, I don't feel the same sense of "victory" as I do after a really cool move in 4E or in a board game. All I have done is best a friend of mine in a social manipulation or facedown; what I wanted to do was show off to them a cool, clever idea that they did not then have to rended a judgement over.
Or when you attack. It's a set up for starting a conflict - once you are engaged (i.e. you attack someone) it ceases.
Again - it lasts until the first hit.
THPs last until they are used or you take a (short or extended) rest. Like the previous two, they set up an initial "jump", but go as the conflict is engaged in.
As can Magic Items, levelling up and taking new powers...
And this, I think, was pemerton's point.
I'm not really interested in speculating what the rules designers' intentions or motives were - maybe you're right >shrug<
I would distinguish between "preparing for an encounter" - setting up a surprise, recconnoitering the opposition, getting into position and so forth - and applying buffs that will last all day, or through several encounters, from temporary/renewable character resources.
My first thought is that, in AD&D, a fighter's "kudos" moments are mostly limited to rolls of natural 20. (Thieves also have the once-per-encounter backstab moment.)Okay perhaps you could give some concrete examples of how 4e supports this better than any other edition where the table has decided that there is where the focus will lie?
<snip>
I certainly can't think any previous editions (with the caveat that I have never played anything earlier than BECMI) of the game that has a problem facilitating this if that's the style of play the people at the table want.
To teleport to a destination other than a permanent circle requires a 28th level ritual. And, as [MENTION=27160]Balesir[/MENTION] pointed out, the buffs generally don't last through the whole combat - they are contingent on the first attack/hit, and other features of 4e (eg no save-or-die/suck) mean that one round wins aren't going to happen. (Assuming the GM is following the encounter building guidelines.)while 4e doesn't support them as fully as 3.5 did a clever PC can still Scry on his enemy. Buff himself up before the encounter, and Teleport there with the right resources... and that was the context I believed pemerton was speaking about this in.
As I've said before, on this and other threads - show me all the discussion and examples of narrativst 3E or AD&D, and of Balesir-style gamist 3E, and I'll happily discuss them.I see people speak to what 4e's laser focus is on (narrativism, light-gamist play.etc.) but IMO, it seems like 4e just works better for certain GM's and Players for facilitating the things other GM's easily got form earlier editions if they wanted that particular style or focus of play.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.