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D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


That's *if* the players know that. If you tell them ahead of time, then yup, you're 100% right, no illusionism.

If they don't know, and they're simply exploring, and you think "that way is boring, thus I'll just make it the other way," I'd consider that illusionism. Their "choice" didn't matter.
I think this reveals quite nicely a part of what Ron Edwards was going on about when he wrote about "agenda". It relates strongly to the question "what do you want (your character) to make decisions about?"

He identified three specific agendas. I have no idea if that list is exhaustive - I suspect not. On that list was "exploration for its own sake", or what was dubbed "simulationism". That's what I see as an agenda, here. Exploration of "the thing" (imaginary place, imaginary situation or whatever) is valued; the "thing" itself is valued and expected to be a pretty bauble to look back upon in memory. There's a sense I get that looking back on the importance of that, at the time arbitrary, decision is valued because of the interest it holds in the context it gains in retrospect.

"Narrativism", on the other hand, involves wanting decisions about "Story NOW". Interesting, dramatic/emotionally dissonant decisions to make during play - i.e. right now. Not in retrospect - in play.

Illusionism will always matter or not depending on agenda (this being the type of meaningful decisions you want), it seems to me. If the first agenda is not important to you but the second is, then the "turn left/right" illusion won't bother you at all, but one concerning a plot twist will. If, on the other hand, the first agenda is really your main focus but the second is really not why you play, then the left/right illusion will screw with your head, whereas a pre-scripted plot twist will not - it will just be part of the interesting, intricate "thing" you explore, and then get to admire afterwards. What many folk want, I suspect, is a mixture of these, but alas there are inherent conflicts because of just such classes of "illusions".
 
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Illusionism is fundamentally a very simple concept:

If the ruleset alleges to cultivate or outright prescribes an experience whereby when the input of players (PC build choices, action declarations) meets system play procedures (the action resolution mechanics + the system-canvassed type and kind of situation framing and player adversity), play will propel forward inexorably as an outgrowth of those practices...but if at the table it is actually subordinated by GM force (rendering irrelevant the aforementioned inputs), and it is done so covertly, then that is illusionism..

You're going to have to speak to me like I'm twelve, or I'm not going to be able to respond to this as well as I'd like to.
Heh. If that's a simple concept, that sure wasn't a simple way of describing it. Maybe:

"If the DM assures the player that they'll be playing by the rules, but ignores the rules, having everything happen just the way he intended beforehand, /and/ gets away with the deception, that's 'Illusionism?'" Close, Manbearcat?

Not what I thought he was getting at, before, though. Just fudging a roll now and then, or ruling that a player can(not) do something that the rules fail to cover, wouldn't fit that definition.
 
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There's the line between INT and an int-based skill, of course. In 4e, IIRC, that line was exposure to specific information (history, arcana, religion). Not a bad place to draw it. Not the only place.
Yeah, it was always unclear to me, far more so than which skill to use. I think we just pretty much settled on always using some skill or other unless someone was dubious about which one fit, and then we'd roll an ability check instead.

That'd be an argument in favor of 5e's optional stat-independent proficiencies (or other systems like it in that sense, such as Storyteller). If you had a proficiency 'locksmith,' you'd roll INT to remember information about locks, DEX to pick or repair a lock, WIS to settle on the most suitable lock for a given purpose, CHA to sell a customer a more expensive lock, and so forth... proficiency would apply each time.
It just doesn't IMHO return enough value for the complexity at the table of sorting out which skill AND which ability to use, doing the extra bonus calculation, etc. I want a skill system that is fast fire. If there's some possible way to hair split and do this vs that, I want it to at least be very clear that the most obvious way (to me) is at least very clearly sensible and where you can just add a pre-calculated bonus and go.

In 4e, oddly, it'd be a matter of where (what plane) the lock was made, or the keyword of the creature making it. Dwarven lock in the natural world: History. Lock made by Quom to secure a vault containing sparks of their destroyed deity: Religion. Etc...
Yeah, you get too much into splitting hairs eventually though. Personally if it was a basically mundane lock I'd call it thievery and leave it at that regardless. If it was more of an artifact of some sort, then it would probably fall under one of the knowledge skills.

It wouldn't be one of my favorite things about the system, but it's not a glaring negative, and certainly better than ranks or non-weapon proficiencies in both concept and implementation.

I feel like skills should be more thoroughly rolled into class (or background or theme) and level, rather than broken out quite the way they have been. One of the merits of a class system is that you usually only need class/level and perhaps a few modifiers to determine what a character can do. While systems like feats and skills and so forth add customizeability, they detract from that, a bit.
Well, if you are going to have some customizability its a good place to start. AD&D (and Basic) just got old after a while. Yes, every character's story is 'unique', but you play for 3-4 years and the uniqueness is down to which room they died in or which item they have. I'm pretty sure that was the motivation for loosening up on the class-based approach.

Nod. It's not that it's a bad or unworkable system, it just emphasizes training over experience, in that you can't benefit from the latter without the former. The differences among modern eds' skill systems are really more in the realm of what you're bad at than what you're good it. In 4e, you get better even at the things you're bad at; in 3.x, you can get better at the things you're bad at, if you really want to, but you give up becoming better at some things you're good at in a resource-distribution trade-off; in 5e, you only get better at things you're good at, (or suddenly get much better when you become proficient at a later level).

Yeah, I think the 4e system just wins over the 3e and 5e systems for clarity and ease of use, and AD&D's various systems were all worse than 3e. TBH I am not entirely sure what a really good skill system would be. They all run into the same issues and all of them are compromises.
 

So the first principal is that it's not your fault you failed even if you roll low... interesting, I find this weird since even powerful protagonists in fantasy fiction a times mess up through their own hubris, flaws, etc. Are there usually limits on this?
It's generally a principle about narrating the task the player has declared for his/her PC.

So, for instance, in combat: if the fighter misses with an attack roll, it is narrated not so much as "you swing and miss" but rather as "your swing would fell any normal person, but the troll swats your blade away with its brawny, steel-hided arm".

Hubris and flaws would tend to come in, in this style, via external circumstances. For instance, the hubristic thief doesn't fail to pick the lock, but is knocked unconscious by the gas trap that s/he triggers; or perhaps the guards arrive just as the lock clicks open.

Is part of fail forward discussing a change in outcomes with the group?
Not necessarily. In the case I described, before framing the PCs into the jail scene I wanted to know which players (if any) would prefer to start a new PC, in which case the old PC would really be dead.

If you want to locate the discussion under a methodological label, I would put it under "scene-framing" rather than "fail forward" - namely, one way to decide what sorts of scenes to frame, as GM, is to discuss with the players what they want. Managing discussion vs uniateral decision-making is a broader part of managing pacing, tension etc at the table. Just after a "TPK" there is generally no need to maintain tension or a rapid pace, and so it's a good spot for a conversation.

Were the success and failure parameters set before he entered this SC? If so what were they?
Success conditions were - I gave the player the option to keep heading for town or to try and return to the tower, and he chose the latter.

Failure conditions were implicit. I discussed my approach to this on some recent thread, maybe even this one. Luke Crane, in the Burning Wheel core book, stipulates that failure conditions must always be stated in advance. But in the Adventure Burner (which is something like a GM's guide for BW) he says that, in his actual play, he often doesn't stipulate failure conditions because they are implicit in the situation.

My approach is similar, in that sometimes I specify failure conditions but often I prefer to let the framing of the situation, and the player's action declaration in that context, carry them by implication. In the context of riding a flying carpet trying to escape from hobgoblin wyvern riders, for instance, where you are dodging and weaving (Acro), throwing flasks of elemental fire at them (Arcana), etc, I think the implicit failure in most systems is a crash or capture - and D&D doesn't handle capture of a single PC all that well (because of its party focus) - and so crash landing becomes the implicit outcome.

Relating this to illusionism (or its absence): the player can see how the crash, as an element of the fiction, has been derived from the actual process of play. He could see his failed dice rolls in the skill challenge, could see me totting up the failures, and in his ensuing action declarations was responding to my narration of the consequences of the first two failures (from memory, some of the elemental fire caught him in its blast and singed his carpet, which was what helped precipitate the crash).

So then is illusionism more about being dishonest about methodology as opposed to creating the illusion that choice matters on the result?
I think "dishonesty" is too strong - I think the word "covert", used upthread by [MENTION=6696971]Manbearcat[/MENTION], is preferable.

The reason why I say this isn't terminological - it's not about trying to keep the jargon pure.

The reason is that - especially in this thread - "illusionism" has been used to describe a set of GMing techniques and approaches, rather than a broader social dynamic at the gaming table. And "covert" is a good for techniques, whereas "dishonest" tends to have those broader social connotations.

And I would say it's not just covertness about methodology per se - that's too broad for what people upthread have been describing. It's about covertness in respect of the relationship between (i) player action declarations and the mechanics that surround them, and (ii) the GM narrating changes in the fiction as a result.

The two main forms it takes that were in my mind in my list of examples above were the techniques around dice rolls, and the techniques around "secret backstory"/metaplot.

With the first set of techniques, the illusion is created that rolling the dice for action declarations will affect the fiction - whereas in fact it won't (the GM has a predetermined answer in mind). "Say yes or roll the dice" is meant to dispel this form of illusionism. Consider how this applies to looking for a secret door: the players announce "We search for secret doors, tapping and rapping and prodding and pulling, etc". The GM replies, without rolling or calling for a Perception/Search check "OK, you find one . . ." In this case, the GM doesn't pretend to the players that there was a possibility of an alternative fictional state for the game, where the PCs don't find a secret door.

(A variant of "say yes or roll the dice" is "say no" - a form of hard(-ish) scene framing/backtory enforcement. It comes up in my game quite a bit: the players say "We [ie our PCs] search for traps/secret doors/loot" and I say, without rolling dice or calling for a roll "You don't find anything".)

With the second set of techniques, involving direct manipulation of the fiction, the illusion is created that the effects upon the fiction of resolving players' action declarations will matter to the broader state of the shared fiction. It is a type of covertness about the stakes. In my experience of reading publishes adventures, this variety of illusionism is generally advocated to mitigate against deep changes in the gameworld (eg if the PCs don't stop the evil-so-and-so, eventually another NPC will a day or week or so later).In my actual play experience, this variety of illusionism is used by GMs who (for either practical reasons or aesthetic reasons) don't want to lose control of the campaign world, or have it go in unanticipated directions.

What I'm distilling from the above explanations is, as soon as the player/s choice involves dice and you ignore it, that is illusionism, but if the player/s choice does not require dice then everything is hunky-dory.
Given that I (and not only me) have also talked about techniques that involve manipulation of the fiction (especially bacstory) via the GM, I don't know why you say this.

Based on what has been described, any/all decisions taken by a player without dice are not as important as the ones which rely on dice. If the choice exists to take the left or right passage but leads to the same result why bother even offering the choice to the PC?
I don't think I follow the question.

The only person who talked about going left or right is me, and I explained what role that might play if it is not a genuine decision, namely, it provides colour. It's a bit like a player specifying the style of hat that a PC wears: in most campaigns that will not be a decision that has a real impact on any outcomes in the fiction - it is just colour.

But this has nothing to do with dice or no dice. Not all action resolution mechanics involve dice. For example, choosing to use a rationed power (a Vancian spell, an encounter power, etc) doesn't involve dice, but it can still be a meaningful decision because of its resource management implications. (So the meaningfulness is a type of mechanical/tactical meaningfulness.)

And here is an example of narrative meaningfulness that doesn't involve dice: the player declares "I pilot the Tower staight down, breaking through the Demonweb" and I, as GM, say "OK", and then set about describing the resultant Abyssal rift that starts sucking in everyone nearby (including, initially, the PC ranger). (Technique-wise, this is an example of "say lyesl or roll the dice." I said "yes", because I did not see that there was anything interesting that might come from a failed attempt to pilot the tower straight down as the player wanted his PC to do.)

if you want to railroad the characters to a planned encounter just do it and cut time, instead of giving the PCs the illusion that their decision to go left or right matters.
Instead use the narrative of the journey to the planned encounter to produce the colour desired.
There are two things going on here, neither of which I quite get.

First, there seems to be an assumption that someone on this thread is advocating, or using, illusionistic techniques around "go left"/"go right" decisions. But I don't know you think that person is. [MENTION=6668292]JamesonCourage[/MENTION] attributed the technique to me - I replied with a fairly long discussion of how I have handled travel in my game, none of which involves illusions around "go left"/"go right".

Second, there seems to be an assumption that all colour must come from the GM ("use the narrative of the journey . . ."). Why is that? Sometimes it is fun for the players to inject colour, and they can't do that if the GM doesn't give them the chance ("Do you want to go left or right?"). Especially because, sometimes, what began as mere colour can evolve into something more. Now personally I don't find "going left" or "going right" the most engaging and vibrant colour of all time, but then it wasn't my example.

More generally, I think the tendency to identify meaningful choices in terms of "going left" or "going right" is a legacy of D&D's origins as a dungeon exploration game in which the players are trying to beat the GM's dungeon. It is predicated, too, on the players having access to information that makes it possible to choose rationally - detection magic (from spells, wands, swords, potions - these are very common items in the classic game); rumours; treasure maps; etc.

Once you drop that approach to play and associated paraphernalia (does 3E have potions of treasure finding, wands of metal and mineral detection, etc? they're not a big part of 4e), then choosing to go left or right becomes much less significant. If the players can't know in advance what lies down one pathway and what down the other, the choice becomes arbitrary, not meaningful. As I posted upthread, at that point the reason for a GM to stick to the ap isn't to preserve meaningful player choice (it was just random), but rather to preserve the integrity of the backstory (no one wants to narrate a contradictory dungeon).
 

pemerton's narrative of near-godlike PCs blasting through the demonweb in their tower or killing Lolth at the last instant with what amounts to plot?
To turn back to the thread question: for me, one of the best things about 4e is that it has the mechanical resources to allow the power of "plot" to be handled in a more nuanced way than merely yes/no fiat: players have resources to burn (powers, items),the GM has checks to call for (the broad skill system you've talked about), there are structures (skill challenges, combat action economy), etc.

It's not the only way to handle "plot" - there are free-descriptor approaches like Marvel Heroic or HeroWars/Quest - but it's one fun way to do it!
 

It just doesn't IMHO return enough value for the complexity at the table of sorting out which skill AND which ability to use, doing the extra bonus calculation, etc. I want a skill system that is fast fire. If there's some possible way to hair split and do this vs that, I want it to at least be very clear that the most obvious way (to me) is at least very clearly sensible and where you can just add a pre-calculated bonus and go.
It's a little less impractical the more familiar the stats are to all involved, and the smaller or simpler to add the modifiers. D&D has an advantage in most of its players having long familiarity with the stats.

For pre-calculating, I suppose you could have a matrix with training on one axis and stats on the other. ;)

Well, if you are going to have some customizability its a good place to start. AD&D (and Basic) just got old after a while. Yes, every character's story is 'unique', but you play for 3-4 years and the uniqueness is down to which room they died in or which item they have. I'm pretty sure that was the motivation for loosening up on the class-based approach.
Customizeability does seem to inevitably include design compromises in a class/level system, yes.


TBH I am not entirely sure what a really good skill system would be. They all run into the same issues and all of them are compromises.
One issue is that if you want a fairly complete, clear/balanced/playable sort of system, you want to focus on what the characters can accomplish (because, as a DM, you are putting challenges in their way, and because for anything you might accomplish in an RPG, there are a /lot/ of ways to accomplish it), than on the minutiae of how they might accomplish it. Skill systems by their nature, tend more on the kinds of things you can do, than what you accomplish by doing them. Rather than have hide in cover, move silently, camouflage, woodcraft, shadowing, and a variety of other skills that might help you avoid detection, you'd have a "hidden" result, and the character's details would influence /how/ he becomes hidden (hide behind something, act like he belongs there, cast an invisibility spell, flick on his SEP field). In 4e terms, "skill" might be more like a Source that applied in exploration & interaction.
 
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I think both of those games didn't have near enough either. I'm not saying 4e is in a club by itself here. I'm saying that its rules aren't precise. They're intentionally broad and vague.
No, it IS in a club by itself when it comes to clarity of the skill system, certainly for D&D. Its quite precise when it comes to doing things 'in action'. There's a specific skill which is almost always clearly indicated which will apply, a designated way to calculate a DC, and modifiers which indicate the most likely adjustments to that DC, plus precise rules for things like conditions and effects which would likely supply other modifiers, assistance from others, etc. You could generate longer lists of modifiers, but don't be fooled into thinking that's 'more precise', its just longer. You might end up with a slightly different modifier with a longer list, but either way you'll definitely have a modifier that is supported and could be agreed by most people reading the same situation.

Predictable rules is player empowerment. So you have two approaches, in my opinion. Define a lot, then hold them to it (my RPG, 4e, etc.); you cannot jump to the moon because you want to, you follow the rules for jumping, etc.

The other way is leaving it incredibly open but having very broad rules for actions and resolution (for 4-page superhero RPG). Can you jump to the moon? Well, if your character can, then yes. If he can't, then no. Do regular bullets hurt him? Again, if it hurts the character yes, if not, then no. These are decided by GM-player agreement (much like a GM might set guidelines on setting in the last type of game system). Then, once a general outline for characters is set, the players are given rules on how to accomplish tasks.
I see the most cost-effective path as a system that has a relatively small number of rules that apply broadly and gets on with the action rather than focusing on lots of steps and process. If it is clever, and 4e is, then it pretty much just works and adding more specificity would gain you very little. Where it is of high value, combat, 4e goes whole hog and gives you as much as you can handle.

I just hear this (not that you're saying it, but it strikes me, personally, this way) as "the PCs should have rules, and those rules keep them in a certain sphere, but those rules should be broken often, with the balance left to the GM." I did in 3.X at epic. Never again.
Those rules should be general enough and non-specific enough that they can be applied flexibly to extrapolate them to a wide variety of situations that have never been anticipated at all. This is where I lose you because I don't see how detailed lists of modifiers for every kind of situation can exist unless you already anticipated that situation. It thus seems inevitable to me that the action will be constrained one way or another to that set of things.

Haha. That reads as "incomplete" to me, if the rules are indeed supposed to handle it. But that's my view.
But again, IMHO 'codification', in the sense of giving long lists of procedures, modifiers, etc isn't the only way to be 'complete'. That's how I see it. 4e's Nature skill isn't 'incomplete' because it doesn't have a huge long list of every application anyone could think of. Its COMPLETE because its VERY CLEAR that you are going to use Nature, the rules always tell you when that's the skill to use, and it always works pretty much the same way. There are conventions around DCs and modifiers and what the outcomes of skill checks are normally expected to be, which presumably the GM will supplement if they're really inadequate, but they rarely are. The GM simply has to supply narrative context and where things go from there when a check is made. When I GM 4e I never refer to books, I don't need to. What I need to know to tell exactly what a check will be is already in my head, and I've actually never had a player disagree with me at that level. I've had a very few combat rules questions come up with a player asking how something really worked or if I did it right, but that's about it. Maybe there's a way to write up that system in a more playable way for others, but the way it works for me couldn't be improved, and I'm pretty sure the players choices were the central element of those games.

If you value backstory, and have backstory established, this is exactly what is happening.

I think I lost the thread a bit here, but backstory has been quite strong for us in 4e. In fact much more so than in previous days. 1e was especially dry in my experience. 2e not quite so much as often you kinda had to knit its crazy borked mechanics together with SOMETHING, but 4e backstory has been gold. I've had 2 players write 1000's of words on their characters backstory, and it was GOOD!
 

Maybe this is a nitpick, but I don't see the 'Forward' in this example. The plot hasn't advanced at all.
I don't agree. Before the skill challenge, the PCs were at the base of the tower, trying to work out how get back to town with all the books they had found in it.

Now, they're in a fight with the hobgoblins who have been lurking in the hills between town and tower, separated (by 250' - not a huge separation in the real world, but a meaningful one in the tactical environment of 4e combat), and having to make sure the hobgoblins don't set fire too, or otherwise damage, their books.

Hard/"roadblock" failure would leave the PCs right back where they were - at the base of the tower, wondering how to get their books to town.

In the end they never went back to town: the hobgoblins had a chimera with them, which the PCs killed; which drew the wrath of its mother, Calastryx, who flew down from hills to get revenge; who was then killed, and her chaotic energies focused into a magic item as discussed upthread; and also as part of this process (after the mooncalves were fought), a gate was opened to the hills she had flown from, allowing the PCs to step though and assault the hobgoblin army's main camp.

So the failed skill challenge definitely kept things moving rather than roadblocking.
 

To turn back to the thread question: for me, one of the best things about 4e is that it has the mechanical resources to allow the power of "plot" to be handled in a more nuanced way than merely yes/no fiat: players have resources to burn (powers, items),the GM has checks to call for (the broad skill system you've talked about), there are structures (skill challenges, combat action economy), etc.

It's not the only way to handle "plot" - there are free-descriptor approaches like Marvel Heroic or HeroWars/Quest - but it's one fun way to do it!

Yeah, it works well for me too. "Spend your Stinking Cloud power to drive the Jermlaine out of the air ducts" is pretty easily comprehensible to the player, it makes good narrative sense, and it preserves some economy of benefit for consequence. The wizard has now blown her big daily (they were 5th level at the time) and solved a problem, and come out looking clever with a story to tell back home. That was 2010, the player still remembers it quite well.
 

That's *if* the players know that. If you tell them ahead of time, then yup, you're 100% right, no illusionism.

If they don't know, and they're simply exploring, and you think "that way is boring, thus I'll just make it the other way," I'd consider that illusionism. Their "choice" didn't matter.

<snip>

Their choice can be very important, even if they don't know it yet. But that leads us to...

I greatly respect backstory, and find it important to the type of game I want to run (though I'll play in either type of game). I see taking away that choice (even if they don't know its importance yet) akin to illusionism. It screams "working my magic behind the scenes to invalidate PC choices to get the result I want" to me. But I do understand how the lack of the players making an informed decision (on, say, right vs left) could make the issue cloudy for some people.

But this issue is probably at the root of why I said I might put an argument out that you engage in some form of illusionism.

<snip>

This was also the one where -if I recall correctly- you held off on the sacrifice already being completely for dramatic reasons. That even though the players might be going slow, you wouldn't have them show up to all the villagers being sacrificed already, because that's not interesting.

This, again, is something I'd argue is illusionism.
I'm not seeing what the illusion is.

If the players don't know what is to the left or the right, and can't know (short of stealing the GM's notes) - that is, if there is no play procedure whereby they can acquire this information in advance (no detection spells, rumours, etc) - then what is the illusion?

I think [MENTION=27160]Balesir[/MENTION]'s post about ten or so upthread sheds some light on this - if the goal of play is exploration of the GM's backstory (eg dungeon, gnollish sacrificial practices, etc) then it would be illusionist to pretend to have a rigid backstory when in fact you're making it up.

But that's not why I'm running my game.

Also, on the sacrifical timing thing, no edition of D&D that I know of has rules for managing the timing of buying slaves, carrying them cross-country to a hidden temple, then sacrificing them in an attempt to turn that temple from the influence of Baphomet to the influence of Yeenoghu. So it is always GM fiat when the sacrifice takes place.

The players can learn this (eg their PCs hear stories, cast Commune etc), but depending on play approach there may or may not be an expectation that they should (in my game, not really.) Even if they do, D&D doesn't manage the passage of time beyond the combat context very robustly, and I personally wouldn't run a game on that sort of clock - it is too prone to non-dramatic fizzles or GM fiat of the passage of time. In 4e it could be handled via a skill challenge, but that wasn't the case in the episode I described.

So, in my game, the players couldn't have made meaningful decisions that result in them being too late. (Short of saying "Well, bugger the prisoners - we'll go and do something else.") There's no illusionism in framing them into the climax of the sacrifice - because there is no prior engagement with the mechanics or the fiction whose significance and outcome are being covertly manipulated.

Again, what is the illusion?
 

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