D&D 4E Stephen Radney-MacFarland on Conversions and Adventures in 4e

Derren said:
But when the players dare to do something you did not expect when writing the plot which requires you to use the NPCs in a different role than the intended one you have big problems as nothing is there and this cases might not even be covered by the reduced NPC rules.
Let's say I created an NPC Fighter of 16th level in 3.5 that was ordered to stop the PCs from entering the Trading Companies Bureau. The 12th level party don't feel ready for a direct confrontation, so the Rogue disguises himself to enter the building and then sneak around to find what the party needs. Suddenly, it's not a combat encounter, it's about subterfuge. Unfortunately, my 16th level NPC doesn't have any ranks in Spot, Listen or Sense Motive, and thus the Rogue can't really fail anymore...
Was it just the DM being stupid not forseeing the players trying to use a different approach and give his NPC the neccessary skills to handle it? Was it the system faults for not giving the Fighter enough skill points and class skills to train in this skill.

In 4E, there is one thing that changes this dynamic for the better: At least the NPC has a default skill value of 8 (half his level). Which also applies if someone tries to "Diplomance" him instead of killing or sneaking around...
 

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Professor Phobos said:
To what RPGs do you refer? Just so I have a sense of what you're talking about when you say "gaping holes."

Off the top of my head - World of Darkness (new and old) Shadowrun (3rd and 4th edition), AD&D...
 

mmu1 said:
Off the top of my head - World of Darkness (new and old) Shadowrun (3rd and 4th edition), AD&D...

Huh. Funny, I could have sworn the new World of Darkness was entirely playable, what with my playing it all the time and all. I never noticed any gaping rules...
 

Professor Phobos said:
Huh. Funny, I could have sworn the new World of Darkness was entirely playable, what with my playing it all the time and all. I never noticed any gaping rules...

I play Shadowrun 3rd edition to this day - I obviously find it playable, or I wouldn't bother - but that doesn't mean I'm blind to the fact that the ruleset is lacking in some important ways. Playability doesn't equal perfection - or even quality, necessarily. Something simple enough to be easily playable can be shallow dreck.
 

mmu1 said:
Now, with that out of my system... I've never actually had a problem before with simplifying overcomplicated rules, or deciding whether the extra effort required to use advanced rules made the game more fun and was worth it. My players don't especially care whether it was a "professional designer" that made the call, or I did - as long as it was consistent. I've never wasted any unnecessary effort figuring out a 3.5 NPCs craft skill level, either.

On the other hand, creating new rules because the game failed to make provisions for something is a lot more difficult than ignoring unnecessary complexity, and I've come across plenty of RPGs which had gaping holes in the ruleset - and, worse yet, had a design which made it very difficult to use their core mechanics to fill those holes. So this impression I get from 4E (which is regularly reinforced by posts like the one referenced in this thread) that the designers decided to concentrate only on the "important things" and pretty much ignore everything else doesn't exactly fill me with confidence.

I've got a player who will, subconsciously and without malice, try to figure out the "wiring" of any encounter/event he doesn't immediately understand. I do the same thing to him, so I can't complain too much. The point is, though, that if there's a rule that says "the numbers are supposed to add up" there a a few geeks who expect the numbers to add up -- even if it's subconscious and comes from spending 40+ hours a week designing and coding financial software (no numbers there, uh-uh, and we're never expected to have things add up). Because of that, I think I'm actually going to appreciate having rules that strongly imply, if not explicitly state, "don't look behind the curtain."

There are elements in RPGs that are well served by detailed rules and there are areas that are simply bogged down by them. I've played systems that tried to over-engineer combat (e.g. Phoenix Command) and systems that tried to over-engineer character background and "soft" bits (e.g. Aria). Either one can make a game unplayable or require selectively ignoring rules. I've also played games that under-developed various areas (e.g. WoD and 1E, though I enjoyed both). That leads to a lot of GM fiat and arbitrary calls that may not match what the players thought they were signing up for. Oddly, I think 3.5E was too heavy in some areas (mostly combat, skills, NPCs, treasures, and other DM prep work), too light in others (like how to handle diplomatic encounters), and, impossible though it seems, both at once in others (traps, IMO).

There's a happy medium between too much rules definition and too little. And that balance varies from element to element. I very much doubt that any system will get it exactly right. There probably isn't any "right", because different groups and people have different styles. My hope is that 4E comes a lot closer to giving me (and most groups) what I (and they) want than 3x did.

Don't get me wrong. I think 3x is a huge improvement, in many, many ways over 1/2E. Over the last 12 or so months, though, the warts have become increasingly apparent to me. So apparent that I've come to think of 3e as an incomplete game. Most component changes were an improvement by most standards, but the whole ended up being less playable than 1/2E.

I know that sounds a bit contradictory, but it isn't. It's a bit like my friend's project of building a home theater. He framed the walls, ran the electrical, drywalled the walls, etc. He hosted a New Year's party and stuck up a screen and set out deck chairs. The whole thing was pretty darn cool, totally functional, and it was a blast to watch movies in there. But, it wasn't done. Had he left it like that, it would have worked better than the living room TV, from a certain perspective. But, the deck chairs, lack of paint and carpet, and so forth would eventually suck the coolness out of it -- a comfy couch goes a long way. So, he's now pulled the screen, projector, etc. out of the room so that he can add acoustics, decor, etc. When it's all done, it'll be vastly improved over the living room. The middle ground was functional, and probably would have kept some people happy for a very long time. That doesn't mean the refinement isn't even better.
 

Imban said:
But yet "orcs" won't exist - I'm almost sure some article revealed that we'll be getting something like 5 sorts of Orcs in the MM, Orc Minions, Orc Berserkers, Orc Shamans, Orc Archers, and... Orc Bloodsomethings? I'm still very worried about this.
Look at the MMV and MMIV. Or hell, the MM 3.5. There are monsters specifically statted up with classes there.

Didn't stop you from using the base.

But the 4e MM, I believe, will just have Orcs statted up By Role. Advancing them along the role charts, or whatever.
 

Rechan said:
Look at the MMV and MMIV. Or hell, the MM 3.5. There are monsters specifically statted up with classes there.

Didn't stop you from using the base.

But the 4e MM, I believe, will just have Orcs statted up By Role. Advancing them along the role charts, or whatever.

I hated it in the MMV because the pseudo-classed monsters presented weren't honestly compatible with anything except using them straight out of the book. There was no base, so of course I was stopped from using it.
 

Mercule said:
I've got a player who will, subconsciously and without malice, try to figure out the "wiring" of any encounter/event he doesn't immediately understand. I do the same thing to him, so I can't complain too much. The point is, though, that if there's a rule that says "the numbers are supposed to add up" there a a few geeks who expect the numbers to add up -- even if it's subconscious and comes from spending 40+ hours a week designing and coding financial software (no numbers there, uh-uh, and we're never expected to have things add up). Because of that, I think I'm actually going to appreciate having rules that strongly imply, if not explicitly state, "don't look behind the curtain."

See, despite the fact that I don't have a problem with modifying rules, or simplifying rules, I'm actually kind of like your player in that respect - I tend to reverse-engineer things in my mind as well, figure out likely bonuses, hp totals, etc., and I do expect - for the most part - the numbers to add up. I'm very willing to change the rules which determine how the numbers add up, but they still have to make sense...

If I have to make something up in the middle of a session, I will sometimes simply assign whatever numbers "feel right" without consciously doing the math, but I only do that because I know I'll be close enough to what I'd get if I sat down and crunched the numbers that the minor inaccuracy will have no real effect on the game.

So "don't look behind the curtain" doesn't really work for me as a solution... It's sort of ok when it comes to monsters - it's pretty much a given that, even with the way they've been standardized in 3E, they really operate by different rules than PCs. However, when it comes to NPCs, I can't stand it, either as a player or as a DM - it immediately breaks the sense of immersion for me when NPCs, for the sake of being a better combat challenge, display abilities which a PC of the same race and class could never have. "Video game-like" gets thrown around a lot, but that's what this kind of thing makes me think of, and I think it's a legitimate comparison in this case - CRPG opponents tend to break the "rules" constantly in order to ramp up the challenge, and the designers are never able to hide it well enough...
 

mmu1 said:
See, despite the fact that I don't have a problem with modifying rules, or simplifying rules, I'm actually kind of like your player in that respect - I tend to reverse-engineer things in my mind as well, figure out likely bonuses, hp totals, etc., and I do expect - for the most part - the numbers to add up. I'm very willing to change the rules which determine how the numbers add up, but they still have to make sense...

If I have to make something up in the middle of a session, I will sometimes simply assign whatever numbers "feel right" without consciously doing the math, but I only do that because I know I'll be close enough to what I'd get if I sat down and crunched the numbers that the minor inaccuracy will have no real effect on the game.

So "don't look behind the curtain" doesn't really work for me as a solution... It's sort of ok when it comes to monsters - it's pretty much a given that, even with the way they've been standardized in 3E, they really operate by different rules than PCs. However, when it comes to NPCs, I can't stand it, either as a player or as a DM - it immediately breaks the sense of immersion for me when NPCs, for the sake of being a better combat challenge, display abilities which a PC of the same race and class could never have. "Video game-like" gets thrown around a lot, but that's what this kind of thing makes me think of, and I think it's a legitimate comparison in this case - CRPG opponents tend to break the "rules" constantly in order to ramp up the challenge, and the designers are never able to hide it well enough...
3.x monsters also often break the rules. Spiders that can "cast" Web without spells, Dragons with Fire Breath, the ability to Teleport at Will. These are capabilties that are unattainable for PCs (at least in the core rules.) The natural armor bonus of monsters is entirely arbitrary, and only because you're famiilar with the base monster you can see how its stats where adjusted. This alone wasn't a problem for 3.x. What mattered was that you could strange results if you changed things, using templates or just simple equipment, and suddenly "break" the CR system.


I think you will look behind the curtain in a different way (presuming you will use 4E in the end):
Instead of thinking - "AC 25 - that probably means the Mithral Full Plate has a +4 bonus and he also has a Dex of 16. Oh wait, his Initiative was only 2, that can't be. Probably some natural armor.."
You will think more along the lines of "Hmm, AC of 25, that probably means he is a level 5-7 monster... Is a bit on the high side, he uses a long sword and always maneuvers to protect his comrade from the Rogue, so he's probably a Soldier..."
 

mmu1 said:
So "don't look behind the curtain" doesn't really work for me as a solution... It's sort of ok when it comes to monsters - it's pretty much a given that, even with the way they've been standardized in 3E, they really operate by different rules than PCs. However, when it comes to NPCs, I can't stand it, either as a player or as a DM - it immediately breaks the sense of immersion for me when NPCs, for the sake of being a better combat challenge, display abilities which a PC of the same race and class could never have. "Video game-like" gets thrown around a lot, but that's what this kind of thing makes me think of, and I think it's a legitimate comparison in this case - CRPG opponents tend to break the "rules" constantly in order to ramp up the challenge, and the designers are never able to hide it well enough...

I can appreciate that position. Actually, I'm somewhat of the same mind. One thing I absolutely hated about 1/2E was the occasionally (or not-so occasional) NPC who, while human (or another PC race) did things that no PC could ever do. That ticked me off royally, and still would.

I don't want different capabilities for PCs and NPCs. What I'm hoping for is a system that includes all the same possibilities, just a different way to list them. Presumably, that way is simpler, if less precise -- otherwise, what's the point?

When all is said and done, it doesn't really matter if that CR8 general is a Fighter 6/Warlord 4, a Fighter 8, or NPC bruiser 8. What matters is that it isn't painful to stat him, I have a pretty good idea of how much work he'll be for the PCs to take down, and that the PCs could get his abilities -- if they wanted to. I'm being optimistic that that's what I'll get from 4E.
 

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