IanArgent
First Post
Just Another User said:It is bad design in more that a way, an encounter challenge should never be based around the result of a roll, it should be based on the players thinking a way increase their odds to solve it or finding a way to go around it, 3.xrd edition with his level based DC for skills fail at it (If I just rolled a 40 on my bluff check, why should I specify what kind of bluff I'm using, I'm afraid 4ed edition will fail even more.
but on the othr hand I kinda liked 2nd edtion NWPs so what do I know?![]()
Isn't a combat encounter a challenge based on the result of several rolls? It appears that the devs are taking this into account that an encounter should be similar whether its combat or non-combat...
BryonD said:Not in the context it has been used in this thread.
The implication has steadily been that it can not be made to work. Which is very false.
Plus, ime, we are hearing a vocal minority here. I'd say your more-or-less everyone criteria is not missed by much, if at all.
Which is why I changed my argument. I'm no longer arguing that I as a DM can't make it work, I'm arguing that an adventure designer cannot design an adventure that can be made to work without DM customization, and that differing levels of familiarity with character creation leads to differing effectiveness of characters. In other words, I'm moving my argument from character design to game design. In the specific case, where the DM knows the capabilities of his party and all the players can design their characters to the same degree of efficiency, the DM can set appropriate challenges to individuals and to the party as a whole. But if the adventure designer has no idea what the capabilities of the party are or could be, the system breaks, because the adventure designer has no idea what to set the difficulty to.
It's obvious by reading the dev blogs that they are embracing this philosphy of simplicity in design, where it will be easier for the DM to set a challenge (whether combat or non-combat) wihtout having to guess at what is the "right" leevel of challenge. See the changes in monster design, for example.
If a group of complete newbies cannot generate characters, elect one of their number as DM, and have him run a module without knowing only what is in the rules, the system is broken. The system needs to be accessible and usable by someone with no experience whatsoever, and right now it's not.