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5 months ago ::
Jan 07, 2013 - 9:55AM
#41
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Date Joined:
Sep 26, 2001
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I think the sessions that are packed so full of narrative and roleplaying, you don`t have any time for combat, are the most fun there is! I have lately started running my campaign more or less like this, and the group seems happy with having only one combat encounter in the session or non at all. Anyone else do this? Is this common within the 4e system?
Like most RPGs, D&D has always devoted a lot of rules and PC stats to combat, but it's always possible to focus on RP & Narrative more than mechanics. 4e made a particular effort, in the Skill Challenge mechanic, to provide rules for non-combat with some structure, FWIW.
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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5 months ago ::
Jan 08, 2013 - 7:12AM
#42
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Date Joined:
Oct 17, 2007
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Like most RPGs, D&D has always devoted a lot of rules and PC stats to combat, but it's always possible to focus on RP & Narrative more than mechanics. 4e made a particular effort, in the Skill Challenge mechanic, to provide rules for non-combat with some structure, FWIW.
Yes, ironically 4e, which is often labelled as a combat centric game, is the first edition to provide an organic system for handling events in exploration and social interaction. Skill challenges are a simple, fair and completely optional system. And guess what? 4e got bashed for introducing them.
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5 months ago ::
Jan 08, 2013 - 4:51PM
#43
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Like most RPGs, D&D has always devoted a lot of rules and PC stats to combat, but it's always possible to focus on RP & Narrative more than mechanics. 4e made a particular effort, in the Skill Challenge mechanic, to provide rules for non-combat with some structure, FWIW.
Yes, ironically 4e, which is often labelled as a combat centric game, is the first edition to provide an organic system for handling events in exploration and social interaction. Skill challenges are a simple, fair and completely optional system. And guess what? 4e got bashed for introducing them.
Well no, 4e didn't really introduce skill challenges, and it wasn't criticized for that. It just did a fairly lousy job at them. Of course it is not at all clear anyone else could do much better, but it was clear the system was simplistic and not that superior to just doing it on the fly. 4e deserved an A for effort, but for execution...
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5 months ago ::
Jan 08, 2013 - 8:57PM
#44
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Date Joined:
Jun 19, 2004
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Like most RPGs, D&D has always devoted a lot of rules and PC stats to combat, but it's always possible to focus on RP & Narrative more than mechanics. 4e made a particular effort, in the Skill Challenge mechanic, to provide rules for non-combat with some structure, FWIW.
Yes, ironically 4e, which is often labelled as a combat centric game, is the first edition to provide an organic system for handling events in exploration and social interaction. Skill challenges are a simple, fair and completely optional system. And guess what? 4e got bashed for introducing them.
Well no, 4e didn't really introduce skill challenges, and it wasn't criticized for that. It just did a fairly lousy job at them. Of course it is not at all clear anyone else could do much better, but it was clear the system was simplistic and not that superior to just doing it on the fly. 4e deserved an A for effort, but for execution...
Skill challenge system needed a good bit of reworking. But I think it was a step in the right direction. It didn't go nearly far enough, but it felt like they were on the right path.
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5 months ago ::
Jan 09, 2013 - 2:20AM
#45
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Date Joined:
Oct 17, 2007
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Like most RPGs, D&D has always devoted a lot of rules and PC stats to combat, but it's always possible to focus on RP & Narrative more than mechanics. 4e made a particular effort, in the Skill Challenge mechanic, to provide rules for non-combat with some structure, FWIW.
Yes, ironically 4e, which is often labelled as a combat centric game, is the first edition to provide an organic system for handling events in exploration and social interaction. Skill challenges are a simple, fair and completely optional system. And guess what? 4e got bashed for introducing them.
Well no, 4e didn't really introduce skill challenges, and it wasn't criticized for that. It just did a fairly lousy job at them. Of course it is not at all clear anyone else could do much better, but it was clear the system was simplistic and not that superior to just doing it on the fly. 4e deserved an A for effort, but for execution...
Are you sure? The closer thing to Skill Challenges I can think about from previous editions are complex skill checks, but that's not the same by a long stretch. Unless I'm missing something, in which case please point it out.
I concede skill challenges are very basic and that we had to wait DMG2 for a revision and some decent support for them, but they added options to the game where there was nothing before. And in any case they can be just disregarded by those who don't like them without impacting any other part of the game; so at worse they are harmless, nothing to hate really.
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5 months ago ::
Jan 09, 2013 - 5:09AM
#46
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Date Joined:
Nov 13, 2004
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Well no, 4e didn't really introduce skill challenges, and it wasn't criticized for that...
Are you sure? The closer thing to Skill Challenges I can think about from previous editions are complex skill checks, but that's not the same by a long stretch. Unless I'm missing something, in which case please point it out.
4e introduced Skill Challenges to D&D, and was summarily criticized because the initial example Skill Challenges made it look like any important interaction with NPCs should be governed by dice rolls, once again emphasizing the 'G' over the 'RP.'
The biggest similarity to 3e's Unearthed Arcana's Complex Skill Checks would be for mid-combat skill challenges, typically for breaking traps mid-combat. Even then, the nature of 4e SCs would point towards allowing multiple ways to beat it, whereas a Complex Skill Check is 'X number of successful Disable Device checks before Y failures.'
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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5 months ago ::
Jan 09, 2013 - 7:07AM
#47
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For my standard 4 hours gaming day.
Most of my time spend on RP in combats, Banters between PC and enemy, PC and PC, DM and players, players and players, description of each attack, how character/monster react to each attack etc. etc.
outside of combat 30 RP in combat 40 actually combat 20 laughing(?) 10
my group never lack a moment for big laugh, no matter how serious the situation is, they can turn it into a comedic show in 2 seconds.
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5 months ago ::
Jan 09, 2013 - 12:28PM
#48
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Date Joined:
Dec 10, 2010
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Like most RPGs, D&D has always devoted a lot of rules and PC stats to combat, but it's always possible to focus on RP & Narrative more than mechanics. 4e made a particular effort, in the Skill Challenge mechanic, to provide rules for non-combat with some structure, FWIW.
Yes, ironically 4e, which is often labelled as a combat centric game, is the first edition to provide an organic system for handling events in exploration and social interaction. Skill challenges are a simple, fair and completely optional system. And guess what? 4e got bashed for introducing them.
Well, what 4e may be bashed for, is to give an impression that the rules and numbers are suddenly an imporant part of the game, something that never was the case. Dnd was primarely a roleplaying game, it still is, the rules were just an ade to roleplay and to tell stories! In earlier editions, it was emphasized that you could bend, change or even ignore the rules if that benefited the story. That philosophy still lives on in dnd today and is even voiced by people at Wizards, like Chris Perkins and Jeremy Crawford. Combat can be lots of fun in 4e and has a smooth and very good design. Skill challanges are also fun and can be used for a lot of things, even combat if you want to speed that up and have a more freeflow and narrative feel to it. I think people reacted badly to skill challanges, was because you never needed diplomacy or intimidate to talk to someone before, as an example, and you shouldn`t have to in most cases where the dm could just roleplay the npc and use common sense. To threaten an angry orc chieftain, sure it would make sense to roll for intimidate, but in other cases it would just be silly to think that a common baker or a farmer wouldn`t be scared of a big guy with a sharp sword or mystical wizard in black. Skills can be fun in the right situations, but to use them and to rely on the rules all the time, is not what a roleplaying game should be about. People didn`t want more rules where they didn`t need them. 4e is a great system with smooth rules, but the rules should not be the most important part of the game. Many believe the rules should be the least important part of the game.
I have quoted a 2nd ed paragraph from the dmg in a few other forums, but I think it just got relevant here too.
2nd edition on combat:
Creating Vivid Combat Scenes
Since this isn`t a combat game, the rules are not ultra detailed, designing the exact effect of every blow, the subtle differences between obscure weapons, the location of every piece of armor on the body, or the horrifying results of an actual sword fight. Too many rules slow down play (taking away from the real adventure) and restrict imagination. How much fun is it when a character, readt to try an amazing and heroic deed, is told "You can`t do that because it`s against the rules". Players should be allowed to try whatever they want - especially if what they want to try will add to the spirit of adventure and excitement. Just remeber that there is a difference between trying and succeeding. To have the most fun playing the AD&D game, don`t rely only on the rules. Like so much in good role-playing adventure, combat is drama,a staged play. The DM is both the playwright and the director, creating a theatrical combat. If a character wants to try wrestleing a storm giant to the ground, let him; a character who tries leaping from a second floor window onto the back of a passing orc is adding to everyones fun. The trick to make combat more vivid is to be less concerned with the rules than with what is happening at each instant of play. If combat is only " I hit. I miss. I hit again," then something is missing. Combat should be more like, "One orc ducks under the table, jabbing at your legs with his sword. The other tries to make a flying tackle, but misses and sprawls to the floor in the middle of the party!" This takes description, timing, strategy, humor and (perhaps most important of all) knowing when to use the rules and when to bend them.
- the revised and updated Dungeon Master`s Guide for the AD&D 2nd edition game.-(chapter 9: combat. page 51)
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5 months ago ::
Jan 09, 2013 - 12:55PM
#49
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Not really; D&D in general doesn't have good systems for non-combat stuff.
Where did you get that? 2e and 3e both had plenty of books all about RP with crunch included. The only edition that really lacks it is 4e. Which I guess is why so many accuse 4e of having no RP in it.
“The oldest and strongest emotion of mankind is fear.” - H. P. Lovecraft Games I Play: - D&D 4e - D&D 3.5 - AD&D 2e - Pathfinder - Call of Cthulhu
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5 months ago ::
Jan 09, 2013 - 12:55PM
#50
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Date Joined:
Aug 15, 2011
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Well, what 4e may be bashed for, is to give an impression that the rules and numbers are suddenly an imporant part of the game, something that never was the case.
No, that was always the case. The reason the rules seemed less important before was because they were often, to be polite, 'of questionable quality'. People bypassed huge sections of the rules because they were clunky, contradictory, and/or unbalanced.
The G in RPG is equally important as the RP in RPG.
4e is the first edition of D&D that I can actually play as-is.
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