Because Team Alpha was fortunate enough to get alotted 6 people who aren't ditchers. If you want Team Alpha to get a cool Dwarven warrior chick, stop posting for a fortnight...
• Ad Hominem— Attacking the person's circumstances, not addressing the argument. • Ad Hominem Abusive (Personal Attack)— Insulting the person, not addressing the argument. • Ad Hominem Tu Quoque— Saying the person's inconsistent, not addressing the argument. • Appeal to Authority/Belief/Common Practice/Consequence of a Belief/Emotion/Fear/Flattery/Novelty/Pity/Popularity/Ridicule/Spite/Tradition— Using emotion instead of Fact. • Bandwagon— Use of peer pressure. • Begging the Question— Assuming premises which haven't necessarily been agreed to. • Biased Sample— Using a sampling which may not properly represent the whole. • Burden of Proof— Shifting it to the wrong side. • Circumstantial Ad Hominem— Attacking the person's interests in supporting their argument. • Composition— Assuming that the whole has the same qualities as individual parts. • Confusing Cause & Effect— Assuming that one thing causes another because they appear in conjunction. • Division— Assuming that the individual parts have the same qualities as the whole. • False Dilemma— Assuming that only two options exist. • Gambler's Fallacy— Assuming the odds have changed because of past occurances • Genetic— Assuming a perceived defect in the origin of a claim is proof of a defect in the claim. • Guilt by Association— Attacking others who agree with the claim. • Hasty Generalization— Assuming a quality based on too small a sample size. • Ignoring the Common Cause— Assuming there is no outside cause of two connected things. • Middle Ground— Assuming the midpoint of two extremes must be correct. • Misleading Vividness— Assuming a colorful anecdote outweighs statistical evidence. • Poisoning the Well— Using unprovable claims about the person instead of addressing the argument. • Post Hoc— Assuming that something caused something else simply because it happened first. • Questionable Cause— Assuming that one thing causes another. • Red Herring— Using irrelevant evidence to divert a discussion. • Relativist Fallacy— Asserting that a claim may be true for some but not for the speaker. • Slippery Slope— Assuming the inevitability of one event based on another. • Special Pleading— Claiming exemption without justification. • Spotlight— Assuming individuals that get the most attention to be indicative of the whole. • Straw Man— Misrepresenting the opposing argument. • Two Wrongs Make a Right— Justifying something unethical/immoral as response or pre-emption to something else unethical/immoral.
Response to those who like to compare 4e to a Video GameShow
Also, I find that the "D&D 4e is like an MMO" argument is often a sign of someone who is deliberately being obtuse and/or is potentially ignorant of actual MMO play. As someone who only ended a 6-year World of Warcraft addiction a year ago, I can say that most of your bullet points actually don't match up to the truth of it.
In D&D 4e, you can choose a hybrid, you can choose to play one class as though it were another (people played Warlords as Bards frequently, when the edition first came out, and Rangers were refluffed to Monks), you can focus your class on its secondary role (a Warlock who is more controller than striker, for instance), you can multiclass, and you can create a particular concept (a mounted lancer, a charger, etc.) within the mechanics via feats, choice of powers, and choice of skills. You decide which set of stats you use--are you a Chaladin, Straladin, or Baladin?--and you have ultimate influence on how your character turns out in the end. Yes, powers require you to be using a particular weapon within your class's available selection, but the powers are not themselves tied to the gear. Powers tied to weapons or armor are typically powers that belong to the item, not to the character class that's most likely to use it.
Yes, there are only so many powers available, and these will be what you do in battle; this is all that the designers created. Yes, there is a time-frame in which they can be used; this has always been the case, even in the days of Vancian casting. Yes, there are suggested builds, but you can routinely ignore those if it pleases you; the only parts of a class you have to take are the class features, and even those have options at this point. But the only way that this can be considered at all conflatable with MMO character building/playing is if you are deliberately ignoring all of that.
In WoW, you choose a class and you're done. No multiclassing or hybridization, no way to mimic one class with careful building of a different one. There is a firm dividing line on what is a WoW class. No secondary roles or creative concepts, either; you're going to be what the class sets out to be, and that's it. You'll always have the same stat allocation as another of your class, because you get set numbers as you level up, and you've got at best four options--and that's only the Druid class--to build, and if you plan on running dungeons, particularly heroic level ones, or raiding, you'd better not even think of deviating from the single defined best build on the talent tree for what you want to do. It was only recently, with the complete tear-down and recreation of talent trees for Mists of Pandaria, that there was a concept of there being anything but the one best build that people who calculated such mechanical advantages (the folks on Elitist Jerks, for example), and the people who did things like achieve "World First" at various top-tier raids set precedent for.
Also, no class will ever not have a specific set of powers; all Priests in WoW have the same baseline, with deviation only based upon their talent tree specialization, where a D&D4e player could take whatever power in their class pleases them. Any Retribution Paladin will be the same as any other in terms of powers, because that is what a RetPally is. Any Assassination Rogue will always have the same powers as another, etc. All powers are always on specific cool-downs, but will always be there when they start a battle, where a 4e PC might enter an encounter with only At-Wills, or without their Daily powers due to what plot has done up until that point. Furthermore, no power that is not already specifically tied to an item will ever "require" you have that item, to my recollection. Classes get all their powers based on class; gear only gives bonuses to stats, possibly cuts down cast times for abilities or cooldowns, grants temporary extra bonuses to stats (the latter two most often on the raid tier equipment), and on rare occassions an extra power that may or may not be valuable, as some are only special effects instead of valuable abilities.
Most honest/open response on why DDN needs to be InclusiveShow
I've always felt it is in the best interests of D&D to be as inclusive across the playerbase as they can be and still have a game. I've never felt though that making a game that was inclusive within a group was very useful or even desirable. DM's and players can decide amongst themselves what options or restrictions they want for their games. I tend to lean to the DM to make most of those decisions but again that is a group specific thing.
Having said that. I get the distinct impression that there are a lot of players on these boards who come from groups that generally ruled against their own desires. It's almost like they are an oppressed minority from a gaming perspective. I also get the impression that they tend to advocate against things that if available their fellow group members might like and vote them down on.
Do a lot of you feel this way?
Just for clarification...here are some examples... 1. Alignment restrictions as an option. 2. Alignment Mechanics 3. Martial healing 4. Races being included or not.
I know my perspective is not that I often play at tables where my likes are not represented. Instead, my perspective comes from the many years I spent being a bad DM. I was a bad DM because my guidance came from the books, and the books gave bad advice. The books told me that alignment was a useful approach to roleplaying, so I went with it even though it felt kind of weird to me. Now I know that, at least in my style of running games, alignment destroys rp. I trusted the books to give good advice, and it messed up my game. Now I'm much more mature as a DM, so I know how to take advice with a grain of salt. And I still learn new stuff every session I run.
I don't want future DMs to go through my problems again. There's a big enough DM shortage as it is. DMing well is hard.
The biggest thing I had to unlearn in my process of becoming a good DM was the idea that the game is a simulation of a world. I understand many DMs prefer a more simulationist approach, although I am always skeptical simply because I would have said the same thing until I learned and grew as a DM. This doesn't mean their approach is completely invalid, but it still gives me a personal twinge when I see a regression back to 3e era sim style gaming.
I also have noticed many groups where one or two old-school players run a whole group's playstyle because the newer players aren't even aware there are other ways of doing things. The newer players tell me stories of things they hated in the session, and I end up explaining to them how those things they hate are very fixable, and in fact are fixed in the newer edition of the game their older players have told them is terrible.
In regard to things like martial healing, I don't think it's necessary for it to be in the game for the game to be fun. However, the attitude that says martial healing is terrible and shouldn't exist is an attitude that, to me, reveals a wrongheaded approach to the game. Therefore, my fight for it to be an option is to help legitimize the more narrative approach that I think is what most players want, but many don't know is possible, because they've never been exposed to it.
I was just looking over our character sheets and found that no one has perception trained (except Dorph's character Thoradin) and no one has Thievery so we should probably book it out of this room
When I first played 4E I my mother played a cool dwarven healer chick. lol I'[m fine with a cool Dwarven Warrior chick.
"The twists and turns of the road are ever facilitated by those who hold power, but should not. They drive us into darkness when men do nothing, when bravery and honor is in short supply. They are a suffocating pall on the land, and only when brave men lift that pall can the better angels of men stride forward." --Captain Deudermont: "The Pirate King"
I'm cool with all of that. More active players = more awesomeness, so I have no objections. We'll have to figure out the whole skill thing at some point though.
====== Created Using Wizards of the Coast D&D Character Builder ====== Armalia, level 4 Dwarf, Fighter (Slayer) Inherent Bonuses Occupation - Mariner (+2 to Acrobatics) Theme: Outlaw
FINAL ABILITY SCORES STR 19, CON 19, DEX 12, INT 11, WIS 8, CHA 11
STARTING ABILITY SCORES STR 16, CON 16, DEX 12, INT 11, WIS 8, CHA 11
AC: 22 Fort: 19 Ref: 14 Will: 13 • +4 AC for Opportunity Attacks as a result of movement while Charging. HP: 57 Surges: 13 Surge Value: 14
Weapon: Dwarven Thrower Greataxe +2 Attack (base): +11 vs AC Attack (Poised Assault): +12 vs AC Attack (Berserker's Charge, while Charging): +14 vs AC to hit (speed 9; includes +1 from Charge) Damage: 1d12+9 damage (+2d6 on crit) (+1d12+3 for Power Strike)
Usage: Encounter Action: No Action Trigger: With a melee basic attack or an at-will attack, you hit an enemy that is granting combat advantage to you. Effect: The enemy is dazed until the end of your next turn.
Keywords: Martial, Weapon Usage: Encounter Action: No Action Trigger: You hit an enemy with a melee basic attack using a weapon. Target: The enemy you hit Effect: The target takes 1{W} (1d12) extra damage from triggering attack.
Keywords: Martial, Stance Usage: At-Will Action: Minor Range: Personal Effect: Until stance ends, +1 power bonus to attack rolls of basic attacks using weapons.
Keywords: Martial, Stance Usage: At-Will Action: Minor Range: Personal Effect: Until stance ends, +2 power bonus to speed when charging and +2 power bonus to attack rolls of charge attacks.
Keywords: Martial Usage: Encounter Action: Minor Requirement: Must be Bloodied. Effect: Gain 5 temp hit points.
FEATS Level 1: Toughness (+5 HP) Level 2: Shield the Fallen (adj. Bloodied, Unconscious, and Helpless Allies: +2 to Save & All Defenses) Level 4: Fast Runner (+2 Speed to Run & Charge)
ITEMS Adventurer's Kit Boots of Adept Charging x1 Bracers of Mighty Striking (heroic tier) x1 Dwarven Thrower Greataxe +2 x1 Lesser Badge of the Berserker +1 x1 Magic Drakescale Armor +2 x1 ====== End ======
RACIAL FEATURES: Cast-Iron Stomach: +5 to save vs poison Dwarven Weapon Proficiency: Proficient with hammers Encumbered Speed: Ignore speed penalties for armor and encumbrance Stand Your Ground: Reduce forced movement by 1; save when knocked prone.
CLASS FEATURES: Heroic Slayer: Add Dex mod {+1} to damage rolls of weapon attacks Weapon Talent: +1 bonus to attack rolls of weapon attacks
OTHER: Money: 55 gp Language: Dwarven Vision: Low-light Initiative: +3 Speed: 5 (9 when charging while using Berserker's Charge; 7 when charging without Berserker's Charge; 9 when running (including +2 from the running))
Level Up > 2 (here) * HP: +6 (Surge Value: +2) * Attacks, Skills, Defenses, & Init: +1 * Feat: Shield the Fallen * Utility: Minor Resurgence
Level Up > 3 * HP: +6 (Surge Value: +1) * Theme: Outlaw, gain Surprise Strike encounter power * Slayer Feature: +1 use per encounter of Power Strike
Add: Dwarven Thrower Greataxe +2
Level Up > 4 * Abilities: +1 to STR & CON * HP: +7 (Surge Value: +2) * Attacks, Skills, Defenses, & Init: +1 * Feat: Fast Runner * Class Feature: Quick Swap - Once during each of your turns, you can take a free action to draw or stow a weapon and then draw another weapon.
Buy: Boots of Adept Charging, Lesser Badge of the Berserker +1
Armalia was raised in a large family clan at the base of a mountain by a river. In her youth, she saw many ships come into dock with sailors looking to buy her father's fine weapons. She also heard the stories about the many places they had been and what they had seen. Deciding that she'd like to take a gander for herself, she hung up her tool belt and became a river pirate for most of her youth. She loved the river and was happy for many years. She would come home to visit on a fairly regular basis, until one time she came home and the forge was empty. Signs of battle lay strewn all around, and not one dwarf from her clan remained. For three days she took out her grief by making a new axe and armor for herself. Then she vowed that she would search the world and find out what had become of her kin. That was eight years ago, and the trail had gone cold. She continues to search, her wild, happy nature now turned more protective and nurturing, as if to make up for not being there for her family.
Armalia is tall, four feet and a half, which makes her look thinner than the average dwarf. She is built sturdy like her kin though. Her skin is tan from her time on the river. Her hair is long and raven wing black; she keeps it braided and knotted on top of her head to keep it out of the way during battle. Her eyes are the bright blue of the summer sky. Her face is round with high cheek bones and is completed by a button nose and full lips. A smattering of faint freckles dusts her nose and cheeks. She retains her jovial nature for the most part, but it is a faint shadow of the happy-go-lucky youth that she once was.
Combat statblock (because Brys can't stand it that I didn't have one.)Show
Encounter Powers [_] Action Point [_] Second Wind [_] Dwarven Resilience [_] Minor Resurgence [_] Surprise Strike [_][_] Power Strike
Special: * +2 speed when running or charging * +4 AC vs OAs from charging move * May Shift 1 after Charge * Adjacent Allies get +2 to Defenses & Saves while Bloodied or Helpless
Daily Powers Stances: * Berserker's Charge: +2 Power bonus to both speed & attack when charging * Poised Assault: +1 Power bonus to attack
HP: HS: AC: Fort: Ref: Will:
Base 57 13 22 19 14 13
Current 57 13
THP: 0 hp SV: 14 hp Init: +3 Speed: 5
Resist: none Saves: +5 against poison MBA: +11 vs. AC, 1d12+9 (+12 w/Poised Assault) (+14 total w/Berserker's Charge) RBA: (6/12) +11 vs AC, 1d12+7 (+12 w/Poised Assault) Power Strike: +1d12+3 Crit Dice: +2d6
Welcome to the game! We'll try to get plenty of knees lined up for you. Although right now we are dealing with things that are shorter than dwarves, so bashing their heads shouldn't be too hard.