From 28+ years of these games (all 1e-based), these are the classes of the 10 characters with the longest adventuring careers (measured by number of adventures):
1. Assassin (!)
That's really nifty. What level did (s)he die or retire at?
From 28+ years of these games (all 1e-based), these are the classes of the 10 characters with the longest adventuring careers (measured by number of adventures):
1. Assassin (!)
The "imbalance corrected" here in 4e is the variation in ability among players. The influence of skill that seems not just permitted but encouraged in the combat game is clearly not desired elsewhere.
AD&D1 was designed to give player skill scope in actual strategic and tactical decisions of combat (while not imposing time-consuming minutia) -- and in other undertakings.
So, the DM in 4e does not set the factors for a skill challenge? The DMG reads, "set the complexity based on how significant you want the challenge to be. ... Set a level for the challenge and DCs for the checks involved."
Again, it's not a matter of "skills". Come on -- you tell me how the DM setting the difficulty is any different from calling for "skill checks" or other rolls without the 4e formalism. All your +5 in Balderdash says is that you're a better choice to roll than some other player. The DM dictates where your chance falls between 0% and 100% (probably pretty shakily, with the "x successes before y failures" rule).
The big difference is that this abstraction has taken priority -- if not over completely, to the point that it does not matter what your supposed "plan" is. All that matters is the raw numbers.
It is obviously at its worst with a pre-designed formula (as in a published scenario). Could a DM instead first look at a plan during play and then come up with a skill challenge that roughly maps to it? Sure, but why impose the arbitrary scheme in the first place? Why force the sound and the silly into the same probabilistic mold?
The answer is that "all that matters is the raw numbers" is the purpose. Give the players enough options to pick the best numbers, and -- in combination with the "character build" system -- you should end up with about the same most of the time.
Great. After your complaint, you not only make it so that in fact there is nothing the players can do to avoid with certainty the certainty of not merely an encounter but an attack: ... but (although this is unclear) you might also impose automatic surprise each time until: It's fine that you have constructed a game system that you like. As the grand finale of that particular attack on Gygax's game design -- on the basis of a Second Edition work with which (quite poignantly) he had nothing to do -- it is just absurd.
YOU designed that "skill challenge", did you not?
Whatever my view of how much common sense the result demonstrates, I do not see how you can claim that AD&D somehow prevented you from exercising just as much judgment, or even from constructing such a complicated sub-system.
The great bottom-line bafflement is just how you see the "skill challenge" as directed at the same design goals as AD&D1.
I could go into detail, with your concoction as an example, but I think that would be almost as tiresome as a "skill challenge" itself. You can consider for yourself:
What skills does it challenge?
Given that you've already gone through a Skill Challenge, why would you then allow the PCs to use those same skills to avoid the situation?
I don't have a horse in the edition war race, I am just a guy who likes to game and is strapped for time. So how is the time and effort justified for writing up and playing a skill challenge like this if, upon failure, the PCs can talk their way out of combat? Why not just listen to the description of PC precautions, figure out a reasonable probability on the fly, and then adjudicate according to the PCs' reactions?
Wow. You've pretty much nailed it.I don't think the thief was intended to be such a generally good player choice as a fighter, cleric or magic-user, especially for frequent play. One can recruit a thief as henchman, unless one is a paladin. Then again, "should any player want to be one," a hobbit fighter/thief might be more attractive than a level-capped fighter.
(Note that halflings don't get the one-level lift that dwarves and elves get in AD&D. Opportunities to exceed the old limit even with high strength are so limited that only tallfellows with an 18 on the dice start able to reach 5th. For them to reach 6th, or for stouts to reach 5th, requires somehow exceeding the racial maximum!)
Given the same x.p., a thief is a level ahead of a fighter at low levels, or three ahead at high levels. That doesn't make it generally as "powerful" in any clear way -- and I don't think it any coincidence that it's the one class in which all the standard demihumans except half-orcs -- who substitute assassin -- get unlimited advancement. (Half-elves also get druid.)
The basic problem is that the thief's functions tend to be Plan B.
You can give a thief of any level a 100% chance to pick a lock, simply by allowing repeated attempts until success (greater expertise translating thus into greater speed). It's still preferable to open a lock with the key.
A thief can climb a wall with a chance of falling and breaking his neck -- or anyone can do it more safely with proper equipment (such as rope).
Why try to remove a trap, at risk of getting hurt, when you can instead set it off while clear? Why not bypass it altogether? Obviously, there are sometimes going to be significant answers to those questions -- but too often, among poor players, it's just, "Duh. I dunno."
For them, the thief was created. Well, actually I think it was created for players who said, "If only we could find out that a locked chest is full of copper before we go to the trouble of hauling it back to town."
You mean without removing the hinges? "Yeah, that takes time -- even more if the hinges are hidden -- and makes noise. Smashing is sometimes faster, but leaves the chest useless. And those metal chests are a real drag. Then there are the occasional locked doors and portcullises. And traps! Poisoned needles and spring blades are bad enough, but damn poison gas!"
A magic-user can cast knock, and a cleric can cast find traps. "Yeah, but those are second level spells. The m-u in particular has a limited supply, and none at all before third level." The supply is even more limited in AD&D than in the older game.
"Right, so it would be neat if we could get a little edge in that department." If we come across three chests, and 3rd-level spell-casters can deal with only one, then about a 33% chance with some other method would be about the same ...
Minor nitpick: Isn't a Thief's backstrike damage (with a longsword) defined as 1d8 x 2 rather than 2d8?
Not to try to be a Grognard, but the old rules hold up surprising well, if played as intended. It's remarkable how nic the system runs with a lot fewer pages (abd how wonderful the 1st Ed DMG is as a rulebook).
Sure, there have been some nice advances since then but it is interesting how robust the underlying system is . . . and how easy to house rule. The higher complexity of later systems actually makes it easier to knock things out of balance. The high threat level makes it hard for any character to really try and do everything themselves and there are some really nice options.
Best of all, the classes seem to be fun to play and the focus was on that much more than making surte every character was equal. In that respect, I still think we could learn a lot from the older system.
I reread my 1st Ed books tonight and it really is surprising how fast it is to read and how easily things fit together.
Cool. You're experience was different from mine. To be honest, I didn't spend a great deal of time in 1e before moving on to 2e (which I thought was a big improvement).From 28+ years of these games (all 1e-based), these are the classes of the 10 characters with the longest adventuring careers (measured by number of adventures):
1. Assassin (!)
2. Magic-user
3. Fighter
4. Cleric
5. Fighter
6. Cleric
7. Magic-user
8. Magic-user/Druid*
9. Fighter/Thief
10. Illusionist
See, there's the problem with skill challenges in 4e: The plan determines nothing. It's just post-facto "narration", explicitly not meant to be any more than an excuse to let a skill play a part in the challenge. At best, it's a plausible rationale for whatever the dice dictate.You formulate the plan, your character's skills determine whether said plan will succeed.
If you really want to test players' ingenuity at solving a problem, then -- I know this is a really wild idea! -- let them actually solve the problem.My skill challenge challenges the players' skill of caution. It tests their skill in ingenuity to solve a problem using the tools at their character's disposal.
Huh?? Wrong.And there is no edition war going on here despite how much Ariosto is trying to convince people I hate 1E.
He ended up almost all the way through 10th level in a very slow-advancing game; and the only reason he retired was because the campaign ended. Had he been just about any other class he'd have been higher, but Assassins kinda ground to a halt after 9th. He started either at raw 1st or partway through 1st.Votan said:That's really nifty. What level did (s)he die or retire at?
Didn't have to use it much, truth be told; which meant than when I did need it, I looked it up and figured it out the hard way. He was usually played very much like a Thief who could fight, and the party accepted him because by the time they found out he was an Assassin instead of a Fighter he'd become senior member of the party...and not because he killed off the others!I'm surprised about your Assassin. Just out of curiosity, how did you adjudicate the Assassination table?
One possibility is to present the skill challenge without revealing which skills are important. The Players choose their actions, then the DM has them roll skill checks whenever appropriate and conducts the number crunching secretly throughout the challenge.See, there's the problem with skill challenges in 4e: The plan determines nothing. It's just post-facto "narration", explicitly not meant to be any more than an excuse to let a skill play a part in the challenge. At best, it's a plausible rationale for whatever the dice dictate.
If you really want to test players' ingenuity at solving a problem, then -- I know this is a really wild idea! -- let them actually solve the problem.
The same held true for combat. However, as combat rules became more codified and streamlined over the editions, running combat became more smooth and consistent.Just play it out like anything else: Here's what you perceive; what will you do? Adjudicate on the basis of the particular circumstances.
Right. Let's play "guessing game". After all, it doesn't really matter what we're doing -- so why should we even know?One possibility is to present the skill challenge without revealing which skills are important.
No, it's not. It's similar to a DM who keeps secret the fact that he's "fudging" or "railroading". Or a DM who's so stoned he has no more idea of what's going on than the players have.This is similar to a DM who keeps monster armor class and hit points secret during a combat.
I can, but I won't. So, make a roll against "lock picking skill" or whatever. What's this got to do with 4e "skill challenges"?For example, you can't ask players to pick a lock for you at the table.
What, you think the character -- which in fact does not exist -- knows numbers on a character sheet but the player does not? [/joke] Just tell the player,Also, it's reasonable to expect that the PC will know things that the player doesn't. For example, History, Arcana, Insight, Perception.
But he is a player, right? A DUNGEONS & DRAGONS player? So he's not too shy to turn into a cross between Sun Tzu and Patton as soon as the DM says, "Roll initiative."Even for something like Diplomacy, it might be difficult for a shy player to represent a character with a silver tongue and good public speaking skills.