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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
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="Crazy Jerome" data-source="post: 5577751" data-attributes="member: 54877"><p>Something mechanically relevant. I already conceded that the money earned from a performance met that criteria--though so niche, that I don't think it worth the rest of the hassle that comes with it.</p><p> </p><p>How is the above mechanically relevant in any way that couldn't be better handled some other way? Game play? The gold amounts are trivial, and the decision points non-existent. Simulation? It is a very poor simulation of medieval crafting, both in the time and materials. Even allowing for magic entering into the crafting (which is not at all supported by the text), it doesn't match any literature I ever read. Narrativism? It is so far off that, I can't even determine an example to show how it fails. But let's not limit ourselves to GNS. How about "flagging player interest"? We already discussed that one. If you want flags, why a silly formula for amount earned? Drama? All the drama from it comes from straight roleplaying. Background? OK, useful, but again not mechanically relevant. (You may get some story relevance out of it, but again, like "flags" , you could have gotten that much easier in several other ways.)</p><p> </p><p>About the best you can do with it, is that if the DM works at it, he can contrive a situation where the rules will be mechanically relevant--e.g. set up a big scene where the performance must be tried and something dramatic happens either way. But <strong>nothing</strong> in the <strong>mechanics</strong> helps the DM achieve that. If the DM is inexperienced, quite the contrary--the banality of the mechanics can drag down whatever the DM was trying to achieve.</p><p> </p><p>Remember how this tangent started. I'm all for solid mechanics that make crafting or performance mechanically meaningful (in the right system). But barring that threshold, I'd rather not have them at all. They just get in the way. If you want to answer Danny's objection--that certain characters be mechanically supported as superior in some way, then a better way to handle it in 3E would have been to use feats. Take a feat, you can play the flute or work as a blacksmith or whatever. Kind of like "Craft Wand". If, OTOH, you want fine-grain differences, so that Harry the Halfling, gifted amateur flute player can compete against Bob the Bard, trained traveling lute fiend--then a single skill roll on Perform may almost work--but of course, like any opposed checks with d20 skill, you'll have to do that a lot or not pay much attention to the fine print. Hide vs Perception works because--it is done a lot, and that +2 advantage that Snook the Rogue has, matters over time.</p><p> </p><p>In 4E, BTW, a better way to handle this would have been to simply say, given the vibrant, 4-color means of 4E, that bards play music, and that's that. If you want to play and not be mainly a bard, multiclass into bard and pick up that ability. Of course, that still doesn't handle crafting, but you can't have everything.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5577751, member: 54877"] Something mechanically relevant. I already conceded that the money earned from a performance met that criteria--though so niche, that I don't think it worth the rest of the hassle that comes with it. How is the above mechanically relevant in any way that couldn't be better handled some other way? Game play? The gold amounts are trivial, and the decision points non-existent. Simulation? It is a very poor simulation of medieval crafting, both in the time and materials. Even allowing for magic entering into the crafting (which is not at all supported by the text), it doesn't match any literature I ever read. Narrativism? It is so far off that, I can't even determine an example to show how it fails. But let's not limit ourselves to GNS. How about "flagging player interest"? We already discussed that one. If you want flags, why a silly formula for amount earned? Drama? All the drama from it comes from straight roleplaying. Background? OK, useful, but again not mechanically relevant. (You may get some story relevance out of it, but again, like "flags" , you could have gotten that much easier in several other ways.) About the best you can do with it, is that if the DM works at it, he can contrive a situation where the rules will be mechanically relevant--e.g. set up a big scene where the performance must be tried and something dramatic happens either way. But [B]nothing[/B] in the [B]mechanics[/B] helps the DM achieve that. If the DM is inexperienced, quite the contrary--the banality of the mechanics can drag down whatever the DM was trying to achieve. Remember how this tangent started. I'm all for solid mechanics that make crafting or performance mechanically meaningful (in the right system). But barring that threshold, I'd rather not have them at all. They just get in the way. If you want to answer Danny's objection--that certain characters be mechanically supported as superior in some way, then a better way to handle it in 3E would have been to use feats. Take a feat, you can play the flute or work as a blacksmith or whatever. Kind of like "Craft Wand". If, OTOH, you want fine-grain differences, so that Harry the Halfling, gifted amateur flute player can compete against Bob the Bard, trained traveling lute fiend--then a single skill roll on Perform may almost work--but of course, like any opposed checks with d20 skill, you'll have to do that a lot or not pay much attention to the fine print. Hide vs Perception works because--it is done a lot, and that +2 advantage that Snook the Rogue has, matters over time. In 4E, BTW, a better way to handle this would have been to simply say, given the vibrant, 4-color means of 4E, that bards play music, and that's that. If you want to play and not be mainly a bard, multiclass into bard and pick up that ability. Of course, that still doesn't handle crafting, but you can't have everything. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
Top