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Switch to Forum Live View 4th edition Combat and Non-Combat: Getting the right mixture.
2 years ago  ::  Oct 04, 2011 - 3:58AM #101
Uchawi
Date Joined: Jun 22, 2010
Posts: 1,753
In the end, combat versus non-combat is more about the players and what style of play they like. And I would like to move away from the model of system mastery and more choice  traps to deal with in regards to character design, and focus more on the game. The hard part is throwing away the bias I have based on previous edtiions of D&D. Once you get used to one mechanic it is very hard to move on to the next, even if overall, it is a better direction to go. There are always choices to make in regards to your character, whether it affects combat or non-combat abilities, but in the end it is so easy to fall back to combat if other methods fail, and therefore the continuing arms race to focus on combat first. As to 4E being written for a computer game, and the analogy of players liking to look at code will love 4E, I think you will be disappointed unless you play 3.5 with all of it's sub-systems (aka sub-routines). You would be paid more to program in that system.

I can understand if people want more flexibilty in regards to point spread for skills, and being able to choose where to place them, and it would be nice to seperate skill powers from combat powers and let each progress as the character levels just to offer more player choices. Both are very simple fixes, and that is the strength of 4E. It is very easy to add to, even using previous suplements from earlier versions of D&D in regards to kingdom building, etc.
 
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2 years ago  ::  Oct 04, 2011 - 5:15AM #102
Darth_Caffeineus
Date Joined: Aug 29, 2007
Posts: 1,146

Oct 3, 2011 -- 9:23PM, beholdergaze wrote:

4th edition does for combat what T2 did for action flicks: it's exciting, it has great scenes, and it's just plain awesome. Even so, I'm not going to pop in T2 if I want to watch a movie with my wife. For that i'd rather watch Pulp Fiction, Batman Begins, or LOTR. They have action but they also have deeper stories and excellent character development. Similarly, 4th edition doesn't have every element, balanced, that I think a role playing game should contain. It's not the complete experience.  





Um... what.


You argument does not make a lick of sense. What aspects of the 4E rule set are missing to tell a story with both action and character devolpement. If a PC has a profession pastry chef score of 4 at first level and the score increase to 7 at 3rd level is that the kind of system support for character development you are speaking of?

If you are saying that the 4E system is unable to provide non-house rules, non-hand waved, non rule zero support to run something like LOTR, that is just false. 

Here are a few examples


1) Rules for Gandalf to conduct research into the history and nature of the one ring (history, religion,  and arcana skill checks).

2) Rules for a prolonged chase where the halflings try to hide from, evade, misdirect, out run and use their knowledge of the local area to escape from the ring wraiths. (skill challenge incorporating several skills).

3) Convince the White Council to allow Frodo to take the ring to Mordor (diplomacy check or skill chalenge).


And so on and so forth. There is plenty of system support for these and other non-combat related conflicts.


 


Granted 4E does not have a very robust system for adjudicating very mundane tasks that don't have to do with the driving conflict of the story. However I don't remember much time or focus in either the novel or film being given to how exactly skilled Sam was at gardening or how much money Merry or Pippen could make if they decided to open a pipe weed shop.  


    




Not liking the new forums.
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2 years ago  ::  Oct 04, 2011 - 5:40AM #103
XunValDorl_of_HouseKilsek
Date Joined: May 31, 2003
Posts: 5,317

Oct 4, 2011 -- 5:15AM, Darth_Caffeineus wrote:


 


Granted 4E does not have a very robust system for adjudicating very mundane tasks that don't have to do with the driving conflict of the story. However I don't remember much time or focus in either the novel or film being given to how exactly skilled Sam was at gardening or how much money Merry or Pippen could make if they decided to open a pipe weed shop.  


    







Here is a big problem that I see with the above.  You seem to think that a task must be earth shattering in order to affect the story.  I have seen very mundane tasks being used in a way that change the course of a story while achieving the same goal in the end.

Ever see MacGyver? He was able to take very mundane items and create things that would change the outcome of the show.  If he didn't have the knowledge or the items to do the things that he could do then he and other people would have died or hurt beyond belief.
 

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2 years ago  ::  Oct 04, 2011 - 5:44AM #104
Pluisjen
Date Joined: May 13, 2009
Posts: 14,168

Here is a big problem that I see with the above.  You seem to think that a task must be earth shattering in order to affect the story.




Well yeah, you're talking about D&D. It has to shatter at least a small village to require that kind of investment.

 Ever see MacGyver? He was able to take very mundane items and create things that would change the outcome of the show.  If he didn't have the knowledge or the items to do the things that he could do then he and other people would have died or hurt beyond belief. 
 




Yeah, that's a Class Feature. Artificers have that one as a Utility Power, it's called "Animate Helper". It allows you to have "just the right tool for the job", just like MacGuyver.

So hey, that's actually in the game! Wooh! 

Epic Dungeon Master



Want to give your players a kingdom of their own? I made a 4e rule system to make it happen!

Your Kingdom awaits!


Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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2 years ago  ::  Oct 04, 2011 - 5:45AM #105
Scottevil912
Date Joined: Oct 12, 2005
Posts: 1,630

Oct 4, 2011 -- 5:40AM, XunValDorl_of_HouseKilsek wrote:


Here is a big problem that I see with the above.  You seem to think that a task must be earth shattering in order to affect the story.  I have seen very mundane tasks being used in a way that change the course of a story while achieving the same goal in the end.

Ever see MacGyver? He was able to take very mundane items and create things that would change the outcome of the show.  If he didn't have the knowledge or the items to do the things that he could do then he and other people would have died or hurt beyond belief.
 




Reassess  your example - MacGyver took mundane objects and turned them into something extraordinary (and often times completely impossible) with a completely non-mundane use of engineering, explosives, and other skills. 

What he was doing was something completely out of the everyday - something that could be handled in 4e through use of Thievery and various rituals.

Welcome to ZomboniLand - My D&D Blog http://zomboniland.blogspot.com/
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2 years ago  ::  Oct 04, 2011 - 5:48AM #106
wrecan
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Date Joined: Jun 23, 2005
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Oct 3, 2011 -- 9:23PM, beholdergaze wrote:

No matter what you think about 3rd edition and Crapper, at least they tried.



Matrial Practices do everything CraPPer did except give you free money.

Being able to allocate skill points and say you're better at this than that guy



What?  So CraPPer was the equivalenet of being abele to drop trou and compare relative skill lengths?  And that's a benefit?

If you want to know who is better you engage in a competition.  You have a bake-off or some equally silly premise.  Two blacksmiths comparing one another's art don't simply ask each other for a list of skill ranks.  In fact, most blacksmiths wouldn't care about that crap.

Arrg.  You played 2e.  you should know better.  But 3e has created it's own reality distinct from any fantasy trope that existed before or outside the game.  And people have bought into this weird little world where people run around with easily recognizable dots in esoteric skills and think this is useful or heaven forfend "realistic".

It's one thing to believe this because you grabbed 3e when you were an impressionable adolescent and d20 rules allowed you to replace a scary unquantifiable outside reality with an easily understandable and quantifiable math equation.  But for goodness sakes man, you played 2e!  You know that the game never needed that level of granularity, and that level of granularity isn't realistic or based in fantasy tropes of any sort.

The fact that 4th edition tries so bleeding hard to make combat great and balanced makes some of us wonder why they left everything else out.



They didn't.  It's all right there!

Critic: 4e sucks because they don't let you make stuff.
Supporter: Martial practices does.
Critic: You know in 3e you could make stuff.
Supporter: You can.  It's right here.
Critic: Why on earth does 4e not include rules for this?
Supporter: Look.  I've got the page open to it.  It's right here.
Critic: In my day, we had rules for stuff like this.
Supporter: I'm highlighting the paragraph right here.
Critic: It's just sad.  People want these things.  4e is missing out.
Supporter: Hold on.  I'm getting my overhead projector so I can splash it on that wall....

It's 2011.  Why are people still treating the game like it was etched in stone in 2008 and hasn't released anything since. 

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2 years ago  ::  Oct 04, 2011 - 5:51AM #107
XunValDorl_of_HouseKilsek
Date Joined: May 31, 2003
Posts: 5,317

Oct 4, 2011 -- 5:45AM, Scottevil912 wrote:

Oct 4, 2011 -- 5:40AM, XunValDorl_of_HouseKilsek wrote:


Here is a big problem that I see with the above.  You seem to think that a task must be earth shattering in order to affect the story.  I have seen very mundane tasks being used in a way that change the course of a story while achieving the same goal in the end.

Ever see MacGyver? He was able to take very mundane items and create things that would change the outcome of the show.  If he didn't have the knowledge or the items to do the things that he could do then he and other people would have died or hurt beyond belief.
 




Reassess  your example - MacGyver took mundane objects and turned them into something extraordinary (and often times completely impossible) with a completely non-mundane use of engineering, explosives, and other skills. 

What he was doing was something completely out of the everyday - something that could be handled in 4e through use of Thievery and various rituals.




Well if you used Rituals for a lot of what MacGyver tried to do you would be dead by time the casting time was completed. The problem with being able to do lots of things with just one skill or two leads to a lot of problems because you can have people that aren't trained in a certain skill being able to do it better than someone who is trained and who may have made that a part of their back story. 

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2 years ago  ::  Oct 04, 2011 - 5:53AM #108
Hocus-Smokus
Date Joined: Apr 12, 2008
Posts: 7,208

Oct 4, 2011 -- 5:48AM, wrecan wrote:

So CraPPer was the equivalenet of being abele to drop trou and compare relative skill lengths? 




Quote of the day, hands down.

In fond memory of Mark "Wrecan" Monack.
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2 years ago  ::  Oct 04, 2011 - 6:03AM #109
Pluisjen
Date Joined: May 13, 2009
Posts: 14,168
MacGuyver was just an Artificer. Simple as that.

Other then that, Wrecan nailed it. 
Epic Dungeon Master



Want to give your players a kingdom of their own? I made a 4e rule system to make it happen!

Your Kingdom awaits!


Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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2 years ago  ::  Oct 04, 2011 - 6:09AM #110
Jharii
Date Joined: May 3, 2008
Posts: 6,136

Oct 4, 2011 -- 5:51AM, XunValDorl_of_HouseKilsek wrote:

Oct 4, 2011 -- 5:45AM, Scottevil912 wrote:

Oct 4, 2011 -- 5:40AM, XunValDorl_of_HouseKilsek wrote:


Here is a big problem that I see with the above.  You seem to think that a task must be earth shattering in order to affect the story.  I have seen very mundane tasks being used in a way that change the course of a story while achieving the same goal in the end.

Ever see MacGyver? He was able to take very mundane items and create things that would change the outcome of the show.  If he didn't have the knowledge or the items to do the things that he could do then he and other people would have died or hurt beyond belief.
 




Reassess  your example - MacGyver took mundane objects and turned them into something extraordinary (and often times completely impossible) with a completely non-mundane use of engineering, explosives, and other skills. 

What he was doing was something completely out of the everyday - something that could be handled in 4e through use of Thievery and various rituals.




Well if you used Rituals for a lot of what MacGyver tried to do you would be dead by time the casting time was completed. The problem with being able to do lots of things with just one skill or two leads to a lot of problems because you can have people that aren't trained in a certain skill being able to do it better than someone who is trained and who may have made that a part of their back story. 


Streetwise, dungeoneering, and even thievery handle MacGuyver scenarios quite well.  If someone specifically made that part of their backstory, they would most certainly get a synergy bonus on those specific types of skill checks.  It sounds just like a theme to me.  A DM should be reading backgrounds thoroughly and assigning themes whenever appropriate anyhow.

Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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