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This mentality needs to die

1. I'm dreaming of a game where flavor text IS given as much priority as rules text. I think that would be a game I'd really enjoy.

I certainly won't argue that you shouldn't have this preference. But I definitely feel the opposite on this issue.

I feel like games with mutable flavor text, or perhaps no flavor text at all, allow for a lot of flexibility and creativity for the player. I view that as a good thing.

I'm a big fan of Savage Worlds and in the base ruleset they have a spell called "Bolt". It allows the caster to do a damaging attack at range using magic. There is no flavor text as to how this happens. It could be a bolt of fire or a shadow bolt or a cluster of stinging insects or simply briars that spring out of the ground and tear at your opponent.

I think that's cool because you could have two characters who are mechanically identical but who have very different flavor based solely on how they describe how their powers manifest. Furthermore I would allow some "special effects" in certain circumstances depending on how these powers are described by the player. If the Fire Mage wants to use his Bolt to light some tinder or melt some ice then I'd be fine with that. I might also rule that his bolts are less effective against a Fire Elemental.

I think that 4e is sort of having its cake and eating it by having "default flavor text" for its powers but allowing the player and GM to agree on other interpretations.
 

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Ice: Slick ice patches are difficult terrain. You might also require an Acrobatics check for a character to avoid falling. See the relevant DCs under “Balance” in the Acrobatics skill in the Player’s Handbook (page 180). (DMG, pg. 66)

Difficult terrain = spaces with ice require 2 squares of movement to enter.

If the PC moved more than three spaces he was charging to attack. Basically Chris Perkins was not announcing that they were charging.

It would have been better for him to explain that they need to charge to attack and ask them to check their powers to see if one of their attacks can be used in place of a regular melee basic attack.
After watching episodes 6 & 7, I think we can definitively say that Chris Perkins isn't following your (correct) interpretation of the rules. Both Kai Nuq Sin and Steel Diamond attack at the beginning of their round (without moving first) and still make Melee Basic Attacks. In addition, after making his attack, Kai Nuq Sin moves over 3 squares, indicating that Chris isn't treating each square of ice as 2 squares of normal movement. It would also seem to argue against your interpretation that he was treating the earlier attacks as attacks at the end of a charge action. It seems clear to me that Chris is having his players use Basic Attacks when they could be using powers.

Perhaps it's intentional since the players are new, but even if it is on purpose, I think it's a mistake. Powers are a big part of what makes 4e unique. I would think you'd want to feature them as much as possible in a demo game.

:note: I am not claiming Chris Perkins is a horrible DM. I would be thrilled to be in that game. It looks like a lot of fun.
 

And cheating. This video is part 5 of the session, it's not edited down to 10 minutes, it's just minute 40 to 50 of the game session. They didn't pick an encounter and edit it down, the camera is just rolling.

Sure looks edited to me - otherwise how do we get the jump cuts from group shot to closeups of the map if it isn't edited together?

Cheers
 

A couple of observations - one is that I've noticed on many occasions on the Penny Arcade podcasts that Chris isn't always on top of the rules, and sometimes misses out on some basic stuff. Some guys are like that. However, he generally has nice characterisation and roleplaying of NPCs which I really like to see. Lots of DMs have problems here and there with details of rules, and often appreciate help from people who naturally retain rules that little bit better.

My other observation is that the power cards the new guys are using might not be the best... I know that the power cards from the character builder include rules text but don't include the 'flavour text' for the power. If the guy had got the flavour text on his power card which said "A flickering halo of purple light surrounds the target, making it easier to hit" He probably wouldn't have even had to ask Chris whether he could use it to do the job. The description would have told him.

So perhaps one moral of the story might be that power cards can benefit from being more complete in their description of what a power does.

Cheers
 

So perhaps one moral of the story might be that power cards can benefit from being more complete in their description of what a power does.
FYI, they can now include the flavour text.

Edit: And also, for those who don't listen to the commentary and still wonder why the adventure is so rudimentary for being a demo of the game, it's because Snr. Perkins was forced to chuck out the module he'd worked on for days when the marketing department informed him it would be a good idea to play something that tied more into the D&D Encounters promotion.
 
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Is there anything on this planet that a marketer can't FUBAR?


And also, for those who don't listen to the commentary and still wonder why the adventure is so rudimentary for being a demo of the game, it's because Snr. Perkins was forced to chuck out the module he'd worked on for days when the marketing department informed him it would be a good idea to play something that tied more into the D&D Encounters promotion.
 

FYI, they can now include the flavour text.

Edit: And also, for those who don't listen to the commentary and still wonder why the adventure is so rudimentary for being a demo of the game, it's because Snr. Perkins was forced to chuck out the module he'd worked on for days when the marketing department informed him it would be a good idea to play something that tied more into the D&D Encounters promotion.

That maybe explains a lot. I'd rather see him running his scenario in his kitchen at 3 am with his mates and a couple of beers.
 

FYI, they can now include the flavour text.

Edit: And also, for those who don't listen to the commentary and still wonder why the adventure is so rudimentary for being a demo of the game, it's because Snr. Perkins was forced to chuck out the module he'd worked on for days when the marketing department informed him it would be a good idea to play something that tied more into the D&D Encounters promotion.

I think that there is an expectation that a WotC employee should be a "better" DM than your average DM - regardless of edition. At least, that is the assumption I hold.

That explains my previous thoughts on the matter. There is nothing that takes the wind out of my sails faster than being told to scrap something I had been working on because it doesn't fit the promotion. (This applies to most things I engage in; not just D&D)
 

It seems clear to me that Chris is having his players use Basic Attacks when they could be using powers.
Through episode 7, we have only seen the PCs attack objects: the four statues comprising the trap. Perhaps Chris is simply being consistent with his ruling that powers that target creatures can only target creatures. We'll know more once we see them attack an actual monster.

In this particular case, with many of the players having had zero experience beforehand, easing them into the mechanics with basic attacks may have worked out very well.
 

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