BryonD
Hero
If I were to leave D20, I'd probably be heading back to GURPS.Playing GURPS until 5E shows up, and having lots of fun![]()
If I were to leave D20, I'd probably be heading back to GURPS.Playing GURPS until 5E shows up, and having lots of fun![]()
Thats an interesting perspective from the DM side.
From the player side, my feeling is the complete opposite--I find 4e much more inflexible in terms of character creation and progression.
Would that the next version of D&D serves players and DMs equally.
In that example (funny as it is) what player input is there beyond rolling dice? In the example given the decision of the player only impacts what dice to roll.
If the player were to receive a bonus to hit or damage based on information about the ogre relayed by the player during the description of the action then you might have something. That would affect the resolution of the situation based on relevant information used to advantage. It isn't something that can be chosen as a build option prior to play. It comes from the moment and the players ability to affect it due to quick thinking.
Put simply, if it can be quantified on the character sheet then it doesn't count.
With such a dismal outlook it is indeed a miracle that so many DMs ran great games before such support structures existed.![]()
Oh, nonsense. I can come up with a "Follow ad hoc plan" number. Which means according to your rule that any ad hoc plan doesn't count. And I can assure you that use of skills in skill challenges, at least when I run them, is based on what the PC says they are doing and how they are responding to the situation.
And, for the record, you've just blasted Dogs in the Vineyard for not having player input. Because the mechanical resolution is just about picking dice.
No ruleset can make a DM great. A great DM finds their way almost above the ruleset. But a ruleset can make the difference at the bottom of the structure.
Yes, there's more total flexibility in 3e. But I like playing a monk who's a viable member of the party and a mobile kung fu master. Not a monk who's barely viable. My bravura warlord simply wouldn't work in 3e - the whole concept doesn't work. Pre-essentials, 4e had 25 classes with an average of about three fundamental archetypes per class (the fighter had six IIRC). We're on seventy five archetypes or so before we've started customising.
I agree with your sentiments, but not your facts. Contra your first paragraph - there are ways for a successful check to count as more than just 1 success in the challenge. Contra the last sentence of your second paragraph, 4e already has what you say it is missing.No matter how brilliant an idea, or how well it is executed, the value is identical- 1 success. In combat a character at least has options and opportunities that go beyond "a hit".
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Perhaps if there were a way for the quality of player input to have more than a premeasured degree of effectiveness, the whole thing wouldn't seem so artificial. What if a really awesome idea could suddenly be worth two or three successes by itself if pulled off? This would mean that the cleverness of the actual player would have a direct mechanical effect upon the resolution of the situation. That is what 4E is sorely missing IMHO.
In addition to what I said above - there are ways to affect the challenge other than by changing the number of successes required. One is to take actions that change the fictional situation such that new options to which the PCs are better suited open up. And if we go beyond the issue of mechanical difficulty, the PCs can take approaches which (for example) leave the bear calm and scared of them or calm and friendly to them (or, as in my party's case, scared of some and friendly to others). These are meaningful differences.As a DM? Great! That is the essence of what I am talking about, providing a concrete value for player ideas as they come up.
Does what the players say and do impact the difficulty of the challenge?
Can a really great plan lower the threshold of required successes?
Fair enough. Having deliberately migrated from a crit-driven game (Rolemaster) to a hit points game (D&D) I see this a bit differently.There are work arounds for that, but in general I agree this is a problem. Taking a problem from combat and propagating into the rest of the game is a bad thing.
I reject that I predetermined the path. I don't see the path as exhaustively defined by the pace. I agree that the pace was predetermined.You say you strongly reject it, but then you immediately proceed to defend the postion you claim to be rejecting.
Ah, but in 4e there are no glass cannons . . .In a fiction-first game, hit points are representational of what the creature should be within that fictional space. They are not representational of what "challenge" the creature should be.....Which is why you get creatures that are glass cannons (for example).
I find that a lot of the criticisms of skill challenges are also (by implication) criticisms of HeroWars/Quest. Not normally a system criticised for undermining roleplaying.And, for the record, you've just blasted Dogs in the Vineyard for not having player input. Because the mechanical resolution is just about picking dice.
Yes, there are a vast number of iterations of descriptions of the path. But you had predestined that no action could provide more than, nor less than, 16.67% of the solution. With no knowledge of how good or bad the actions would be, you declared "the number will be six".I reject that I predetermined the path. I don't see the path as exhaustively defined by the pace. I agree that the pace was predetermined.
Fair enough. Having deliberately migrated from a crit-driven game (Rolemaster) to a hit points game (D&D) I see this a bit differently.
I reject that I predetermined the path. I don't see the path as exhaustively defined by the pace. I agree that the pace was predetermined.
Ah, but in 4e there are no glass cannons . . .
And thus the saga continues...