Oh, thank you kind Sir! I didn't know that dissenting views were acceptable.If that keeps you all warm and fuzzy inside then you believe what you want.
Patronise much?
Oh, thank you kind Sir! I didn't know that dissenting views were acceptable.If that keeps you all warm and fuzzy inside then you believe what you want.
People talk about paragon tier being more about interplanar stuff or whatever, but it's all just a smoke screen as the monster math and level system mean you can do it at any level.
Then you find yourself having to just a little bit careful when making rulings on the fly, which is the norm for rulings on the fly. I wouldn't call page 42 perfect, but it beats the pants off of any other improv advice I've seen. But my point wasn't to pimp page 42, but to promote making the fiction more than color, so terrain powers work.I see p42 as a pretty weak solution to a lot of improve issues. I use DMG2's recommendations about terrain powers and whatnot.
The main issue with p42 is when you use it to grant players powers they don't otherwise have access to while those who have them are at the table.
"You mean if I want to shift multiple squares I can just use my acrobatics skill and move over them? Why did I bother taking this tumble utility power? If the DC is low enough for the fighter to have just done it, I'm never going to fail."
That's a paraphrase of one of the players at the table. They like the 4E combat as it is and don't want their system choices invalidated by p42 improv moves.
Except that the monsters aren't the point of interplanar travel. The Feywild isn't just a shinier place to fight on level monsters. It's a deep, impenetrable forest with shifting terrain and mighty fey lords that will have to be bargained with, not killed. The Shadowfell isn't just the local mall from Dawn of the Dead, where you can kill zombies half off. It's a plane of eternal gloom where you think you're safe by entering the city of Gloomwrought, only to find that the very streets are alive in a terrifying sense, the dead rise immediately unless powerful magics are in play, and the bay is deep and black as tar.Did that at level 1. Just level down the creatures so that the attack, damage, defenses, etc., are all level appropriate. Try it. The game works for any story setting at any level. That's one of the features that I used to think was what I wanted out of an rpg.
People talk about paragon tier being more about interplanar stuff or whatever, but it's all just a smoke screen as the monster math and level system mean you can do it at any level.
Of course I know thatYou do know that time doesn't pass for fictional characters right? That I could just as easily put the game on hold and come back to it?
Except that the monsters aren't the point of interplanar travel. The Feywild isn't just a shinier place to fight on level monsters. It's a deep, impenetrable forest with shifting terrain and mighty fey lords that will have to be bargained with, not killed. The Shadowfell isn't just the local mall from Dawn of the Dead, where you can kill zombies half off. It's a plane of eternal gloom where you think you're safe by entering the city of Gloomwrought, only to find that the very streets are alive in a terrifying sense, the dead rise immediately unless powerful magics are in play, and the bay is deep and black as tar.
Of course I know thatBut I also know that, in my experience, putting a campaign on hold tends to actually mean "We're ending it but don't want to admit it." And then it's always a little sad because the story just stopped with no real attempt at an ending. Turning everyone to stone at least gives some sort of end, and if you restart it, you have the PCs owing one NPC a debt, and some medusae a sword edge. Pre-made hooks.
Also, it was a strong post ending. I mean, come on.
Come on.
Don't forget that planar travel rituals only start showing up in Paragon tier.
You do realize that its a standard action to do those moves. Typically if a skill can do something that a power can do then the power is always the best choice because you loose your standard action.The main issue with p42 is when you use it to grant players powers they don't otherwise have access to while those who have them are at the table.
"You mean if I want to shift multiple squares I can just use my acrobatics skill and move over them? Why did I bother taking this tumble utility power? If the DC is low enough for the fighter to have just done it, I'm never going to fail."
That's a paraphrase of one of the players at the table. They like the 4E combat as it is and don't want their system choices invalidated by p42 improv moves.
I wish that the DMGs for 4e had more of this sort of advice. There's no reason why this couldn't be covered in the same loving detail as is the tactical dimension of encounter building.Play up your fiction, play down your mechanical descriptions. Don't just play up the fiction with description and dialogue, do it with situation.
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Feeling like the fiction doesn't inform the system or the outcome enough in combat? Let it. Your monsters can use page 42, too.
I agree that the GM has to be careful with this. I think that skill powers are, on the whole, well designed in this respect, in that they do stuff that I don't think page 42 on its own would really allow for.The main issue with p42 is when you use it to grant players powers they don't otherwise have access to while those who have them are at the table.
My take on 4e is that the allocation of monsters to levels is mostly not a mechanical thing (although it has some elements of that eg where stun, dominate, blindness etc become more common) but a story thing. Playing a campaign using the monsters as published will take the PCs through the "story of D&D" (start with kobolds, finish with Orcus).People talk about paragon tier being more about interplanar stuff or whatever, but it's all just a smoke screen as the monster math and level system mean you can do it at any level.
My take on 4e is that the allocation of monsters to levels is mostly not a mechanical thing (although it has some elements of that eg where stun, dominate, blindness etc become more common) but a story thing. Playing a campaign using the monsters as published will take the PCs through the "story of D&D" (start with kobolds, finish with Orcus).
Because I'm running a single campaign, I haven't yet had to find out how badly this affects replay value.
I haven't read the whole thread - only the last few pages of it - but what you say here came through to me pretty clearly.As I've maintained all along, everything I currently don't like is a feature of the game that has simply lost its luster.