Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JamesonCourage" data-source="post: 6565120" data-attributes="member: 6668292"><p>Right, the powers (generally "in-combat") are generally very player-empowering. This is the part I wish was the case with out of combat stuff.</p><p></p><p>I'm unsure how to take this. Isn't that the point of those details? As a player, it's your responsibility to account for them. All the details that you need to account for are all in the open. If you don't account for them, some things will be blocked.</p><p></p><p>An easy example: say you make players write down what gear they have. I think this is something that many tables do (we'll say 50%). The party comes up against a cliff they must climb down. The get the idea to get a rope and tie it to something at the top to help anchor people who scale down. The GM asks if anyone has a rope. The party checks, and nobody does. The party therefore can't use their rope plan.</p><p></p><p>This is a roadblock of that plan. And it's because of a detail. But now you get to see what they do. Do they all climb down individually? Does that mean one of them falls and gets hurt? Does that mean a healing spell is used? Does that mean they have one less spell when they need it later?</p><p></p><p>The only way to know just how important the impact of a detail is is to see what happens when the players account for it (or don't). Forgetting that rope could lead to a PC death, for all we know. And that's just one example. There are many that I'm sure I make my players keep track of that not even 50% of tables do (outfits, bedding or tents [in case it gets cold], arrows, daggers, food, etc.). All these things can lead to very interesting situations. Players that run out of food might actually decide to find pesky goblin tribes in the area to barter with or loot so they don't starve. Or, hell, they might have to eat goblin. Or slow down while they hunt and gather food, which might have other effects (what with weather, the setting continuing to evolve, etc.).</p><p></p><p>And these are just basic exploration details. While 4e has some rules on these sorts of things, I'd definitely consider the non-combat rules ill-defined, especially by comparison to it's fairly concrete combat rules (outside of the huge realm of stunting). And that's a shame, because I'd really like my players to be more empowered when making decisions instead of everything being filtered through me.</p><p></p><p>I agree that the skill challenge is a good system. Many, many people have problems with it, but I feel I can get it to shine in actual play in both 4e and in my RPG. And yet, I feel that it might be even stronger in my RPG, where the skill DCs and uses are spelled out to players. They know the DCs, they know their bonuses, and they can make (and even plan for) very informed decisions about what they want to do.</p><p></p><p>It's very transparent, just like 4e combat. And I wish 4e had done that more with it's non-combat stuff.</p><p></p><p>This is an interesting point to make, because it is definitely harder to make it abstract once it's detailed than go the other way around (without writing up a couple sets of rules). I can see how this would indeed be a big point in its favor for certain groups that prefer that approach. It just makes the rules seem very... clouded. And very "rulings, not rules." And I'm not much of a fan for either, honestly.</p><p></p><p>True, it can lead to this. I think the flip side is that the abstract rules make it so that player actions might now be filtered through the GM, and that's not something I much like (because I'm lazy!). But I definitely understand why people would like the more abstract approach. I guess I just don't see it as transparent still. Thank you for the reply <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6565120, member: 6668292"] Right, the powers (generally "in-combat") are generally very player-empowering. This is the part I wish was the case with out of combat stuff. I'm unsure how to take this. Isn't that the point of those details? As a player, it's your responsibility to account for them. All the details that you need to account for are all in the open. If you don't account for them, some things will be blocked. An easy example: say you make players write down what gear they have. I think this is something that many tables do (we'll say 50%). The party comes up against a cliff they must climb down. The get the idea to get a rope and tie it to something at the top to help anchor people who scale down. The GM asks if anyone has a rope. The party checks, and nobody does. The party therefore can't use their rope plan. This is a roadblock of that plan. And it's because of a detail. But now you get to see what they do. Do they all climb down individually? Does that mean one of them falls and gets hurt? Does that mean a healing spell is used? Does that mean they have one less spell when they need it later? The only way to know just how important the impact of a detail is is to see what happens when the players account for it (or don't). Forgetting that rope could lead to a PC death, for all we know. And that's just one example. There are many that I'm sure I make my players keep track of that not even 50% of tables do (outfits, bedding or tents [in case it gets cold], arrows, daggers, food, etc.). All these things can lead to very interesting situations. Players that run out of food might actually decide to find pesky goblin tribes in the area to barter with or loot so they don't starve. Or, hell, they might have to eat goblin. Or slow down while they hunt and gather food, which might have other effects (what with weather, the setting continuing to evolve, etc.). And these are just basic exploration details. While 4e has some rules on these sorts of things, I'd definitely consider the non-combat rules ill-defined, especially by comparison to it's fairly concrete combat rules (outside of the huge realm of stunting). And that's a shame, because I'd really like my players to be more empowered when making decisions instead of everything being filtered through me. I agree that the skill challenge is a good system. Many, many people have problems with it, but I feel I can get it to shine in actual play in both 4e and in my RPG. And yet, I feel that it might be even stronger in my RPG, where the skill DCs and uses are spelled out to players. They know the DCs, they know their bonuses, and they can make (and even plan for) very informed decisions about what they want to do. It's very transparent, just like 4e combat. And I wish 4e had done that more with it's non-combat stuff. This is an interesting point to make, because it is definitely harder to make it abstract once it's detailed than go the other way around (without writing up a couple sets of rules). I can see how this would indeed be a big point in its favor for certain groups that prefer that approach. It just makes the rules seem very... clouded. And very "rulings, not rules." And I'm not much of a fan for either, honestly. True, it can lead to this. I think the flip side is that the abstract rules make it so that player actions might now be filtered through the GM, and that's not something I much like (because I'm lazy!). But I definitely understand why people would like the more abstract approach. I guess I just don't see it as transparent still. Thank you for the reply :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The Best Thing from 4E
Top