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Locked: [D&D 4E] Champions of the Nentir Vale (β) - Chapter 2: Just a Few Kobolds More....
2 years ago  ::  Feb 08, 2011 - 4:41PM #1
swmabie
Date Joined: Dec 8, 2009
Posts: 8,219
This is the second thread of the Champions of the Nentir Vale (Bravo) campaign. 

Chapter 1 is here.
Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

Quick Reply
Cancel
2 years ago  ::  Feb 08, 2011 - 4:41PM #2
swmabie
Date Joined: Dec 8, 2009
Posts: 8,219
Next up: Riardon

The dragonshield hit by   Nefertiti's pyre points at Nefertiti and shouts, "Kill her!"  The   quickblade quickly weaves his way over to her, past the front line   fighters, and deftly slices her with his short sword.

The   dragonshields, meanwhile, deal with the rest with amazingly dirty   tactics.  One dragonshield (in fact, the same one) feints, then kicks at   Wil's kneecap; it is not a full hit, but it still causes the swordmage   to wince.  The other two kobolds size up the two healers, and  viciously  headbutt them in their "special places."  Both men cry out,  cross their  eyes and legs, and go down hard.

Mechanics Show

Wil: Moves.

Nefertiti: Moves.  Hits the 1st Dragonshield; Bloodies him.  Hits the 2nd Dragonshield.

Quickblade:
Minor: Shifty - Shift to (P,15)
Move: Fleet Footed - Shift 3 to (N,12)
Standard: Short Sword @ Nefertiti - 17 vs AC hits for 14 hp damage

Dragonshields:
(O,13):
Standard: Dirty Tactics @ Wil - 7 vs Reflex misses. 

(Q,14):
Move: Shift to (Q,15)
Standard: Dirty Tactics @ Antsy - 27 vs Reflex crits for 19 hp damage.  Antsy is Dying, etc.

(O,15):
Move: Shift to (N,15)
Minor: Shifty - Shift to (M,15)
Standard: Short Sword @ Flint - 27 vs Reflex crits for 19 hp damage.  Flint is Dying, etc.


Map Show



Map Key:
Dark Grey: Rocky Outcroppings (very difficult+ terrain)
Light Grey: Boulders (difficult+ terrain)
Dark Green: Foliage (difficult terrain)
Light Green: Rough Grass
Tan: Road

Map Features:
Lighting: Daylight
Ceiling: N/A
Boulders: 5' high.  DC 15 Athletics & 4 move to climb.  Difficult terrain moving around on top.
Outcroppings: 50' high.  DC 20 Athletics (multiple times) + ~200 movement to climb.
Foliage: Lightly Obscured & Provide Cover in & through.  Difficult terrain to move in.
Road & Grass:  Mostly dirt, some cobblestones.  Knee-high grass.  No penalties to movement or concealment/cover.



Monster Knowledge Show

Kobold Dragonshield (small natural humanoid, reptile, soldier): Short Sword (standard) does some damage, but hit or miss the target is marked; Dirty Tactics (standard) can do quite a bit of damage, and the target is immobilized or slowed; Shifty (minor) lets him shift; Dragonshield Tactics
(imm. reaction) lets him shift in reaction to adjacent movement.

Kobold Quickblade (small natural humanoid, reptile, skirmisher): Short Sword (standard) does some damage, even more if he's been mobile; Fleet Footed (move) lets him shift a short distance; Shifty (minor) lets him shift.

Kobold Wyrmpriest (small natural humanoid, reptile, soldier): Spear (standard) does some damage; Sonic Orb (standard) does damage based on their lineage, in this case  thunder; :blast: Dragon Breath (standard, recharge ) blasts an area based on their lineage, in this case probably thunder; Shifty (minor) lets him shift; :blast: Incite Faith (minor) helps an ally within the burst.


Status Show

24: Nefertiti (M,11) {21/35} Status: Resist 5 Psychic; Used: 0/7 Surges, 1/1 AP, AP, Explosive Pyre
22: Quickblade (N,12) {??/??} Status: ; Used:
21: Dragonshield (O,13) {??-21/??} Status: Bloodied; Used: Dirty Tactics
21: Dragonshield (Q,15) {??-10/??} Status: ; Used: Dirty Tactics
21: Dragonshield (M,15) {??/??} Status: ; Used: Dirty Tactics
20: Riardon (L,12) {27/27} Status: ; Used: 0/7 Surges, 0/1 AP
19: Wyrmpriest (U,19) {??/??} Status: ; Used:
06: Wil (N,13) {35/35} Status: Marked ((O,13),eont); Used: 0/10 Surges, 0/1 AP
06: Antsy (P,15) {-5/35} Status: Dying, Helpless, Unconscious, Prone, Deafened (save), Bloodied; Used: 0/9 Surges, 0/1 AP, 0/2 Inspiring Word
05: Armalia (M,14) {44/44} Status: ; Used: 0/13 Surges, 0/1 AP
04: Flint (N,14) {-7/30} Status: Dying, Helpless, Unconscious, Prone, Bloodied; Used: 0/8 Surges, 0/1 AP, 0/2 Rune of Mending
Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

Quick Reply
Cancel
2 years ago  ::  Feb 08, 2011 - 10:37PM #3
Orbin
Date Joined: Feb 9, 2007
Posts: 3,266

Riardon stares a little dumbfounded at what just happened.


Mechanics Show

Delay until after the Wyrmpriest.


OOC Show

Sorry for the late post for a delay...


I want to see what the wyrpriest does before I go.  I do intend on reviving at least one of the dying allies when I go.

Quick Reply
Cancel
2 years ago  ::  Feb 08, 2011 - 10:53PM #4
swmabie
Date Joined: Dec 8, 2009
Posts: 8,219
Next up: Riardon, Wil, Antsy, Armalia, Flint; Nefertiti

The wyrmpriest moves along the road before ducking back in amongst the foliage.  He whips out a ball of sonic energy, which slams into Armalia, cleaning her clock and knocking out her hearing.

Mechanics Show

Wyrmpriest:
Minor: Shifty - Shift to (U,18)
Move: Walk to (P,17)
Standard: Sonic Orb @ Armalia - 26 vs Reflex crits for 19 thunder damage, and Armalia is Deafened (save).


Map Show



Map Key:
Dark Grey: Rocky Outcroppings (very difficult+ terrain)
Light Grey: Boulders (difficult+ terrain)
Dark Green: Foliage (difficult terrain)
Light Green: Rough Grass
Tan: Road

Map Features:
Lighting: Daylight
Ceiling: N/A
Boulders: 5' high.  DC 15 Athletics & 4 move to climb.  Difficult terrain moving around on top.
Outcroppings: 50' high.  DC 20 Athletics (multiple times) + ~200 movement to climb.
Foliage: Lightly Obscured & Provide Cover in & through.  Difficult terrain to move in.
Road & Grass:  Mostly dirt, some cobblestones.  Knee-high grass.  No penalties to movement or concealment/cover.



Monster Knowledge Show

Kobold Dragonshield (small natural humanoid, reptile, soldier): Short Sword (standard) does some damage, but hit or miss the target is marked; Dirty Tactics (standard) can do quite a bit of damage, and the target is immobilized or slowed; Shifty (minor) lets him shift; Dragonshield Tactics
(imm. reaction) lets him shift in reaction to adjacent movement.

Kobold Quickblade (small natural humanoid, reptile, skirmisher): Short Sword (standard) does some damage, even more if he's been mobile; Fleet Footed (move) lets him shift a short distance; Shifty (minor) lets him shift.

Kobold Wyrmpriest (small natural humanoid, reptile, soldier): Spear (standard) does some damage; Sonic Orb (standard) does damage based on their lineage, in this case  thunder; :blast: Dragon Breath (standard, recharge ) blasts an area based on their lineage, in this case probably thunder; Shifty (minor) lets him shift; :blast: Incite Faith (minor) helps an ally within the burst.


Status Show

24: Nefertiti (M,11) {21/35} Status: Resist 5 Psychic; Used: 0/7 Surges, 1/1 AP, AP, Explosive Pyre
22: Quickblade (N,12) {??/??} Status: ; Used:
21: Dragonshield (O,13) {??-21/??} Status: Bloodied; Used: Dirty Tactics
21: Dragonshield (Q,15) {??-10/??} Status: ; Used: Dirty Tactics
21: Dragonshield (M,15) {??/??} Status: ; Used: Dirty Tactics
20: Riardon (L,12) {27/27} Status: Delaying; Used: 0/7 Surges, 0/1 AP
19: Wyrmpriest (U,19) {??/??} Status: ; Used:
06: Wil (N,13) {35/35} Status: Marked ((O,13),eont); Used: 0/10 Surges, 0/1 AP
06: Antsy (P,15) {-5/35} Status: Dying, Helpless, Unconscious, Prone, Deafened (save), Bloodied; Used: 0/9 Surges, 0/1 AP, 0/2 Inspiring Word
05: Armalia (M,14) {27/44} Status: Deafened (save); Used: 0/13 Surges, 0/1 AP
04: Flint (N,14) {-7/30} Status: Dying, Helpless, Unconscious, Prone, Bloodied; Used: 0/8 Surges, 0/1 AP, 0/2 Rune of Mending


Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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2 years ago  ::  Feb 09, 2011 - 3:58AM #5
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,715
Armalia rocks back on her heels as thunder rumbles in her ears.  Tears come to her eyes and she swears she sees stars.  She shakes her head to clear it, but still can't hear.  "Get that thrice bedamned hellspawn of a caster!!  Take off his head and the rest'll fall!! And someun pour a healing potion down Flint and Antsy's gullets!," she roars to the others.  She knows she's probably screaming at her companions, but she can't hear herself otherwise and she doesn't know if they've been deafened too.  All she sees now is red.  They'll not be takin' down me boyos and lass without takin' me out first.

She turns to the unfortunate kobold who happens to have wound up beside her, and gives him a feral grin, showing all her teeth.  She sees the fear in the dragonshield's eyes and relishes it.  She swings the great axe in an arc that slices a great chunk out of the kobold's middle.  Blood flies, but he still stands, which makes Armalia even madder.  She continues the arc and connects again in the same spot, making the gash wider.  "Die you little shite!", she growls at it.  She shakes her head again as suddenly her ears pop, and she is able to hear normally once more.

mechanics Show

Minor=Poised Assault position
Standard=Great axe attack on kobold in M-15 for 28 damage is 13+1 for 14
Free=Power strike (for 1, added to damage above)
Free=Action Point
Standard=Great axe attack on kobold in M-15 again for 23 damage is 17 and dragonshield is bloodied.
Save=18 and Armalia can hear again!!

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2 years ago  ::  Feb 09, 2011 - 9:08AM #6
Orbin
Date Joined: Feb 9, 2007
Posts: 3,266
Riardon snaps out of it when Armalia shouts at the group.  "Will do," he replies to her order and then he disapears and re-appears between Ansty and Flint.  He then pulls out one of his new healing potions and feeds it to Antsy then turns to Flint and shakes him, "Get up! We need you," he says as the shifter's eyes open.

Mechanics Show
Move Action: Fey Step
  Effect: Teleport to N,15

Minor Action: Draw Potion of Healing

Standard Action: Feed potion to Antsy
  Effect: Antsy can spend a surge and gain 10 hp

ACTION POINT! (no warlord effect)
Standars Action: Administer First Aid to Flint (DC 10 to spend second wind) (1d20+1=18)
  Effect: Flint can spend his second wind with no bonus to defenses


Combat Stat Block Show
AC: 15 Fort: 12 Reflex: 15 Will: 18
HP: 27/27
Bloodied Value: 14
Healing Surges Used: 0/7
Surge Value: 6
Initiative Modifier: +1
Status:
Other Relevant Information:
Action Points Used: 1/1

[] Second Wind
[] Suggestion
[X]
Fey Step
[]
Charm of Misplaced Wrath  
[] Wizard's Fury
[X] Instant Friendship
[] Power Jewel
[X][] Healing Potion
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2 years ago  ::  Feb 09, 2011 - 12:17PM #7
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801
Wil grits his teeth and focuses on keeping the kobold away from Nef and the kobold's attention of the one before him.  A quick open palm motion binds the rage of the one menacing the drow sorceress to him. 
The swordsman spins his blade in a deadly arc as it blazes an angry red and faint dancing sigils hang in the air at it's passing.
"Face me dog warriors."
Mechanics Show
Minor: Aegis of Shielding on N12; 
Standard: Sword of Sigils on N12 and O13: 1d20+10=18, 1d20+10=16 vs AC; if hits: marked eont with effects: see power.  Damage if hit: 1d8+5=12 

In Effect Show
 Aegis on N12, if successful hits on N12 and O13 Marked eont with possible damage and damage reduction from power 

Combat Stat Block Show
 
Wil Kross
Male Good Human Shielding Swordmage 2nd Lvl
Vitals: Medium, x'x" tall, xxx lbs Senses: 17 Insight, 12 Perception, Standard Vision
Encounter Powers
[_] Second Wind
[_] Dimensional Warp
[_] Sword of Sigils
[_]
[_]
[_]  
[_]
Daily Powers
[_] Action Point
[_] Dance of the Sword
[_] 
[_] Aegis Blade
[_]  
[_]Healing Potion 

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
35
10
22
14
16
15
RndX
35
10

0 hp Temp

Surge: 8hp
Init: +2
Speed: 6
Resist: none
Saves: none
Combat Round X Notes
• 

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2 years ago  ::  Feb 09, 2011 - 1:42PM #8
Brys
Date Joined: Jan 10, 2008
Posts: 4,521
Antsy sputters and coughs as he is force-fed the potion.  He rolls over and sees Flint still on the ground.  Must...get up...first.  He pulls himself to his feet and funnels his pain into a more constructive use.

Dag-gumit Arthur, now you look like Flint.  Where is he anyway?  Antsy notices the collapsed heap at Riardon's feet.  Oh, right. 

Antsy barely has his feet under him before he is forced behind his shield.  He jabs out weakly, feeling his blow deflected by the creature, but the ringing metal is oddly silent.

Mechanics Show

Death Save  (1d20=20)
Well now I'm not sure what to do...
Going with: No strikes, surge spent when drinking healing potion.  I can change any or all of that if needed.

Move: Stand
Minor: Rub Some Dirt On It: Antsy gets 7 THP (HPs at 10+7/35; surges used at 1/9)
Standard: Melee Basic Attack vs Dragonshield Q,15: 12 vs AC
MBA vs Dragonshield  Q,15 (1d20+10=12, 1d8+5=9)

End of turn: Save vs Deafened  (1d20=6)


Combat statblock Show

Normal Defenses  AC 20, Fort 17, Ref 16, Will 15
HP: 10+7/35
Healing Surges Remaining 8/9 (8)
Init +1
Status: Deafened (save ends)
Action Points: 1.0 [ ]
Other Combat Relevant Info: +2 to defenses against opportunity attacks (Heavy Blade Expertise)

Melee Basic Attack Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d8+5 (+1d6 vs targets at maximum hit points)

Ranged Basic Attack Show

Standard Action  Ranged weapon
Target: One creature
Attack:  +7 vs AC (javelin)
Hit: 1d6+4

Commander's Strike Show

Standard Action  Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack against the target
Hit: Ally's basic attack damage + 2 (int modifier)

Wolf Pack Tactics Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Special:  Before you attack,  you let one ally adjacent to either you or the target shift 1 square as a free action.
Hit: 1d8+5 (+1d6 vs targets at maximum hit points)

Direct the Strike Show

Standard Action  Ranged 5
Target: One ally
Effect:  The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.

[X]Battlefront Shift Show

No Action  Close burst 3
Target:  You or one ally in burst
Trigger:  You roll initiative
Effect:  The target shifts half his or her speed

[ ][ ]Inspiring Word Show

Minor Action  Close burst 5
Target:  You or one ally in burst
Special: You can use this power twice per encounter, but only once per round.
Effect:  The target can spend a healing surge and regain an additional 1d6 hit points.

[ ]Vengence Is Mine Show

Immediate Reaction  Personal
Trigger:  An enemy hits you
Effect:  You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.

[X]Rub Some Dirt On It Show

Minor Action  Melee touch
Target: You if you're bloodied or one bloodied ally
Effect: The target gains 7 temporary hit points.

[ ]Leader's Instinct Show

Standard Action  Melee weapon   (Reliable)
Target: One creature
Attack:  +10 vs AC
Hit: 2d8+5 (+1d6 vs targets at maximum hit points).  As a free action, one ally you can see can make a basic attack against the target with a +2 power bonus to the attack roll.



Immediate Reactions Show

When initiative is rolled: Battlefront Shift Show

No Action  Close burst 3
Target:  You or one ally in burst
Trigger:  You roll initiative
Effect:  The target shifts half his or her speed

If something adjacent to Antsy attacks him and hits, he will use
[ ]Vengence Is Mine Show

Trigger:  An enemy hits you
Effect:  You make a basic attack against the triggering enemy, and one ally within 5 squares of you can move his or her speed and make a melee basic attack against the triggering enemy as a free action.
Antsy's Melee Basic Attack Show

Standard Action  Melee weapon
Target: One creature
Attack:  +10 vs AC
Hit: 1d8+5 (+1d6 vs targets at maximum hit points)

Armalia preferred as ally if within 5 squares. (Flint is second choice, Wil is third).

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2 years ago  ::  Feb 09, 2011 - 2:38PM #9
Rich_The_Mad
Date Joined: Aug 27, 2009
Posts: 3,029
Flint's eyes flutter open as Riardon shakes him awake and he jumps to his feet with a groan, swaying on his feet.  He moves back-to-back with Armalia and shouts over his shoulder.

"Forgive me lass, but I will repay this in kind one day!"

The shifter sketches a quick rune on the ground at his feet, which glows brightly for a brief moment before fading.  Armalia feels her stamina sapped - she suddenly feels as if she had just run a mile with a full pack.  Just as suddenly, though, Flint and Antsy's wounds stitch themselves together, and all three begin glowing with a shining, silvery light.

He grasps his sword and brings the blade to his mouth.  The runes on the blade flare, and with his exhalation a great inferno blasts out towards Antsy, catching him and two dragonshields in the blast.  Anstsy feels no heat, but strangly feels his wunds stiching even more.

Mechanics Show


Free: Flint spends HS from Riardon's heal check.

Move: Stand

Minor: Shield of Sacrifice (Level 2 Daily Utility)
Effects:
-Armalia loses one healing surge (unless she objects)
-Flint and Antsy gain HP as if they spent a healing surge
-Armalia, Flint, and Antsy gain a +5 power bonus to AC until end of Flint's next turn.

Standard: Flames of Purity (Level 1 Encounter)
Rune State: Protective
Atk1d20+9=27,  1d20+9=19)[/url] vs AC against DS in O13 and Q15 respectively.
Hit: (1d10+5=7) fire damage
Effect: Antsy regains 3 additional HP

Flint regains 12 HP total and spends 1 HS total (from heal check).
Allies adj to me (Armalia, Wil) gain resist 2 all from protective rune state


Team Notes Show

Allies adjacent to Flint gain resist 2 all due to protective rune state
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2 years ago  ::  Feb 09, 2011 - 6:06PM #10
swmabie
Date Joined: Dec 8, 2009
Posts: 8,219
Next up: Nefertiti


Mechanics Show

Armalia:  Hits & hits again.  After 2nd hit, Dragon Shield is Bloodied.

Riardon: Heals & heals.

Wil: Hits & Misses, respectively.  (N,12) is Marked/Aegised; I presume the "end of encounter" one?

Brys: Since it was a 20, and the confusion was my fault anyway, I'll let you lose the Deafened.   Temp-healed.  Missed.

Flint: SHealed.  Hit both.  You actually gained 14 (your surge value being 7, now), but still Bloodied.  Antsy is no longer Bloodied.


Map Show



Map Key:
Dark Grey: Rocky Outcroppings (very difficult+ terrain)
Light Grey: Boulders (difficult+ terrain)
Dark Green: Foliage (difficult terrain)
Light Green: Rough Grass
Tan: Road

Map Features:
Lighting: Daylight
Ceiling: N/A
Boulders: 5' high.  DC 15 Athletics & 4 move to climb.  Difficult terrain moving around on top.
Outcroppings: 50' high.  DC 20 Athletics (multiple times) + ~200 movement to climb.
Foliage: Lightly Obscured & Provide Cover in & through.  Difficult terrain to move in.
Road & Grass:  Mostly dirt, some cobblestones.  Knee-high grass.  No penalties to movement or concealment/cover.



Monster Knowledge Show

Kobold Dragonshield (small natural humanoid, reptile, soldier): Short Sword (standard) does some damage, but hit or miss the target is marked; Dirty Tactics (standard) can do quite a bit of damage, and the target is immobilized or slowed; Shifty (minor) lets him shift; Dragonshield Tactics
(imm. reaction) lets him shift in reaction to adjacent movement.

Kobold Quickblade (small natural humanoid, reptile, skirmisher): Short Sword (standard) does some damage, even more if he's been mobile; Fleet Footed (move) lets him shift a short distance; Shifty (minor) lets him shift.

Kobold Wyrmpriest (small natural humanoid, reptile, soldier): Spear (standard) does some damage; Sonic Orb (standard) does damage based on their lineage, in this case  thunder; :blast: Dragon Breath (standard, recharge ) blasts an area based on their lineage, in this case probably thunder; Shifty (minor) lets him shift; :blast: Incite Faith (minor) helps an ally within the burst.


Status Show

24: Nefertiti (M,11) {21/35} Status: Resist 5 Psychic; Used: 0/7 Surges, 1/1 AP, AP, Explosive Pyre
22: Quickblade (N,12) {??-12/??} Status: Marked/Aegis (W, eoe); Used:
21: Dragonshield (O,13) {??-28/??} Status: Bloodied; Used: Dirty Tactics
21: Dragonshield (Q,15) {??-17/??} Status: ; Used: Dirty Tactics
21: Dragonshield (M,15) {??-30/??} Status: Bloodied; Used: Dirty Tactics
19: Wyrmpriest (U,19) {??/??} Status: ; Used:
05: Armalia (M,14) {27/44} Status: Poised Assault, +5 AC (F, eont); Used: 1/13 Surges, 1/1 AP, AP, Power Strike
05: Riardon (L,12) {27/27} Status: ; Used: 0/7 Surges, 1/1 AP, AP, Fey Step
05: Wil (N,13) {35/35} Status: Marked ((O,13),eont); Used: 0/10 Surges, 0/1 AP, Sword of Sigils
05: Antsy (P,15) {21+7/35} Status: +5 AC (F, eont); Used: 1/9 Surges, 0/1 AP, 0/2 Inspiring Word
04: Flint (N,14) {14/30} Status: Bloodied, +5 AC (F, eont); Used: 1/8 Surges, 0/1 AP, 0/2 Rune of Mending, Second Wind, Flames of Purity, Shield of Sacrifice

Other:
* Allies adjacent to Flint gain Resist 2.

Help improve the Forums: Learn some Logic!
A handy dandy list of fallacies: Which have you just committed? Show

• 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 Game Show

Jan 12, 2013 -- 1:49PM, Rogue_Elendae wrote:

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 Inclusive Show

Mar 31, 2013 -- 8:40PM, Emerikol wrote:

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.

and so forth.  Thoughts?


Mar 31, 2013 -- 9:43PM, Authw8 wrote:

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.


Why D&D will continue to fail economically. Show

Apr 22, 2013 -- 12:40AM, Mand12 wrote:

Mobile/tablet is not supported by WotC.  They're stuck in the past, with no coherent vision of how technology could benefit their product.

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