BryonD
Hero
So if I want glass cannons to exist in my world, I should avoid 4E?Ah, but in 4e there are no glass cannons . . .
So if I want glass cannons to exist in my world, I should avoid 4E?Ah, but in 4e there are no glass cannons . . .
My issue with this quote though is the presumption that 4e is somehow directed at drawing MMO players in. I don't understand this point of view.
Nor indestructible pillows, or whatever the opposite would be.Ah, but in 4e there are no glass cannons . . .
Then you need to go talk to the designers at WotC, those that still exist as employees there. That was a design goal and reason to take in Mike Mearls as a designer to gain that sort of focus as to gain MMO players.
MMO players have larger numbers than TTRPG players, so a design goal was to try to bring them over.
Look in the blogs surrounding 4th editions release and you will see several designers saying that that was an intended goal of the design.
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".
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".
The path was "do six things". You set THAT path before play started. When we are discussing how the mechanics of the game work to model the system, the fact that those six things can have myriad flavor texts stapled on has no bearing. Because the flavor text does nothing to change the game reality of roll die, compare to DC, place check mark under yes or no. Count yeses, count nos.
The quality of the actions have zero bearing.
I want the quality of the action to be the center of the game's universe.
You are taking credit for different descriptions of the path. But when we are comparing two mechanical systems you can not take credit for something that the mechanics very pointedly disregard.
It seems the one place where 4e took an almost old school approach to mechanics, supplying loose guidelines and leaving the rest to the GM, is one of the least liked features of the system.
That absolutely helps.Except, of course, that's not true at all.
A particularly excellent bit of roleplaying and outside-the-box thinking can easily be rewarded by counting as multiple successes, just as - ferinstance - collapsing a structure on-top of your enemies can be more effective than just swinging your sword again.
Additionally, one player's successful die roll may not provide any successes towards the required count, but might instead provide a bonus on subsequent checks (either of a particular type, or for a particular duration, etc.).
So, your specific complaint seems to be pretty well answered by the system.
The skill challenge system (as initially presented) doesn't seem old school to me. Later revisions might have helped somewhat.
Old school would be: Determine what the players try, and then determine what happens as a result. There would be no base DC prior to the players making that determination, and there would be no set number of successes or failures to resolve the action. The number of successes or failures would be purely circumstantial based upon what occured in play.
RC
That absolutely helps.
I think "answered by the system" is more than generous.
I'd say improving the granularity around 6/3 is clearly better than a hard core 6/3.
But it is still pretty weak. The mechanics are still controlling the story rather than the other way around.