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11 months ago ::
Jul 04, 2012 - 8:53PM
#531
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Unfortunately, I think it was Monte Cook (no longer involved in 5th ED) who said "I hope skill challenges die in a fire" because they really need to.
The same Monte Cook who said that trap options to reward system mastery were a good idea in 3e? Forgive me if I don't take his every word on game design as gospel.
Monte did say that he has changed his mind re: Ivory Tower game design, so I expect that it is possible for people to learn things from past experiences.
I had suspected he might have seen the idiocy that lay at the heart of that thought module. Do you by any chance have a link to it or something? I'd be interested in reading more about his reasoning and so forth if you knew where it was. 
If you read Monte's blog posts you can read that he has been talking a lot about game design and his take on it (good and bad) - particularly here: www.goodreads.com/author_blog_posts/2429...
There was also this interview by The Id DM: theiddm.wordpress.com/2012/06/15/ego-che... where The Id DM specifically asks him about system mastery:
The Id DM: At least with 3rd Edition D&D, it seems that mastery was more than a psychological aspect of the game. Any game – video, tabletop or otherwise – has exploits, optimal builds or movesets for characters. Mastery may be a psychological aspect for some players, but you previously mentioned it has been used as a built-in reward for experienced players. I imagine it’s a challenge to create a variety of character-customization paths that are equally effective during gameplay, which would seem to be a positive goal for game design. It reminds me of a quote from Alice In Wonderland, “At last the Dodo said, `EVERYBODY has won, and all must have prizes.’” How can you design a game so all character builds can get their prizes?
Monte Cook: No, I would say that mastery is entirely a psychological thing. Lots of good game design actually has to do more with psychology than mechanics. You want people to be glad they’re playing your game. You want them to be happy about their choices, particularly when those choices are good for the game. Getting a cool new thing at each level isn’t about game balance, it’s about psychology. You want people to think, “I am glad I kept playing, because now I’ve gained a level and got this cool new ability.” That’s why the whole concept of levels is so brilliant. System mastery is the same thing. It’s a reward for being really invested in the game, long-term. “I feel smart because I have read the rules twice and have been playing for nine years.” People who are that invested are likely to want to keep playing. And player retention–getting people to continue to play–is as important as getting new players. In fact, it’s a great way to get new players, because existing players teaching new people is the #1 way new players are recruited. Mastery can be a huge problem for new players if handled poorly. The idea should work this way: the game works fine “out of the box,” but there are rewards for people who really get invested. If the latter gets in the way of the former, the idea of mastery has been probably mishandled. It’s tricky, though, because one helps new player acquisition, and the other helps old player retention. Both are important for a game’s long-term success.
and of course if you want another opinion on the so-called "ivory Tower" gate episode, then check out the Alexandrian: thealexandrian.net/wordpress/2498/rolepl...
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Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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11 months ago ::
Jul 04, 2012 - 8:59PM
#532
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Is this a skill challenge:
DM "You see the Thief climb the roof and head east."
Rogue "I climb after him." Wizard "I use scry to follow where they're going." Fighter "I run along the street keeping an eye one them." Cleric I "Cast divine favor on the Rogue, then follow the Fighter."
DM "The Thief reaches the edge of the roof and jumps across to the next one. They run along it until they find a ladder which they slide down."
Rogue "I follow them, sliding down the ladder as they did." Wizard "I try to figure out where they are headed." Fighter "I sprint to keep up." Cleric "I try to catch up too."
DM "The Fighter and Cleric begin to gain on the Thief, his sliding down the ladder afforded you time to catch up. Wizard you gather that they are headed in the direction of the docks. Rogue, you are almost on top of them, but they stay just out of your reach."
Rogue "I try to throw some caltrops ahead of them." Wizard "I head to the docks to cut them off taking the most direct route." Fighter "I jump for them, trying to tackle them." Cleric "I pull my sling out and try to hit him with a sling bullet."
DM "Rogue you throw caltrops ahead of them, they step on them and slow down, unfortunately so do you. Wizard you head in the direction of the docks taking a more direct route, you reach the gate you believe they will run past to enter the docks. Fighter, you jump and tackle them, but they weasel their way out before you can get a good hold. Cleric you hit the Thief in the back with a sling bullet, it slows them down, but they continue to speed toward the docks."
Rogue "I jump the caltrops and chase after them." Wizard "I set up an ambush by casting web across the gate, and then I cast invisibility on the web." Fighter "I get up and sprint after them." Cleric "I keep chasing them."
DM "The Thief being harried by the Rogue, Fighter, and Cleric is too distracted to notice the Web and runs straight into it, trapped. Good job team you get 1400xp."
Guess what, that was a skill challenge...
What would happen if the Wizard just used Web to stop the Thief right from the start?
The wizard was never in range until he figured out where the Thief was going with a few well placed skill checks...
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11 months ago ::
Jul 04, 2012 - 9:19PM
#533
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..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Guess what, that was a skill challenge...
What would happen if the Wizard just used Web to stop the Thief right from the start?
The wizard was never in range until he figured out where the Thief was going with a few well placed skill checks...
He should have just moved then cast - if the Fighter can get close enough to tackle the Thief, then Wizard should have been able to hit with a burst 2 within 20 squares.
Pro DnD Member of the Axis of Awesome Fighters: Using socks to kill monsters since 2012 DnD Next: Now with more then 4 minutes of Roleplay per gaming hour Spoiler:
Show
"If you can't make an interesting human fighter, then you aren't ready to play anything else yet" Edymnion
"The idea of resting up between encounters to fill-up on hit points and spells struck my meta-gaming nine-year-old as a distinct possibility. "Are you mad?" says my seven-year-old "This place is full of monsters!" "jamesgrahamuk
All characters have a story. Spoiler:
Show
Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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11 months ago ::
Jul 04, 2012 - 10:05PM
#534
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Thanks for the links, Shas.
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11 months ago ::
Jul 05, 2012 - 2:50PM
#535
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Date Joined:
Sep 16, 2007
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..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />Guess what, that was a skill challenge...
What would happen if the Wizard just used Web to stop the Thief right from the start?
The wizard was never in range until he figured out where the Thief was going with a few well placed skill checks...
He should have just moved then cast - if the Fighter can get close enough to tackle the Thief, then Wizard should have been able to hit with a burst 2 within 20 squares.
Yep, this is an option that skill challenges (as written) don't allow. 'Game on rails' is how it feels. If you then allow people to break skill challenges mid cycle or want to consider things like range or the success rates of varied opponents then the skill challenge becomes pointless for the sake of immersion, which is a good thing in my opinion.
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11 months ago ::
Jul 05, 2012 - 3:03PM
#536
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Date Joined:
Sep 16, 2007
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and of course if you want another opinion on the so-called "ivory Tower" gate episode, then check out the Alexandrian: thealexandrian.net/wordpress/2498/rolepl...
Hey nice link. From that it links to this:
thealexandrian.net/wordpress/2500/rolepl...
Which pretty much sums up my position on 4th ED transitioning to 5th Ed and why the majority felt that 4th Ed went in the wrong direction.
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11 months ago ::
Jul 05, 2012 - 3:12PM
#537
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Which pretty much sums up my position on 4th ED transitioning to 5th Ed and why the majority felt that 4th Ed went in the wrong direction.
Always this majority. Tends to switch sides all day long. It is, for argument's sake, also the majority that liked 4th edition, you know? :o
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11 months ago ::
Jul 05, 2012 - 3:44PM
#538
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Date Joined:
Oct 26, 2004
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Wait a second since when do skill challenges prevent you from using powers?
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11 months ago ::
Jul 05, 2012 - 7:42PM
#539
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Date Joined:
Sep 26, 2001
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Wait a second since when do skill challenges prevent you from using powers?
They don't. But, they don't exactly integrate them, either.
The way it'd probably play out is that said thief runs off into the labyrinthine alleyways of the city and with the party hot on his trail, catching occassional glimpses at best. Casting web or otherwise taking a shot at him probably isn't an option, you never have a clear shot. That's not the skill challenge rules, that's the line of effect rules when you're dealing with buildings and narrow streets with lots of twists and turns. Partial success on the challenge might give one or more players a shot at the thief before he gets a way for good, though, that'd be a reasonable thing by the RC SC rules, anyway.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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11 months ago ::
Jul 05, 2012 - 10:58PM
#540
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The way it'd probably play out is that said thief runs off into the labyrinthine alleyways of the city and with the party hot on his trail, catching occassional glimpses at best. Casting web or otherwise taking a shot at him probably isn't an option, you never have a clear shot. That's not the skill challenge rules, that's the line of effect rules when you're dealing with buildings and narrow streets with lots of twists and turns. Partial success on the challenge might give one or more players a shot at the thief before he gets a way for good, though, that'd be a reasonable thing by the RC SC rules, anyway.
I think I like Lokiares take better:
DM: Are you going to chase the Thief? Wizard: Chase? No I am going to use Eppes Probability theory along with what I know of the city's topographical structure and the nature of a criminal to run down hill away from danger and wait for him near the docks. DM: Look can you just try to chase someone for once?
Pro DnD Member of the Axis of Awesome Fighters: Using socks to kill monsters since 2012 DnD Next: Now with more then 4 minutes of Roleplay per gaming hour Spoiler:
Show
"If you can't make an interesting human fighter, then you aren't ready to play anything else yet" Edymnion
"The idea of resting up between encounters to fill-up on hit points and spells struck my meta-gaming nine-year-old as a distinct possibility. "Are you mad?" says my seven-year-old "This place is full of monsters!" "jamesgrahamuk
All characters have a story. Spoiler:
Show
Sometimes that story is short and sometimes it is long. They can be tragic, comic or absurd. Some teach. Some are just to fill the empty spaces in our lives. Rarely it is a transcendent fugue only half remembered but wondered at. And frequently: "it is a tale told by an idiot, full of sound and fury, signifying nothing." -William Shakespeare
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