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13 months ago  ::  May 29, 2012 - 5:59PM #61
Ahglock
Date Joined: Aug 25, 2007
Posts: 800

May 29, 2012 -- 5:46PM, AnthonyJ wrote:

May 29, 2012 -- 5:25PM, Ahglock wrote:

Is it logical for people to blaze past armed enemies right for the wizard?



Maybe? It depends on (a) whether the wizard is in fact a high value target, and (b) how possible it is to do so. 5e doesn't give the DM any real tools for answering (b).




If your answer is yes for A, then the answer is yes in every edition.  Since no edition has given real tools to stop a group from doing so, it gave tools to stop that one guy but not tools to stop the group.(outside of really specialized builds)  Those supposed tools did jack to actually stop a group.  The only reason it stopped anyone in 3e or 4e is because it gave you an excuse not to.  Why do I need tools to not do what I probably would not to do logically?  And by logically I mean from the individual orcs position, not from the position of DM who knows how awesome focus firing is in the game.

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13 months ago  ::  May 29, 2012 - 6:05PM #62
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
It is not logical to blaze past armed opponents to get to a distant one.  There is virtually no situation in which that is tactically a good decision for an individual soldier.

At least not one with any modicum of self-preservation instinct intact.  (But typically those without self-preservation are more of the "slaughter the nearest thing" variety.) 
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13 months ago  ::  May 29, 2012 - 6:23PM #63
lacodia
Date Joined: Aug 21, 2009
Posts: 80

May 29, 2012 -- 1:18PM, FalconGK81 wrote:

May 29, 2012 -- 9:35AM, lacodia wrote:

May 29, 2012 -- 9:08AM, robertmfreeman wrote:

This may just be because of the playtest adventure, but there really isn't much terrain for the characters to hide behind, and unless I'm missing something, there's nothing (aside from the defender cleric) to keep opponents from moving around the characters to where they can see the person behind cover.




Yes I think your group is missing something. The fighter and or clerics should inform the DM that they are trying to protect the Wizard by prevent opponents from moving past them. You don't need a mechanic for this. The party just informs the DM that they are forming say a wedge with the Wizard in the far back. Back in the day we'd just say call it the standard formation and everyone understood what that meant.

A good DM will understand the party's intent and simply say 'ok', or if for some reason one of the opponents is dead set on getting to the Wizard while ignoring a possible 'free' attack by the fighter the DM may call for an opposed roll.

Either way, the Wizard stays alive if he cowers far in the rear as befitting his puny frame.   




Why is this way of doing it (ie. "Just say you're defending the wizard then everything is fine") better than having rules for marking/opportunity-attacking monsters that try to bypass you for the wizard?




So I wouldn't say that it is better in every situation but I do think it is better in many or most situations, especially simpler combat situations that don't require a grid to keep track of everything that is going on.

Back in the day, back in the 1E and 2E days I often wished for a 4E style way to resolve combat, and in fact I think that is exactly what 3.0E/3.5E tried to achieve -but ultimately failed to do that, not as a version of the game, just as a really good way to resolve combat. 

The problem with 4E combat mechanics is that they are too involved and sophisticated for every situation. Those heavy rules slow down the game, they detract from the role playing aspect of the game, they make it more difficult to learn and master the rules, and they put an undue focus on D&D combat at the expense of role playing.

So this is what I am imagining for 5E, and I hope the game designers are listening and concur.

1. Give me a simple core set of rules like a streamlined 2E version that we can use to play a cooperative role playing game, that will resolve combat situations like the example above that I gave.

2. Give me a module or set of modules that we can whip out which graph onto the core system, a set of combat maneuvers just like in 4E using the grid so that we can resolve more complex combat situations such as a boss encounter.

My vision is to use the core rules for the day to day playing ( or week to week), but when a special encounter comes up I can say to the players, "Do to the complexity and importance of this final showdown between you and the Lich Lord, we'll be using the combat rules contained in the Advanced Combat Rules module (i.e. 4E) to play today's game session. Your characters sheets don't need to be modified but I'll go over the additional rules like using the grid, Attacks of Opportunity, grabbing, restrained, pull, push, slide, expanded action types, Triggers, etc."

For a new character all of these additional advanced rules would be new and complicated, but they'd already have the basics down, and for experienced players it would be old hat. The play would slow way down for this session, but that's ok because it's not every session that we're using the advanced rules,and because we're using them sparingly it also isn't detracting from the much more important role playing aspect of the game. No more D&D players thinking that the game is a miniatures wargame.

The cover of the 1st edition Player’s Handbook by artist D.A. Trampier. A motley crew of adventurers, the bloodied bodies of lizard men, the hint of arcane malevolence surrounding the idol, the daring thieves prying the jewels from the statue. This is arguably the most iconic piece of art in all of RPGdom.
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13 months ago  ::  May 29, 2012 - 6:33PM #64
Hurin88
Date Joined: Jun 24, 2009
Posts: 539

May 29, 2012 -- 6:05PM, FlashbackJon wrote:

It is not logical to blaze past armed opponents to get to a distant one.  There is virtually no situation in which that is tactically a good decision for an individual soldier.

At least not one with any modicum of self-preservation instinct intact.  (But typically those without self-preservation are more of the "slaughter the nearest thing" variety.) 




This is just wrong. You've heard of cavalry, I presume? How they try to get past opposing infantry to get to the archers behind, as at Bannockburn in 1314? There are literally hundreds of examples you could give from WWII alone where artillery units targetted other artillery units rather than the infantry coming at them. This is a tactically sound decision. The Stuka divebomber was made to get behind enemy lines and knock out artillery positions without having to face the infantry in between. These are all sound tactical decisions. As DnD has flying, artillery (fireballs, etc.) and medieval combat, there is no reason to assume that creatures (especially the ones with higher intelligence scores than the PCs!) can't figure out that you kill the healer or the wizard first. This is a basic principle of war since the ancient world. Why do you think people invented the bow and arrow to begin with, other than to be able to hit things at a distance withouth having to fight it up close?

"What is the sort of thing that I do care about is a failure to seriously evaluate what does and doesn't work in favor of a sort of cargo cult posturing. And yes, it's painful to read design notes columns that are all just "So D&D 3.5 sort of had these problems. We know people have some issues with them. What a puzzler! But we think we have a solution in the form of X", where X is sort of a half-baked version of an idea that 4e executed perfectly well and which worked fine." - Lesp
"They are making it clear that when modern design and common sense come into conflict with tradition, tradition wins." - Thecasualoblivion
"When I DM Next I feel that I might as well be running a game based off of notes scribbled on a paper napkin." -Reinhart
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13 months ago  ::  May 29, 2012 - 6:37PM #65
AtomicPope
Date Joined: Jan 1, 2005
Posts: 525

May 29, 2012 -- 6:23PM, lacodia wrote:

The problem with 4E combat mechanics is that they are too involved and sophisticated for every situation. Those heavy rules slow down the game, they detract from the role playing aspect of the game, they make it more difficult to learn and master the rules, and they put an undue focus on D&D combat at the expense of role playing.



That's a User Error, not a system error.  I ran a game with 10 players and exactly one half were youngsters (11-14), the other half were parents.  Combat never took long.  The rules never slowed things down.  They didn't detract from roleplaying in the least.  The inability to roleplay because you have a magic sword is a player problem.  First Edition didn't even have any non-weapon prof until later on and you could still roleplay.  First Edition had AC adjustment tables for each weapon and you could still roleplay.

If 5 parents, 5 children, and 1 gamemaster can figure it out then there's a player problem, not a system problem. 

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13 months ago  ::  May 29, 2012 - 6:41PM #66
AtomicPope
Date Joined: Jan 1, 2005
Posts: 525

May 29, 2012 -- 6:33PM, Hurin88 wrote:

May 29, 2012 -- 6:05PM, FlashbackJon wrote:

It is not logical to blaze past armed opponents to get to a distant one.  There is virtually no situation in which that is tactically a good decision for an individual soldier.

At least not one with any modicum of self-preservation instinct intact.  (But typically those without self-preservation are more of the "slaughter the nearest thing" variety.) 




This is just wrong. You've heard of cavalry, I presume? How they try to get past opposing infantry to get to the archers behind, as at Bannockburn in 1314? There are literally hundreds of examples you could give from WWII alone where artillery units targetted other artillery units rather than the infantry coming at them. This is a tactically sound decision. The Stuka divebomber was made to get behind enemy lines and knock out artillery positions without having to face the infantry in between. These are all sound tactical decisions. As DnD has flying, artillery (fireballs, etc.) and medieval combat, there is no reason to assume that creatures (especially the ones with higher intelligence scores than the PCs!) can't figure out that you kill the healer or the wizard first. This is a basic principle of war since the ancient world. Why do you think people invented the bow and arrow to begin with, other than to be able to hit things at a distance withouth having to fight it up close?



Gygax said explicitly that he designed Fighters as Tanks and Wizards as Artillery (Master of the Game).  You're spot on.

DnD Next took out AoO while adding hit-n-run as a base feature.  That means a dozen goblins can fight all at once.  Forget about Thermopylae!  The entire Persian army can fight you in melee. 

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13 months ago  ::  May 29, 2012 - 7:20PM #67
lacodia
Date Joined: Aug 21, 2009
Posts: 80

May 29, 2012 -- 6:37PM, AtomicPope wrote:

May 29, 2012 -- 6:23PM, lacodia wrote:

The problem with 4E combat mechanics is that they are too involved and sophisticated for every situation. Those heavy rules slow down the game, they detract from the role playing aspect of the game, they make it more difficult to learn and master the rules, and they put an undue focus on D&D combat at the expense of role playing.



That's a User Error, not a system error.  I ran a game with 10 players and exactly one half were youngsters (11-14), the other half were parents.  Combat never took long.  The rules never slowed things down.  They didn't detract from roleplaying in the least.  The inability to roleplay because you have a magic sword is a player problem.  First Edition didn't even have any non-weapon prof until later on and you could still roleplay.  First Edition had AC adjustment tables for each weapon and you could still roleplay.

If 5 parents, 5 children, and 1 gamemaster can figure it out then there's a player problem, not a system problem. 




I'm sorry but I don't' agree, 4E's combat is significantly more involved than 1E or 2E with a lot more rules, not to mention figuring out all of those powers, and using miniatures on a grid can only slow things down. Besides, that's been my experience playing for 4E.

The cover of the 1st edition Player’s Handbook by artist D.A. Trampier. A motley crew of adventurers, the bloodied bodies of lizard men, the hint of arcane malevolence surrounding the idol, the daring thieves prying the jewels from the statue. This is arguably the most iconic piece of art in all of RPGdom.
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13 months ago  ::  May 29, 2012 - 7:21PM #68
AtomicPope
Date Joined: Jan 1, 2005
Posts: 525

May 29, 2012 -- 7:20PM, lacodia wrote:

May 29, 2012 -- 6:37PM, AtomicPope wrote:

May 29, 2012 -- 6:23PM, lacodia wrote:

The problem with 4E combat mechanics is that they are too involved and sophisticated for every situation. Those heavy rules slow down the game, they detract from the role playing aspect of the game, they make it more difficult to learn and master the rules, and they put an undue focus on D&D combat at the expense of role playing.



That's a User Error, not a system error.  I ran a game with 10 players and exactly one half were youngsters (11-14), the other half were parents.  Combat never took long.  The rules never slowed things down.  They didn't detract from roleplaying in the least.  The inability to roleplay because you have a magic sword is a player problem.  First Edition didn't even have any non-weapon prof until later on and you could still roleplay.  First Edition had AC adjustment tables for each weapon and you could still roleplay.

If 5 parents, 5 children, and 1 gamemaster can figure it out then there's a player problem, not a system problem. 




I'm sorry but I don't' agree, 4E's combat is significantly more involved than 1E or 2E with a lot more rules, not to mention figuring out all of those powers, and using miniatures on a grid can only slow things down. Besides, that's been my experience playing for 4E.



1e was designed for minis and based on a minis game. Sorry you missed that.

BTW, you still failed to illustrate how 1e's lacking in non-WP didn't "detract" from Roleplaying while Skill Challenges, Quest Rewards, and non-WP did.

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13 months ago  ::  May 29, 2012 - 7:55PM #69
Black_Knight999
Date Joined: Aug 1, 2008
Posts: 1,107

May 29, 2012 -- 9:30AM, legionof1 wrote:

i played the wizard just yesterday, it does need intelligent, non 4e play to not take too many hits. In 4e the great majority of characters at any lvl could stand out in the open disregarding enemy output. Even a powerful pack of mobs focus firing was not a grave threat most times.

the playtest as it stands is a call to earlier editions. Anyone taking more then a few hits is very bad. Coordination and environment usage is a must. Do hide around corners. Turn over tables and cower behind them. The module takes place in a cave network most of the time bottlenecks and corners are easy to come by. Use them. Also caves of chaos is a multi level, many in game day task. Do not expect to play it like an LFR module.

A few specific suggestions. Prone is not a big limiter on movement it only cost 5' or one square on tac grid. Voluntarily fall on your face to force disadvantage on ranged attackers. Prone can also make a knee high boulder full cover. Full cover is +5 ac and dex saves toss disadvantage on that and all the ranged attackers in the module will find something easier to shoot. Also coup de grace the downed wizard is not something the DM should do in any edition. it only really makes sense if the foe knows for a fact healing magic is present and available or the mob that does it is very evil and use it for dramatic villain effect("I shall take one of you with me at least." /maniacal death laughter)  its not good dming to remove chances for player success.




I don't know what system you were playing but it probably wasn't 4e. Enemies were dangerous, especially with the updated damage numbers.

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13 months ago  ::  May 29, 2012 - 8:45PM #70
lacodia
Date Joined: Aug 21, 2009
Posts: 80

May 29, 2012 -- 7:21PM, AtomicPope wrote:

May 29, 2012 -- 7:20PM, lacodia wrote:

May 29, 2012 -- 6:37PM, AtomicPope wrote:

May 29, 2012 -- 6:23PM, lacodia wrote:

The problem with 4E combat mechanics is that they are too involved and sophisticated for every situation. Those heavy rules slow down the game, they detract from the role playing aspect of the game, they make it more difficult to learn and master the rules, and they put an undue focus on D&D combat at the expense of role playing.



That's a User Error, not a system error.  I ran a game with 10 players and exactly one half were youngsters (11-14), the other half were parents.  Combat never took long.  The rules never slowed things down.  They didn't detract from roleplaying in the least.  The inability to roleplay because you have a magic sword is a player problem.  First Edition didn't even have any non-weapon prof until later on and you could still roleplay.  First Edition had AC adjustment tables for each weapon and you could still roleplay.

If 5 parents, 5 children, and 1 gamemaster can figure it out then there's a player problem, not a system problem. 




I'm sorry but I don't' agree, 4E's combat is significantly more involved than 1E or 2E with a lot more rules, not to mention figuring out all of those powers, and using miniatures on a grid can only slow things down. Besides, that's been my experience playing for 4E.



1e was designed for minis and based on a minis game. Sorry you missed that.

BTW, you still failed to illustrate how 1e's lacking in non-WP didn't "detract" from Roleplaying while Skill Challenges, Quest Rewards, and non-WP did.




We played 1E and 2E with a few miniatures from time to time, usually just to get a feel for the marching order or to show how we would spread out across a room to attack our opponents, but it wasn't anything like the tactical combat of 4E -not even close.

I don't believe that I failed at all to demonstrate that 4E combat is an order of magnitude slower than 1E or 2E combat. That's just self evident in my opinion. Let me try again.

1. With 4E you have all of those pesky powers that must be read and understood by not only the player using them but also the DM, and other players that may try and interact with them. That is time consuming for a group of players that isn't highly experienced with the powers of every character at the table. There's no way around that accept to gain experience playing all of those powers. Kind of like spells, only now everyone has them. Wizard X 5 = 6, so it's 5 times more complicated. Ok maybe only 4 if you count the Cleric.

2. With 4E you have all that tactical combat, pushing, grappling, pulling, sliding, triggers. That all takes time to understand, to make decisions on it's use, to coordinate party activity and so on. For new or inexperienced players that adds up to a whole lot of slow motion.

3. With 4E everything is a key word and everything has to be plotted precisely on a grid. That takes time to understand, it takes time to contemplate a character's next move, it takes time to actually make the move. Not so in 1E and 2E where you can just use the so called theater of the mind and wing it.

Better?

The cover of the 1st edition Player’s Handbook by artist D.A. Trampier. A motley crew of adventurers, the bloodied bodies of lizard men, the hint of arcane malevolence surrounding the idol, the daring thieves prying the jewels from the statue. This is arguably the most iconic piece of art in all of RPGdom.
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