RoboCheney
First Post
And while I'm at it, paying for your character options / feats / powers by taking attack / damage penalties would be . . . sad.
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Further, they are looking at the entire history of the game which is over 30 years and 3e and 4e encompass, what, A third of that?
Basically WotC is trying to teach you to look beyond the surface of the game you are playing now and examine the core experience of your game. All the rest is fiddly bits.
My Two Coppers,
I have a lot of trouble with this statement, and not just because of the implication that that wanting the rules to cover a lot of concepts (not "everything") is something only computers would want.
For one thing, the idea of "a system which is easy to house rule" is an incredibly loaded statement. The idea of what's "easy" to house rule is something you'll never get gamers to agree on; even moreso when you try and apply this definition across different areas that people want to house rule to begin with.
Likewise, the idea of "returning power to the players and the DMs" also strikes me as weird. Returning the power from who? My books were never going to beat me up if I tried to change any of the rules in them (notwithstanding that one...but I killed it when I broke its spine). Like He-Man, I have the power, and always have.
A modular system, built with multiple options that are mutually balanced, should allow for a high degree of character customization, both in terms of complexity and design. If it can't marry two different themes though, such as a low-complexity wizard who casts at-wills, without a house rule, then it's not a question of how easy it is to house rule something...that's a gap in the system.
To put it another way, I reject the Rule 0 Fallacy:
Now, a gap in the rules isn't quite the same thing as a broken rule, but it's still an area that requires the GM to solve the problem in the rules. That's not a feature of the system; it's a bug.
Abe and Bob are both playing dextrous rogues with a Dex of 17.
Abe goes old school. No skills. He gets a +2 to roguey stuff for being a rogue.
Bob wants to really emphasize his Stealth, even at the cost of his Escape Artist skill being lower. He wants to be the sneakiest darn rogue ever not seen.
To sneak up on a particular somebody Abe needs to roll a 15.
To escape from some particular manacles Abe needs to roll a 15.
Bob presumably needs to roll significantly less than 15 to sneak up and significantly more to escape from the manacles or Bob is going to be unhappy (he WANTS his character to be REALLY good at sneaking).
It turns out that there are a LOT more opportunities to sneak up on people than to escape from manacles. So Abe notices that his character sucks.
That is the circle that has to be squared.
The only ways that I can see this working are
1) Keep the differences so small that they don't actually matter. That might actually work for many players. Its sort of what 4th Ed did (there tends to be huge efforts to get an extra +1 in all sorts of cases where it really doesn't matter that much)
2) Try and determine how much more valuable Stealth is than Escape Artist. So, for example, every 3 pts you lower your Escape Artist gives you a +1 to Stealth.
Player B makes an ability check using their flat "Generally competent" bonus.Monte wrote:
So I'm trying to envision this as pertains to skill checks, and I'm finding it a little odd. Let's say we have the following:
* Player T, who has a long list of skills and feats (a la third edition).
* Player F, who has a short list of skills, feats, and utility powers (fourth edition).
* Player B, who just has ability scores and AC (original D&D).
They come up to several obstacles, including a stuck door (that DC 13 door that showed up before) and a chasm that can be crossed with a rope, like Luke and Leia in Star Wars. They decide to cross the chasm first.
Does player B make an ability check to swing across, player F make an Athletics check, and player T make a Rope Use check?
Oh noes! the GM might have to solve a problem!![]()
Its not a problem that the game won't do every single thing anyone might ever ask of it.
I have a lot of trouble with this statement, and not just because of the implication that that wanting the rules to cover a lot of concepts (not "everything") is something only computers would want.
Somebody out there, I dunno who, but somebody. Is going to dig out some old modules and try to run a 5e game with the PCs finding laser pistols or somesuch. I fairly confident that the 5e basic game will not have lasers in it. That DM will need to make up rules so that his game works the way he wants it to.
This isn't a computer program.
I have a lot of trouble with this statement, and not just because of the implication that that wanting the rules to cover a lot of concepts (not "everything") is something only computers would want.
A good game and a thoroughly defined game aren't the same.
Those gaps are the places your imagination(s) are supposed to go. I'm also curious as to why you're so certain that the "basic" wizard will have no at-wills? and that taking something from the "complex" chapter in the PHB would count as "houseruling".
Unless you want every adventure, every move, every ability, every PC to be totally scripted for you by WOTC, the GM will always need to step in to fill in the gaps.
There will be decisions to be made for every adventure and new ideas that Players need a ruling on. Board games and computer games can eliminate this by restricting the universe of possible actions that players can take, a tabletop rpg shouldn't.
At the very least, the GM needs to be there for that one guy who comes up with something the writers didn't anticipate. The question we're up against here is where do you draw that line?
The more recent editions have drawn it much closer to the computer/board games. Carefully defining how this works and what DC that is. Seems to me that that trend is being reassessed. "Returning the power" just means that the game is more defined by its players than it is by the rulebooks.
It also makes a game more vulnerable to bad DMing, but I'm thinking the current feeling is that one can go too far insulating a game from bad DMing.
As far as houseruling goes, the simpler the system, the easier it is to houserule. More intrinsic interacting mechanical bits increase the likelihood that any (significant) houserule will need another houserule to fix an unforeseen interaction. Also keep in mind that some or many of these don't require full house rules, just judgement calls.
My point is that Monte seems to be starting from this grand vision of what D&D is (and should be). And I find myself strongly disagreeing with that vision. To me, that vision seems to be primarily VERY old school.
As somebody else expressed it (not on this thread), he's describing the game that I LEFT in the early 80's.
I'm pretty sure that they won't.Why should two character each use a different set of rules if they want to, say, climb a wall?
Agreed - though I may have put "2" rather than "1".For me, low scores can also be the answer I want to pick. I voted a 1 for "DMs should influence player customization" (or however that was phrased. Because I don't think they should.
Agreed, but for some reason D&D seems stuck with this somewhat adversarial approach to allocating responsibilities across participants.One last minor thing that bugs me is his talk about this big divide between what players decide and what DMs decide. Those lines imply a mentality of "the players choose their characters and the go with whatever campaign the DM wants to run," which is not a philosophy I agree with. If you ask me, there should be more discussion of creating consensus within a D&D group, rather than drawing battle lines between players and DMs over contentious issues.
There was one comment in particular that gave me some hope:Anyways, this is yet another article from Mr. Cook that makes me a bit worried about the direction the 5E is going.