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
*TTRPGs General
This mentality needs to die
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="pemerton" data-source="post: 5112444" data-attributes="member: 42582"><p>Well, 14 damage won't kill a goblin (other than a minion) in 4e. One option, of course, is to make the sentry a minion. On the other hand, suppose that things go wrong and the PCs find themselves confronting 5 sentries who have assembled in formation, I'm not sure I want to treat that as a combat vs 5 minions - it would be more interesting as a combat vs 5 real goblins.</p><p></p><p>If I do treat the sentry as a minion, then how does killing it factor into the skill challenge? A success? A +2 to someone else's Stealth check? This is the sort of mechanical advice I think a rulebook could provide (eg DMG2 suggests, without being entirely clear about the balancing issues, that using an attack power against the sentry will grant a +2 bonus only if the power used is an Encounter power). </p><p></p><p>I can't speak for anyone else but me. But speaking for myself, where the point of the rules is to achieve some sort of mechanical balance across the spread of options for each player, and the maths is not transparent just on inspection, then yes, I do want rules to help me.</p><p></p><p>Of course I can wing it - I was a Rolemaster GM for 20 years, and GMing Rolemaster involves constantly deciding on, and then adjudicating, house rules for action resolution.</p><p>But part of the reason my group has switched from Rolmeaster to 4e is because 4e is mechanically much tighter and plays much better - less handling time, less swingy overall but more dramatic becuase often <em>more</em> swingy round-by-round. This is due to the mechanics. And I want more mechanics to help me achieve this in parts of the game (ie the combat/skill challenge interface) which are currently poorly developed.</p><p></p><p>A comparison: if I sat down with a pen and paper for a few hours I might be able to work out sensible success numbers for an extended contest in HeroQuest, but the book helps by having Robin Laws do the maths and write it up in a handy table - and according to the credits he's even playtested it! I don't think it's too much to ask for 4e to offer the same mechanical support.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5112444, member: 42582"] Well, 14 damage won't kill a goblin (other than a minion) in 4e. One option, of course, is to make the sentry a minion. On the other hand, suppose that things go wrong and the PCs find themselves confronting 5 sentries who have assembled in formation, I'm not sure I want to treat that as a combat vs 5 minions - it would be more interesting as a combat vs 5 real goblins. If I do treat the sentry as a minion, then how does killing it factor into the skill challenge? A success? A +2 to someone else's Stealth check? This is the sort of mechanical advice I think a rulebook could provide (eg DMG2 suggests, without being entirely clear about the balancing issues, that using an attack power against the sentry will grant a +2 bonus only if the power used is an Encounter power). I can't speak for anyone else but me. But speaking for myself, where the point of the rules is to achieve some sort of mechanical balance across the spread of options for each player, and the maths is not transparent just on inspection, then yes, I do want rules to help me. Of course I can wing it - I was a Rolemaster GM for 20 years, and GMing Rolemaster involves constantly deciding on, and then adjudicating, house rules for action resolution. But part of the reason my group has switched from Rolmeaster to 4e is because 4e is mechanically much tighter and plays much better - less handling time, less swingy overall but more dramatic becuase often [I]more[/I] swingy round-by-round. This is due to the mechanics. And I want more mechanics to help me achieve this in parts of the game (ie the combat/skill challenge interface) which are currently poorly developed. A comparison: if I sat down with a pen and paper for a few hours I might be able to work out sensible success numbers for an extended contest in HeroQuest, but the book helps by having Robin Laws do the maths and write it up in a handy table - and according to the credits he's even playtested it! I don't think it's too much to ask for 4e to offer the same mechanical support. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
This mentality needs to die
Top