The Crimson Binome
Hero
Like I said: I started with 2E. From my understanding, that guy was mostly out of the picture by then.First you try to claim a OneTrueWay that D&D has 'always' been, then you dismiss what the guy who wrote it had to say.
Like I said: I started with 2E. From my understanding, that guy was mostly out of the picture by then.First you try to claim a OneTrueWay that D&D has 'always' been, then you dismiss what the guy who wrote it had to say.
So why are you always going on about 'tradition' and making pronouncements about 'the way the game was always played?'Like I said: I started with 2E. From my understanding, that guy was mostly out of the picture by then.
The point is, it is not the, or even an 'original goal' of D&D. It's one of the many crazy things folks did with D&D back in the day.
First you try to claim a OneTrueWay that D&D has 'always' been, then you dismiss what the guy who wrote it had to say.
Amongst all this discussion regarding Skill Challenges what should not be lost in the conversation is that each technique is not binary (on/off) and exclusive (single technique).
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These conversations, like the examples in the DMG, are examples of some of the things that can be accomplished/done, not the entirety of what can be done.
I believe the examples in the DMG were simple examples (almost shorthand) to showcase some of the techniques but lacked in the explanation side (as shorthand usually does).
I agree with both of these. I think D'karr is correct that the published examples have to be understood as roughly analogous to a set of monster stats plus some tactical notes: if the PCs do something unexpected then the GM is going to have to depart from the tactical script, and the same is true for a SC.One problem though was the tendency to have SCs in adventures that ONLY provided basic mechanical costs. It is partly a consequence of the author not having access to the characters in the story, he can't know what their specific agendas are. Still, published SCs were often woefully framed.
The problem of course was that they simply failed to illustrate vital techniques.
I'd sum up the decision point as "how do you want this story to go?" (Is that fair?) If I decided to pray to Melora with my high Religion check, instead of using my okay-but-not-good Nature check, at that point I'm putting my PC's relationship with Melora into question, or at the very least bringing religion into the game. When I build my PC I'm going to invest in the resources that allow me to guide the fiction in the direction I want.
I guess one question is "why wouldn't you always use the skill with the highest modifier?" (Which makes me think of Burning Wheel's detailed list of skills.) That's probably a feature - the system reinforces your PC build choices by making whatever you're most interested in have the greatest weight so that you can reliably push the fiction in the way that you want, but on the same hand I can see how that would limit decisions because you'd always want to use that skill. The DM would need to be nimble, I think, to react and put pressure on the PCs and thereby the players.
This is a good exchange.The players can only apply their skills to the fiction at the points where they can demonstrate that the narrative will support it, so obviously that's one limitation that we are all aware of. Its great to be a level one 4e PC with a +14 Diplomacy bonus, but skeletons just don't really care...
Beyond that there may be reasons why a character may not want to exercise his best skill every time. There could be narrative consequences to pursuing some tactics for instance.
The thing is, Newton's Laws weren't wrong, exactly; they're just a simplification, which holds extremely well for large-ish objects travelling at small-ish speeds. Likewise, Navier-Stokes simplifies down to Bernoulli when you're talking about incompressible flows with no viscosity.If Newton's Laws of Motion were really set in stone, Einstein would never have had a chance, and Global Positioning Satellites would not work as they do.
If you take two similar characters, and use different rules to model them, then any interaction between them is likely to resolve based on the differences in the models rather than the underlying reality of the (fictional) situation. As an extreme example, imagine if PCs had +20hp and +5 to all checks merely by virtue of being a PC. It's like the game is forcing its own agenda on you, to have you succeed because the game wants you to succeed, rather than being determined by your choices (and random chance).You lost me. What has this to do with fate, destiny, free will, the nature of game world natural laws or anything like?
That sounds like a very defeatist attitude. Even if it's true, though, that doesn't mean that trying is pointless. Even if there aren't better and more-efficient mechanics that can be discovered, to improve the resolution with smaller complexity costs, you can still find new and innovative combinations along the way. There are an infinite number of points along that sliding scale.Its an illusion, there is no such system. That is what you eventually realize. Even if you could make that system, it wouldn't be the 'best' RPG possible. It might at most be the best for some certain agenda. Its a moot point however since such verisimilitude can only be achieved with greater and greater complexity, which undermines playability and overwhelms players.
Climatologists want to talk to youThe thing is, Newton's Laws weren't wrong, exactly; they're just a simplification, which holds extremely well for large-ish objects travelling at small-ish speeds. Likewise, Navier-Stokes simplifies down to Bernoulli when you're talking about incompressible flows with no viscosity.
We don't need perfectly accurate equations in an RPG, because we're generally only dealing with a small subset of reality anyway. In a game like D&D, we don't bother with resolution any finer than five feet, or time increments smaller than six seconds. If you're talking about a sci-fi game, then the actual laws of physics might matter (for things like GPS), in addition to the simplifications we use to run normal interactions.
And that's really much of the appeal of process sim, at least to me. The fact that you can take reality (our real world, or any imagined world), and model it with any degree of accuracy, using only math that we can do in our head.
If you take two similar characters, and use different rules to model them, then any interaction between them is likely to resolve based on the differences in the models rather than the underlying reality of the (fictional) situation. As an extreme example, imagine if PCs had +20hp and +5 to all checks merely by virtue of being a PC. It's like the game is forcing its own agenda on you, to have you succeed because the game wants you to succeed, rather than being determined by your choices (and random chance).
Where I'm okay with using different models is when it's a matter of detail, and you're just making a simplification so that the model runs more smoothly. Ideally, you should still recognize that the same principles are in play, and the outcome of any interaction shouldn't matter too much on the fact that you changed the model.
That sounds like a very defeatist attitude. Even if it's true, though, that doesn't mean that trying is pointless. Even if there aren't better and more-efficient mechanics that can be discovered, to improve the resolution with smaller complexity costs, you can still find new and innovative combinations along the way. There are an infinite number of points along that sliding scale.
I did like the idea of the Dawn War, very mythic.I actually really liked a lot of the 4E cosmology.
Yes. In 3e you could theoretically use CR to design a larger combat by 'breaking up' the assumed one same-level (or higher level) monster into more lower-level ones. In practice, it didn't work out too well. Similarly, in 5e, bounded accuracy favors the side with greater numbers so profoundly that combats where the PCs are outnumbered become problematic, thus the default monster-exp = encounter-exp-budget brings us back to the single same-level monster as the default encounter.I also liked the encounter design ideal of having more moving pieces involved... a party of pcs versus a group of monsters; I liked that a lot more than how 3E encounter design tended to work.