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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why have dissociated mechanics returned?
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: 6009167" data-attributes="member: 42582"><p>I think they were worried about being knocked into the pits by traps or monsters. The actual episode took place over 2 years ago, so my memory is not perfect, and even at the time I don't know if it was all spelled out. As best I can recall, it was a mix of in-character and metagame reasoning, along the lines of:</p><p></p><p style="margin-left: 20px">* the pits are deep enough to hurt us badly - especially our squishies - if we fall in;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* this place has traps and monsters that might try and knock people into pits;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*the corridor that leads into the room with the pits has stairs going gently down, suggesting possible slide/chute traps;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* pemerton is the sort of GM who woudn't bother placing pits without also placing something there that might knock us in;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* so let's rope together!</p><p></p><p>As it turns out, I didn't have anything slide/chute designed - the sloping corridor was rather (i) to make my dungeon geography work out the way I wanted it to, and (ii) to have some stairs in that corridor to make the fight with the undead bursting out of the side-crypts more interesting (the PCs had already fought those undead, and worked out most of the relevant geography, but weren't to know that they had, thereby, exhausted the metagame rationale for the downward slope).</p><p></p><p>But I did have forced movement in mind, namely, my wight.</p><p></p><p>From memory they roped with the strong dwarf fighter in the middle, the CHA paladin and archer-ranger flanking him, and the wizard and sorcerer at the ends. I'm pretty sure that it was the ranger who fell into the pit and was saved by the dwarf making a STR check (and/or Dwarven Stability saving throw - as I said, my memory is a bit hazy). As best I recall, the dominant concern at the table wasn't so much "Why exactly is my guy falling back into the bit" - I'm sure I narrated the "recoiling in fear" thing, and no one contested that - but rather "Woohoo! Our roping together worked!" and then making the appropriate checks to pull the ranger up etc.</p><p></p><p>The deathlock wight then died pretty quickly, as the sorcerer got a good crit with Blazing Starfall (radiant damage). But I didn't mind too much, because it had already got to do its thing.</p><p></p><p></p><p></p><p>The psychic keyword is not present in the 4e Monster Manual. As best I can tell, it was added in by the revision of the wight by Logan Bonner published in Dungeon magazine a year or so ago (and available for free online). It clearly <em>should</em> have been there from the start - its absence in very obviously a drafting oversight, I think.</p><p></p><p>I don't agree with this - or, rather, "push" in 4e mechanical text always has quotes around it. It is a technical term with both ingame and metagame aspects. (Like many D&D mechanics - hit points are the poster child - it mixes ingame and metagame shamelessly. This used to irritate me about D&D, but 4e has persuaded me that it can be a huge strength, because at least for some players it seems to facilitate going metagame without losing inhabitation of character and an ingame orientation towards the fiction.)</p><p></p><p>I think the 4e presentation of keywords is terrible. In the parts of the rules dedicated to explaining keywords, <em>only their mechanical effect is discussed</em>. The only part of the rules that talks about their role in anchoring the mechanics to the fiction is in the discussion of damaging objects, and there it's oblique and implicit rather than explicit (eg objects are immune to psychic damage, the GM may rule that paper and wood are vulnerable to fire damage, etc). So, for example, <em>nowhere in the 4e rules</em> does it say that the [fear] keyword, when it occurs in the context of a forced movement power, is intended to help establish the interpretation of the movement in the gameworld (eg as recoiling in horror).</p><p></p><p>I think this is about as bad an error as can happen in the presentation of rules. It's tantamount to setting up a combat system based on rolls against target numbers, and not even saying that the roll against target number represents an attack.</p><p></p><p>And the practical consequence is that many RPGers looking at 4e have seen a "fiction free" board game. Which is a false perception - the keywords set up the parameters of a pretty rich fiction - but one which the rules not only fail to dispel, but actively encouraged by talking about keywords only in terms of mechanical interactions.</p><p></p><p></p><p></p><p></p><p>Interesting points. I am closer to Neonchameleon and nightwalker450 than to Tom - I think that the abilities like Disciplined, Armour Piercing, Savage etc <em>already contain sufficient colour</em> to make it clear what is going on in the fiction, at least typically, and to support extrapolation to less typical and corner cases.</p><p></p><p>I'm also a staunch (if minoriy) defender of the 4e MM. Once you correct their damage, I think it has plenty of good monsters even at Paragon Tier (I haven't got to Epic yet). And I think it has a perfect amount of flavour - and is far less sparse than is often claimed. For example, when I compare it to AD&D 1st ed, or 3E (I don't have a lot of 2nd ed monster stuff) it is typically richer in its flavour text. For example, it gives me a history and sociology of goblinoids. Its spider entry also has a history of Lolth and some drow sociology. It has a history of the Abyss and details of the layers of the Hells (which is more than I get in AD&D or 3E). Etc.</p><p></p><p>My 4e campaign isn't quite as intense as this in the stakes of every combat, but I lean more this way then the "random encounter" way. 4e is a good fit for me in this respect - it <em>wants</em> every combat to be a big deal, and <em>I</em> want every combat to be a big(gish) deal.</p><p></p><p>The 4e MM helps with this, actually, by locating many creatures within the context of the cosmological conflicts that are at the heart of 4e's default fiction, and therefore making it easier to set up combats that have stakes - cosmological stakes - that are bigger than the mere combat itself.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6009167, member: 42582"] I think they were worried about being knocked into the pits by traps or monsters. The actual episode took place over 2 years ago, so my memory is not perfect, and even at the time I don't know if it was all spelled out. As best I can recall, it was a mix of in-character and metagame reasoning, along the lines of: [indent]* the pits are deep enough to hurt us badly - especially our squishies - if we fall in; * this place has traps and monsters that might try and knock people into pits; *the corridor that leads into the room with the pits has stairs going gently down, suggesting possible slide/chute traps; * pemerton is the sort of GM who woudn't bother placing pits without also placing something there that might knock us in; * so let's rope together![/indent] As it turns out, I didn't have anything slide/chute designed - the sloping corridor was rather (i) to make my dungeon geography work out the way I wanted it to, and (ii) to have some stairs in that corridor to make the fight with the undead bursting out of the side-crypts more interesting (the PCs had already fought those undead, and worked out most of the relevant geography, but weren't to know that they had, thereby, exhausted the metagame rationale for the downward slope). But I did have forced movement in mind, namely, my wight. From memory they roped with the strong dwarf fighter in the middle, the CHA paladin and archer-ranger flanking him, and the wizard and sorcerer at the ends. I'm pretty sure that it was the ranger who fell into the pit and was saved by the dwarf making a STR check (and/or Dwarven Stability saving throw - as I said, my memory is a bit hazy). As best I recall, the dominant concern at the table wasn't so much "Why exactly is my guy falling back into the bit" - I'm sure I narrated the "recoiling in fear" thing, and no one contested that - but rather "Woohoo! Our roping together worked!" and then making the appropriate checks to pull the ranger up etc. The deathlock wight then died pretty quickly, as the sorcerer got a good crit with Blazing Starfall (radiant damage). But I didn't mind too much, because it had already got to do its thing. The psychic keyword is not present in the 4e Monster Manual. As best I can tell, it was added in by the revision of the wight by Logan Bonner published in Dungeon magazine a year or so ago (and available for free online). It clearly [I]should[/I] have been there from the start - its absence in very obviously a drafting oversight, I think. I don't agree with this - or, rather, "push" in 4e mechanical text always has quotes around it. It is a technical term with both ingame and metagame aspects. (Like many D&D mechanics - hit points are the poster child - it mixes ingame and metagame shamelessly. This used to irritate me about D&D, but 4e has persuaded me that it can be a huge strength, because at least for some players it seems to facilitate going metagame without losing inhabitation of character and an ingame orientation towards the fiction.) I think the 4e presentation of keywords is terrible. In the parts of the rules dedicated to explaining keywords, [I]only their mechanical effect is discussed[/I]. The only part of the rules that talks about their role in anchoring the mechanics to the fiction is in the discussion of damaging objects, and there it's oblique and implicit rather than explicit (eg objects are immune to psychic damage, the GM may rule that paper and wood are vulnerable to fire damage, etc). So, for example, [I]nowhere in the 4e rules[/I] does it say that the [fear] keyword, when it occurs in the context of a forced movement power, is intended to help establish the interpretation of the movement in the gameworld (eg as recoiling in horror). I think this is about as bad an error as can happen in the presentation of rules. It's tantamount to setting up a combat system based on rolls against target numbers, and not even saying that the roll against target number represents an attack. And the practical consequence is that many RPGers looking at 4e have seen a "fiction free" board game. Which is a false perception - the keywords set up the parameters of a pretty rich fiction - but one which the rules not only fail to dispel, but actively encouraged by talking about keywords only in terms of mechanical interactions. Interesting points. I am closer to Neonchameleon and nightwalker450 than to Tom - I think that the abilities like Disciplined, Armour Piercing, Savage etc [I]already contain sufficient colour[/I] to make it clear what is going on in the fiction, at least typically, and to support extrapolation to less typical and corner cases. I'm also a staunch (if minoriy) defender of the 4e MM. Once you correct their damage, I think it has plenty of good monsters even at Paragon Tier (I haven't got to Epic yet). And I think it has a perfect amount of flavour - and is far less sparse than is often claimed. For example, when I compare it to AD&D 1st ed, or 3E (I don't have a lot of 2nd ed monster stuff) it is typically richer in its flavour text. For example, it gives me a history and sociology of goblinoids. Its spider entry also has a history of Lolth and some drow sociology. It has a history of the Abyss and details of the layers of the Hells (which is more than I get in AD&D or 3E). Etc. My 4e campaign isn't quite as intense as this in the stakes of every combat, but I lean more this way then the "random encounter" way. 4e is a good fit for me in this respect - it [I]wants[/I] every combat to be a big deal, and [I]I[/I] want every combat to be a big(gish) deal. The 4e MM helps with this, actually, by locating many creatures within the context of the cosmological conflicts that are at the heart of 4e's default fiction, and therefore making it easier to set up combats that have stakes - cosmological stakes - that are bigger than the mere combat itself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why have dissociated mechanics returned?
Top