Remathilis
Legend
I was thoughly reading my DMG the other day (rather then hen-pecking on certain topics) and I found this gem.
It then goes on to great example of a rogue swinging off a rope to push an ogre into a flaming brazier.
However, more importantly, it tells you how to cast that into a check/attack/damage scenario. This is the key.
Now, D&D has been unofficially doing this for years, why is this a big deal?
Because this little rule-collection allows you to do ANYTHING!
Anything.
For example, lets say an ogre is trying to kill my rogue and I want to send him falling on his bum. Nothing fancy, just a knockdown roll.
In 3.5, I make a trip attack. The ogre gets to try to bash my brains in, then we make opposed str checks, with a bonus for being larger, etc. Long story short, unless I spend two feats to get improved trip (+combat expertise) I'm not sending that ogre down. Better stick with a straight melee attack.
Now, in 4e, I have two options. The most obvious is to use a power that will knock the foe prone (such as Topple Over, Rogue 3 Encounter) but that deals damage along with my attack. What if I just want to send the ogre down and run like hell?
The DM could call for a strength attack vs. the ogre's fortitude. The ogre gets a +2 bonus for being large sized. If I hit (and as a rogue, str is not always my strong suit, esp against an ogre!) the ogre tumbles to the ground. No damage. Standard action.
Is that fair? I don't see why not. I gave up my standard action (which could have been spent doing [w]+ dex mod damage) to make a roll to send the ogre down. I can't follow up with another attack (like Improved Trip 3.5) and its not going to stop the ogre from getting up (and allowing perhaps an Opportunity Attack, which is a basic at best) but I sent the ogre down, now I can retreat, move into a better position, etc.
(BTW: that puts a bullet into the "you must use a power to knock a foe prone, OMG" argument)
If 4.0 REALLY were a video game, I could never do this. If I didn't use the Topple Over power, I couldn't knock the foe down. However, my DM can adjudicate the action and create a ruling like that to allow me to try. THAT'S the DIFFERENCE!
That little rule, along with the accompanying table, is all a DM needs to rule on ANY potential action a PC can do. No unnecessary sub-rulesets like 3.5, just make an X roll vs. Y value. Usually, its not as good as using a power, buts much more cinematic and allows the PCs to be really creative.
Learn that rule, fellow DMs. Its what's keeping D&D from WoW...
DMG pg 42 said:Your presence as the Dungeon Master is what makes D&D such a great game. You make it possible for the players to try anything they can imagine. That means it’s your job to resolve unusual actions when the players try them.
It then goes on to great example of a rogue swinging off a rope to push an ogre into a flaming brazier.
However, more importantly, it tells you how to cast that into a check/attack/damage scenario. This is the key.
Now, D&D has been unofficially doing this for years, why is this a big deal?
Because this little rule-collection allows you to do ANYTHING!
Anything.
For example, lets say an ogre is trying to kill my rogue and I want to send him falling on his bum. Nothing fancy, just a knockdown roll.
In 3.5, I make a trip attack. The ogre gets to try to bash my brains in, then we make opposed str checks, with a bonus for being larger, etc. Long story short, unless I spend two feats to get improved trip (+combat expertise) I'm not sending that ogre down. Better stick with a straight melee attack.
Now, in 4e, I have two options. The most obvious is to use a power that will knock the foe prone (such as Topple Over, Rogue 3 Encounter) but that deals damage along with my attack. What if I just want to send the ogre down and run like hell?
The DM could call for a strength attack vs. the ogre's fortitude. The ogre gets a +2 bonus for being large sized. If I hit (and as a rogue, str is not always my strong suit, esp against an ogre!) the ogre tumbles to the ground. No damage. Standard action.
Is that fair? I don't see why not. I gave up my standard action (which could have been spent doing [w]+ dex mod damage) to make a roll to send the ogre down. I can't follow up with another attack (like Improved Trip 3.5) and its not going to stop the ogre from getting up (and allowing perhaps an Opportunity Attack, which is a basic at best) but I sent the ogre down, now I can retreat, move into a better position, etc.
(BTW: that puts a bullet into the "you must use a power to knock a foe prone, OMG" argument)
If 4.0 REALLY were a video game, I could never do this. If I didn't use the Topple Over power, I couldn't knock the foe down. However, my DM can adjudicate the action and create a ruling like that to allow me to try. THAT'S the DIFFERENCE!
That little rule, along with the accompanying table, is all a DM needs to rule on ANY potential action a PC can do. No unnecessary sub-rulesets like 3.5, just make an X roll vs. Y value. Usually, its not as good as using a power, buts much more cinematic and allows the PCs to be really creative.
Learn that rule, fellow DMs. Its what's keeping D&D from WoW...