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Ayrik
Great Reader

Canada
7970 Posts

Posted - 02 Jan 2013 :  09:10:50  Show Profile Send Ayrik a Private Message  Reply with Quote
quote:
Jeremy Grenemyer

I can appreciate one DMs experience that some players are well-nigh rules lawyers when it comes to deconstructing creature abilities, but frankly it's not a player's business to constantly be second guessing his or her DM by reverse engineering the math. If a player is that anal about how his/her DM runs a game--especially during a play session--boot the player or let that player be the DM.

Agreed - quite wholeheartedly - with everything you said, JG, except this.

Rules-lawyer behaviour, along with realtime or after-the-fact methodical deconstruction/analysis of the DM's decisions annoys me too. A little bit is sort of expected, it's just another necessary basic min-max sort of thing and it at least indicates the players are being attentive (or better yet, worried).

But although this sort of thing bugs me, when taken too far, I've been in gaming groups where such dynamics were the norm, groups with happy players and happy DMs having a great old time ... it's just another playstyle, it's not really my thing but it does work for others. Regardless which D&D edition (or other RPG) is being played.

[/Ayrik]
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 02 Jan 2013 :  09:26:16  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
crazedventurers, no worries. I believe you have only good intentions.

I do too, though I readily admit my replies might come off as acerbic. Here we go.

quote:
Originally posted by crazedventurers

You should never ever ever need feats and PrC to make your character a Realms Character (or Eberron or Greyhawk or any other setting etc).
Why?

Feats help a player to customize his or her character, to differentiate one Fighter (for example) from another. Many feats are unique to regions of the Realms and fit that region’s flavor.

PrCs—when written correctly (that is, not to fill space as part of some bean counter’s “MOAR RULZ ARE GUD!” quota) are based on pure Realms flavor; they’re based on specific elements of the setting.

To me it makes no sense that we’d accept people are really interested in the Realms, but then say no mechanics are necessary or even useful to make that world come to life.

I mean, I understand that it’s quite possible not to use mechanics and just wing it, but I’m not going to sit here and pretend players don’t get a buzz out of being able to point to/use a feat, skill or whatever written down on their character sheet that’s related to something in the setting—especially if they’ve invested time and money to read Realms novels and sourcebooks, or play Realms-related computer games.

quote:
Originally posted by crazedventurers

It is the player and DM interaction that makes it a Realms campaign and the PC's, Realms PC's
That’s it? That’s the only thing that makes a game a Realms game?

Look, just because I’m a ginormous fan of setting related mechanics and say as much doesn’t mean I’m saying thou shalt rely on them only.

If nobody gets anything I say, I hope they get this: an emphasis on mechanics is not a de-emphasis of roleplaying, storytelling and DM-Player interaction.

Also, I’m not totally grey yet, but I’ve been playing D&D since before the Realms were published. Just because I use a version of the D&D game system printed sixteen years after the Realms hit the stands doesn’t mean I (or any younger DM) don’t know how to make things up.

In fact, that’s my strong point. Adult players with lives, wives and children make time out of their busy schedules to be a part of games I run because I know how to deliver a damn good story.

With respect, I think you fail to see that players are interested in their characters first and foremost. Mechanics help them bridge the gap between what they see of their character in their minds eye, what’s written on the character sheet and what they can do at the gaming table.

Good game rules help bring the game world to life. They don’t get in the way.

quote:
Originally posted by crazedventurers

(snip) the setting was originally inspired by Ed to tell stories and developed into an AD&D world post 1978 or so, so little if any mechanics were required then or indeed now.
I do not believe the bolded portion (emphasis mine, of course) is true.

To me it appears that because people know Ed’s games were of the roleplaying over rules variety that they conclude this is somehow conveyed through the early Realms game materials into all other people’s games.

But it’s a huge leap between what one DM does in his game and what all other DMs do. Jeff Grubb (for all intents and purposes co-creator of the first published Forgotten Realms) wasn’t sitting in on Ed’s games, telling him what to do and what not to, but he had a big hand in shaping the Realms that saw print—and he wasn’t the only person.

The material produced for the Realms was written with current and new DMs in mind—DMs who knew the rules and were playing a game with game mechanics.

Look at any of Ed’s early articles on the Realms; he was perfectly aware that players memorize rules, want DMs to be beholden to those rules and more then once he came up with concepts to help DMs along (not the least of which is the unreliable narrator).

I want to emphasize I’m not saying it’s impossible to run a rules-lite, make it up as you go game. It’s entirely possible.

It’s just that most people don’t run their games that way. They buy rulebooks and expect to get some mileage out of them.

As an aside, thanks for keeping the All Info About Cormyr thread up to date. I’m glad that material is being saved in more then one place on this forum.

Look for me and my content at EN World (user name: sanishiver).
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BlackAce
Senior Scribe

United Kingdom
358 Posts

Posted - 02 Jan 2013 :  09:28:42  Show Profile Send BlackAce a Private Message  Reply with Quote
It's like anything else, your opinions on this will be colored by your experiences. A DM who can bend the rules to improve the adventure experience is a real asset. A DM who bends the rules because he sees the players as lab rats for his own personal cheese maze is anything but.

The same is true for players. I think everyone can agree rules lawyers are a PITA.
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Diffan
Great Reader

USA
4430 Posts

Posted - 02 Jan 2013 :  10:03:49  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Jeremy Grenemyer

I get the impression that players (and a few DMs) think, so far as 3E is concerned, that you can only add to or modify a monster based on already existing rules, classes, PrCs and splatbook minutia...that is, it's somehow against the rules to think up a cool new monster or NPCs ability, spell, whatever, decide no adequate (and existing) rule applies, then use the tried and true +2/-2 or some other reasonably balanced approach (maybe a unique extraordinary or spell like ability) to add to the monster what it is you're looking for.

The notion you can't do this...it's not in the rulebooks, so far as I know. Why play the game that way?


I think it depends on a number of factors, from the level the campaign is at and where your ideal monster/NPC falls into that plus the strength and scope of the ability. I don't think anyones saying that you can't do this OR that it's impossible to color outside the lines (I like that analogy Shemmy, Thx!) when it comes to crafting abilities and powers of individual creatures. What I'm saying (from my experience with v3.5) is that doing so has the possibilty of shifting the design purpose of such a monster too much. It can lead to unforseen and unintentional consequences.

Now, this is why Level and power come into play. Most people can assume the power of an ability when the game sits in the low-level range (1st thru 6th) and how it effects the system when used with similiar options. Giving a CR 6 human wizard NPC at-will Flight might be a STRONG power but it's not horribly overpowered if it still requires an action to activate (some might disagree) where as being able to Drain 1d4 levels at-will DEFINITLY is overpowered at 6th level. But as powers of PCs increase and the function of ad-hoc stuff comes in, I think the strength of such powers becomes more blurred. So the same NPC human Wizard is now 14th level and has at-will Flight, at-will scorching ray, and say, at-will Blur and 3/encounter or Day he can heal 30 hp to himself. Is this powerful in a mid- to high-leveled campaign? Is 3/encounter or day at 50 HP healing powerful? How about the ability to attack with two Bastardswords at roughly the same level as a Fighter WITH at-will Flight, at-will scorching ray, at-will Blur, and 3/encounter heal 30 hp? How about adding invisibility 1/encounter on top of that? Most of these effects are all spells under 4th level (save attacking with weapons) but did you factor in the BIGGEST equalizer in the game: Action Economy?

With a game like D&D, the biggest and most important thing to get outside of XP is more actions in your turn. So a 14th level human Wizard NPC that can fly at-will, shoot scorching ray at-will, cast blur at-will, and use two bastardswords at approx attack range as a Fighter MIGHT be on-par with PC equivalents SO LONG as all these abilities consume actions. Making them instantaneous or minor actions instantly increases it's powerlevel to exceed any NPC of about 16th level.

So while I agree that ad-hoc'ing features and abilities at low levels is easier and should be encouraged, a DM needs more adequate information and Rules Mastery at the later stages in the game so that he doesn't over-shoot (or under-shoot) the level and frame of the thing he's creating.

quote:
Originally posted by Jeremy Grenemyer

Literally, a DM being creative isn't the same thing as "breaking the rules," provided the DM has good intentions and is interested in providing an awesome, fun game.


Agreed, though many times I've seen DM's good intentions fall apart due to unknowingly create stuff that has backfired on himself as well as the group. Of course, it can be fixed but it definitly ruins some of the immersion and continunity of the game. Plus, it makes others a bit more leery of such actions in the future. Like in my example earlier, I had a very "Legit" evil NPC Sorcerer of 5th level wield a Greatsword, take two combat-focused feats (Power Attack + Cleave) and Improved Initiative. His spells were 1st—Nerveskitter, Shield, Obscuring Mist, Grease; 2nd—Blur, Wraithstrike. In 6 rounds the PC wizard is dead, the rogue is dead, the cleric is near death, and the fighter is still struggling to hit the NPC who has shield, +1 light armor, and blur on. The only thing I changed about the NPC's building blocks was that I gave him Max Hit Points + 1 additional HP per level, or roughly 60 some HPs.

So I can appreciate one DMs experience that some players are well-nigh rules lawyers when it comes to deconstructing creature abilities, but frankly it's not a player's business to constantly be second guessing his or her DM by reverse engineering the math. If a player is that anal about how his/her DM runs a game--especially during a play session--boot the player or let that player be the DM.

quote:
Originally posted by Jeremy Grenemyer

It's always been the DMs responsibility in 3E to keep a careful eye over treasure, character abilities, what PrCs are allowed and what aren't, challenge ratings for monsters and otherwise mind the balance of the game. 3E was never a plug-and-play game (which, now that I think about it, is why the Oberoni Fallacy is wrong).



Well yea, that's the main point isn't it? That for a DM to keep an eye on all those things from a rules-book sense can be daunting, but to then change it based on what seems cool is going to throw what sense of balance there is out the window.
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Ayrik
Great Reader

Canada
7970 Posts

Posted - 02 Jan 2013 :  10:37:18  Show Profile Send Ayrik a Private Message  Reply with Quote
I looked up this so-called Oberoni Fallacy - essentially "a rule which isn't broken can be (should be) fixed". It's not only wrong (which I suppose could technically qualify it is a fallacy), it's a pretentious and officious-sounding name applied to an argument so immediately and obviously wrong that even its original creator (Oberoni) dismissed its validity as an argument.

Sometimes I wish gamers would simply speak English instead of inventing exaggerated important-sounding terminology. Now, back to topic ...

[/Ayrik]

Edited by - Ayrik on 02 Jan 2013 10:39:39
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Diffan
Great Reader

USA
4430 Posts

Posted - 02 Jan 2013 :  10:37:27  Show Profile Send Diffan a Private Message  Reply with Quote
I agree with what you say, save for this of a sorts....

quote:
Originally posted by BlackAce

The same is true for players. I think everyone can agree rules lawyers are a PITA.



It depends on what one considers "ruleslaywer". I consider myself very well read on most of the rules in v3.5 and most of them in 4E and I understand a lot of the complexity to character crafting, spell effects, etc... I use this information in the game so that if anyone has a question, I can come up with the answer faster than paging through the book AND in an attempt to keep the game considerably smooth and maintain continuty as far as rules go. Is this considered ruleslaywering? Many might think so because I know a lot of them and help to keep those rules active, or at least, make players concious of them (from a DM standpoint).

When I come across someone who intentionally distorts the RAW (rules-as-written) without taking into account RAI (rules-as-intended), then this is where problems arise. The more "murky" the rules read, the more chances the bad ruleslaywer rears their ugly head. For exmaple, in the new D&D:Next playtest there is a feat called Two-Weapon Defense. It states "So long as you are wielding two different weapons in either hand, you gain a +1 shield bonus to your AC.". Here, a bad ruleslaywer might suggest that this means that you cannot wield two Shortswords or two Daggers or two Longswords and gain the bonus where as I believe the intent is to discourage those who wield a two-handed weapon in both hands, since it's one singular weapon. It's worded badly and some ruleslawyers might attempt to manipulate this to mean something I believe it's not intending.

Edited by - Diffan on 02 Jan 2013 10:53:22
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Diffan
Great Reader

USA
4430 Posts

Posted - 02 Jan 2013 :  10:50:50  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Ayrik

I looked up this so-called Oberoni Fallacy - essentially "a rule which isn't broken can be (should be) fixed". It's not only wrong (which I suppose could technically qualify it is a fallacy), it's a pretentious and officious-sounding name applied to an argument so immediately and obviously wrong that even its original creator (Oberoni) dismissed its validity as an argument.



Ok, I'm a bit confused. The Oberoni Fallacy means, simply, implying that any bad rule (which often pertains to "broken" "unbalancing" "instant-winning" or "game-ending" ones) can be changed or ignored by Rule 0 means there are no bad rules. Just because a DM can change a rule doesn't invalidate the notion that "said" rule is Bad or broken, it just means that as a DM you've chosen to ignore it. It's still a bad or broken or whatever rule.

In game design the developers NEED to be conscious of this because not EVERY DM will just employ Rule 0 to throw it out and espically ones at Cons or group play in RPGA events. If a rule is bad, then it should be fixed, not ignored. The cotinuation to the Oberoni Fallacy is that "If said rule wasn't bad then the DM wouldn't have need to envoke Rule 0."

Or are you suggesting that averting bad rules or saying there are no bad rules because Rule 0 is silly?

Edited by - Diffan on 02 Jan 2013 10:51:43
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Ayrik
Great Reader

Canada
7970 Posts

Posted - 02 Jan 2013 :  11:22:40  Show Profile Send Ayrik a Private Message  Reply with Quote
I think you're overanalyzing or misunderstanding what I said. "Rule 0" = "change the rules if/when needed to improve the game (and have fun)", yes? A perfectly valid rule, when it's broken the game sucks and players don't have fun, apply Rule 0 or play a different game because this one is already lost.

The Oberoni Fallacy, as (re)stated at the few wikis and forums I visited, applies to any rule which isn't broken. It does not selectively apply to only bad rules, yet a rule which isn't broken (doesn't need changing) is not a bad rule.

It's not hard to figure out what Oberoni really meant to say (assuming the wiki quotes are accurate), and I think I know what you're saying, Diffan. Of course, a perfect ruleset without "bad" or "broken" rules is impossible because the how the rules are interpreted and even the terms "bad" and "broken" are not defined or applied universally or objectively. It's highly improbable for two DMs to readily agree on perfect rule "balance", and it's absolutely impossible for twenty DMs to ever completely agree on anything ... and yes, the game designers do need to recognize and address a wide array of differing playstyles when writing any rule, sometimes they find a perfect compromise, sometimes they blunder.

[/Ayrik]
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BlackAce
Senior Scribe

United Kingdom
358 Posts

Posted - 02 Jan 2013 :  13:09:49  Show Profile Send BlackAce a Private Message  Reply with Quote
quote:
Originally posted by Diffan

I agree with what you say, save for this of a sorts....

quote:
Originally posted by BlackAce

The same is true for players. I think everyone can agree rules lawyers are a PITA.



It depends on what one considers "ruleslaywer".



*Nods* It really does. I personally wouldn't consider someone a 'Rules Lawyer' just because they employed their rules knowledge. It is, like you suggest, very much a case of the latter, where a person is using their rules knowledge in a tenaciously pedantic manner or in order to get their own way, very often against the spirit of the rule.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 02 Jan 2013 :  13:59:15  Show Profile Send Markustay a Private Message  Reply with Quote
A 'Ruleslawyer' isn't necessarily a rules-expert. To me, its a person who is a rules-expert, AND conveniently forgets certain rules when it is in their favor to do so. They don't just know the rules, they weild them like a club.

As for the '3e mindset'.... {sigh}... I think thats an outgrowth of the younger generation growing up with video games. I hate to blame everything on VG's, but so many preconceptions about D&D come form kids playing RPVGs.

For instance, when I started a game for my 11 and 15 year olds about a week back, my 11 year old asked me how he and his brother were going to meet. I was a bit confused, and said you meet in the town, or you could have known each other for years. He answered, "You mean we have the same start area?" that just blew me away - he was a dwarf, so he just assumed he would start in the dwarf lands (you know... like in WoW and a hundred other games).

That means he would think the game is all about doing quests (which is correct), killing stuff (also correct), and gaining 'Phat Lewtz' (and sadly, also correct). But it is SO much more then that, and thats the part the younger people coming into the hobby just don't get. In a VG, if something goes wrong (a glitch), you call an administrator to help you. you KNOW how things are supposed to work, and have been conditioned to "go running for help" when the rules break down. That means if I do something that falls outside the rules, instead of a sense of wonder, I am going to get a , "No fair!" They are used to the rules backing-up their game play... they've become completely reliant upon them. I think the 3e rules started that trend, and 4e just confirmed it.

Gary Gygax once said, "The secret we should never let the gamemasters know is that they don't need any rules". We have to somehow re-convey to new gamers that the rules are just a tool, not the game. The more rules you create, the easier it becomes to forget that.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Diffan
Great Reader

USA
4430 Posts

Posted - 02 Jan 2013 :  17:23:27  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by BlackAce

*Nods* It really does. I personally wouldn't consider someone a 'Rules Lawyer' just because they employed their rules knowledge. It is, like you suggest, very much a case of the latter, where a person is using their rules knowledge in a tenaciously pedantic manner or in order to get their own way, very often against the spirit of the rule.

quote:
Originally posted by Markustay

A 'Ruleslawyer' isn't necessarily a rules-expert. To me, its a person who is a rules-expert, AND conveniently forgets certain rules when it is in their favor to do so. They don't just know the rules, they weild them like a club.


Good, we're in agreement that someone with extensive knowledge of the rules isn't a ruleslawyer, only those who attempt to manipulate the situation where rules are vague for their own purposes and not in the spirit of the game. Glad we cleared that air way.

quote:
Originally posted by Markustay

As for the '3e mindset'.... {sigh}... I think thats an outgrowth of the younger generation growing up with video games. I hate to blame everything on VG's, but so many preconceptions about D&D come form kids playing RPVGs.

For instance, when I started a game for my 11 and 15 year olds about a week back, my 11 year old asked me how he and his brother were going to meet. I was a bit confused, and said you meet in the town, or you could have known each other for years. He answered, "You mean we have the same start area?" that just blew me away - he was a dwarf, so he just assumed he would start in the dwarf lands (you know... like in WoW and a hundred other games).


I agree that this particular mindset (in a start position, area, or newb-central spot with low-level encounter) is probably derived from a Video-Game because for many, that's their first introduction to RPGs. This goes as far back as Legend of Zelda, Gauntlet, Baldur's Gate, and more recently Warcraft I, II, and III & World of Warcraft as well as Dragon Age. But I don't think this can really be linked to any one particular edition (or more) of D&D specifically. Had he made one in 2E or AD&D or Pathfinder, the idea might probably remain because it's a classic staple point in all RP-VGs.

quote:
Originally posted by Markustay

That means he would think the game is all about doing quests (which is correct), killing stuff (also correct), and gaining 'Phat Lewtz' (and sadly, also correct). But it is SO much more then that, and thats the part the younger people coming into the hobby just don't get. In a VG, if something goes wrong (a glitch), you call an administrator to help you. you KNOW how things are supposed to work, and have been conditioned to "go running for help" when the rules break down. That means if I do something that falls outside the rules, instead of a sense of wonder, I am going to get a , "No fair!" They are used to the rules backing-up their game play... they've become completely reliant upon them. I think the 3e rules started that trend, and 4e just confirmed it.


For 3E, I beleive this is more the case because 1). they codified a LOT of rules that were never actually established in previous editions with modifiers as well as complex adjustment scales and opposing rules. AND 2). because 3E/v3.5/PF really attempted to put in a MUCH simulation into the game as possible. From how much 1-lb of gold coins weigh, to how much damage falling rocks of varible heights and weights might do, to how much damage lava does, to how hard it would be to Bull Rush a person of equal size, smaller size, larger size, to disarming said opponents, to etc... the list goes on.

I understand a lot of people enjoy the simulationism of this style and I did as well for a while, but then I sorta grew out of attempting to codify real-life. By attempting to put rules (and varying ones at that) for everything that can happen in a game, it actually hurts the continunty of the game when there comes a time where a DM has to ad-hoc soemthing.

But I'll beg to differ on how 4E confirmed this mantra, or more likely, simplified it in a sense. For example, lets take Bull Rush. In v3.5 this Special Attack is approx 5 paragraphs long, detailing various attempt scenarios plus adjusting modifiers AND how it's used along with how it's NOT used. That's, well....a bit convoluted for a simple thing to run into someone and attempt to push them back 5+ feet. To further compound the special attack, there are multiple countermeasure that will take place (opposed check, running in a straight line, possible Attacks of Opportunity) that making such an attempt really costly.

Now, in 4E:
BULL RUSH: STANDARD ACTION
Target: You can bull rush a target adjacent to you
that is smaller than you, the same size category as
you, or one category larger than you.

Strength Attack: Make a Strength attack vs. Fortitude
defense. Do not add any modifiers for the
weapon you use.
Hit: Push the target 1 square, and shift into the
vacated space.

Impossible Push: If there’s no square you can push
the target into, your bull rush has no effect.

It's simple, streamlined, easy to read, and not overtly hard to grasp or use by really player. This, to me, is FAR FAR more preferrable than 5 paragraphs with "example" and modifiers and throwing in simulation where there really doesn't need to be any.

As for becoming reliant on rules to carry their actions, I sorta agree but I don't know how much validity there is to this. I think where it also comes from is older players as well. Lets take a look, once again, at 4E and their (in)famous power-blocks. I know a LOT of old-school players that see those and think "OMG, they've codified EVERYTHING! SO I can't do anything without having something specifically spell that out in some 4x4" box with coloring. D&D is dead!" And really, that cannot be any further from the truth. The truth is, these "codified" powers are simply there to enhance your game play with rudimentary things that's available to your character all the time with ZERO questioning by the DM (or close to it).

We, as players, have been dealing with them ever since D&D has been around but until recently (the last 6 or so years) they've just ALWAYS been on the side of the "spellcaster" because that's all they really are, codified abilities that sorta (in most cases) tell DMs how something is going to be accomplished. But that doesn't mean that something else cannot be used because you don't have that specific ability. So lets take a look at another example; Assassin Creed 3.

This highly popularized video game stars a vigilante-style Assassin that does some pretty amazing stuff. One of them is the ability to hide in a tree, garrote a guy on the ground, then hoist him into a "Hanging" positioni by jumping down and using your body weight as an anchor. You stab the dagger or peg into the ground and the target stuggles there until they die. Sounds pretty EPIC eh?

Well what if someone wanted to try that using 4E's D&D mechanics? Some might just roll there eyes and say "Well there's not specific power for that, ergo, it can't be accomplished". Some might say that they'd HAVE to use a power and alter it's effects, thus breaking the mold of what POWERS do and the power it's balance imposes. OR (and stick with me here) we use the rules presented, think critically for 2 minutes, and come up with an easy solution. For me, this is what I'd suggest to the DM (Or player if he wanted to do this):

Step 1: You must be near something that you can A) Hide in and B) use to hoist up a target. This will require an Athletics OR Acrobatics skill check with varying difficulty depending on your choice of placement (a tree = easy DC. a 15' or lower battlement = moderate DC, or a 15' or higher battlment = difficult DC).

Step 2: You must remain silent (if your Stealth skill is above their Passive Perception, no check is required. If you have LOWER than their passive perception, you must make a Stealth check with the DC = To their passive perception) AND you must have 50-ft of rope in addition to line of effect/line of sight to the target.

Step 3: Make a Dexterity-based attack roll (add Dex mod + 1/2 level) against the target's Reflex defense. If the Player is above 5th level, he gains a +1 bonus to the attack roll IN ADDITION TO Combat Advantage (another +2 bonus) totallying +3 on the overall attack. If the character is an actual Assassin and he has a similiar power or weapon (such as an actual Garrote) then he can use that instead.

Step 4: A successful attack means the target is garroted AND hoisted into the air while you spend your move action and fall to the ground (taking no damage due to the weight differential). The target takes 1/4 their maximum HP in damage for each round their aloft. A successful Athletics check, which requires a Standard Action (DC = Difficult) means they've pulled on the rope hard enough to gain air. Two successful checks means they've broken free (either by sheer strength of pulling themselves up or by pulling the dagger free from the ground). If they continue to choke, they lose 1/4 HP every round until they reach 0 HP. If they go below 0 HP, they die. If they succeed in breaking free they regain 1/4 HP every round by spending a standard action to gulp in air.


Now I know that looks like alot (since I put in info only the DM would know) but I don't think it would be all that hard. I also wouldn't put this into a Stat-Box or into some codified power NOR would I attempt to write this into some rule-book. This is all simply ad-hoc with some basic knowledge of the game's mechanics with a little improv for the effects of the garrote. I based the effects on how hard and situationally effective this would work. Since it requires multiple steps, tools, and placement I made the judgement that the effect should be pretty harsh (meaing death in just 4-5 rounds).

But there's always room for DMs to make changes. Such as making the target perform a Saving Throw instead of a standard action to break free OR instantly losing 1/2 HP, thus making it more deadly OR allowing the character a free Basic Attack as the target gets hoisted up OR teh player being allowed to add Ability modifier in a damage roll or using Sneak Attack damage for added effect. There's a LOT people can do within the basic and simple framework and it doesn't need to ALL be codified powers of varying colors. It doesn't need to be ONLY a Rogue or Assassin "thing" or something that's only done 1/day or some other unnecessary gamist-element to be introduced. But I don't think a lot of people do this, because it's just simpler to look at Green Power #2, swing. Red Power #5, swing. Action Point, Racial Power. Next player.


quote:
Originally posted by Markustay

Gary Gygax once said, "The secret we should never let the gamemasters know is that they don't need any rules". We have to somehow re-convey to new gamers that the rules are just a tool, not the game. The more rules you create, the easier it becomes to forget that.



I don't think we need MORE rules, just better ones that get the job done easier and with less words. I don't need 5 paragraphs to let me know how hard it is to knock someone back that's my same size or one size UP or DOWN from medium. Streamlining things so that they're quick and easy to read while providing the greats amount of versatility is far more optimal than codifiying everyting by larges amounts of text.

Edited by - Diffan on 02 Jan 2013 17:30:07
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 03 Jan 2013 :  11:10:51  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
quote:
Originally posted by Diffan

So while I agree that ad-hoc'ing features and abilities at low levels is easier and should be encouraged, a DM needs more adequate information and Rules Mastery at the later stages in the game so that he doesn't over-shoot (or under-shoot) the level and frame of the thing he's creating.
I’m not trying to bait you here, but I have to ask: don’t you gain that experience by running a game into mid/late levels?

Also, what’s wrong with DMs failing, and learning from their mistakes? (This is a problem with 4E, in my opinion, because the system seems to not want DMs to fail.)

That’s how it worked for me. Over the years I played with monsters by giving them class levels, advancing their hit dice, borrowing magic items from 3rd party publishers and letting players introduce material from same to see what worked and what didn’t. (FWIW, the worst culprits when it came to unbalanced rules were WotC; right after they fired or lost the core people who built 3E, the next wave of people to take over really did a number on balance in the brown colored, soft cover class splatbooks).

The 5th level wizard you wrote about: to me that’s not an example of a problem with the game, it’s an example of a DM learning what works and what doesn’t. TPKs happen, in any edition.

I do wonder though, about that NPC: did the NPC have all his spells cast ahead of time? In my experience an encounter with a spell caster can vary dramatically based on what spells are cast ahead of time and the initial encounter distance.

Did he know the party was coming/did they blunder into the mage unprepared? Did he have plenty of room to maneuver? Did they flub their rolls and/or were they unlucky?

quote:
Originally posted by Jeremy Grenemyer

That for a DM to keep an eye on all those things from a rules-book sense can be daunting, but to then change it based on what seems cool is going to throw what sense of balance there is out the window.
I agree, it is daunting, but it’s also necessary.

As to the rest, we’ll have to agree to disagree. It’s never been my experience that adding to and modifying NPCs always/automatically turn the game on its head, nor do I think DMs tweaking the rules always results in worst case scenarios where the party is obliterated (I say this because it seems like your examples are always of killer combos that leave hapless players out to dry).

Are there better ways to do it? Possibly. I don’t think 4E is the right way, but to each his own.

I feel like I’m fighting an edition war, so I’m done with this scroll.

Look for me and my content at EN World (user name: sanishiver).
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 03 Jan 2013 :  13:24:09  Show Profile Send Markustay a Private Message  Reply with Quote
I never intended this to turn into an edition war. Damn.

I was just thinking about what I want out of a D&D edition (rules and setting), and then I wanted to know what others wanted/expected? Part of that, of course, was pointing-out what we did and didn't like about past editions. I hope that we are way past the whole 'edition wars' thing by now.

So far we got:
1) Rules = Good
2) Too much Rules = Bad
3) Believing the Rules are the whole game = Bad
4) The DM should be able to 'fudge' things whenever he wants, so long as it enhances everyone's enjoyment of the game


And I truly believe the 4e design team was trying to answer these exact points, and simplify the game so everyone could get back to good, old-fashioned D&D RPing. Where I feel they went wrong is touching FR - there they 'fixed' that which wasn't broken (based on non-fans perceptions of the setting). I think if they left the Realms basically alone, with just a few edition-specific tweaks, 4e may have actually been a (greater?) success. IMHO, the setting (and probably the rules) were over-engineered, if anything. They tried too hard to make everything different, and it shows. If you think about what Gygax said in my above quote, then the rules-edition shouldn't matter at all. Hell, you could play a great RPG using the CLUE rules if you are a good DM (and I have added RP elements to my CLUE games... try it, its fun).

This isn't about editions, its about what makes D&D fun.


*A few corrections, and also re-worded some stuff to sound more neutral

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 03 Jan 2013 17:52:39
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BlackAce
Senior Scribe

United Kingdom
358 Posts

Posted - 03 Jan 2013 :  13:55:05  Show Profile Send BlackAce a Private Message  Reply with Quote
For me point 4 is the most difficult to address in a rules system. Ultimately, how it's used or abused is going to be in the hands of the DM.
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Diffan
Great Reader

USA
4430 Posts

Posted - 03 Jan 2013 :  17:14:26  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Jeremy Grenemyer



Also, what’s wrong with DMs failing, and learning from their mistakes? (This is a problem with 4E, in my opinion, because the system seems to not want DMs to fail.)


I don't feel baited, all is well!

There's nothing wrong with failing. Failing teaches important aspects to both the DM and the group. To me, the more important question is: By what margin did that failure occur or was this a failure of rolling and chance (which is the best sort because it's done completely unbiased) or not enougth knowledge of the system? If the failure is purely based on what happend at the table due to bad rolls or bad luck, hey that's a part of the fun of the game. If it's because I threw something at the party that was ridiculously hard when it wasn't mean to be that's a worse case scenario, IMO.

quote:
Originally posted by Jeremy Grenemyer

That’s how it worked for me. Over the years I played with monsters by giving them class levels, advancing their hit dice, borrowing magic items from 3rd party publishers and letting players introduce material from same to see what worked and what didn’t. (FWIW, the worst culprits when it came to unbalanced rules were WotC; right after they fired or lost the core people who built 3E, the next wave of people to take over really did a number on balance in the brown colored, soft cover class splatbooks).


True, and really I don't ban anything from my games (with notable exception), 3PP stuff included. But I guess I'm speaking from someone who basically started DM'ing with 3E. And I think that the rules could've been more helpful in lessening the mistakes I made because It wasn't through more learning of the rules, it was learing what to avoid that the rules provided that made me better.

BTW, most of the over-powered stuff in those original spalts prior to the "Complete" series were changed a LOT to provide a bit more balance. So of course Trial and Error are going to happen and often times unforseen consequences happen that force fate for the Players in ways that can be either GREAT or deadly. The thing is, rules should be there to help better guide DMs so that their mistakes aren't as costly as an unforseen TPK (I use this as just an example).

quote:
Originally posted by Jeremy Grenemyer

The 5th level wizard you wrote about: to me that’s not an example of a problem with the game, it’s an example of a DM learning what works and what doesn’t. TPKs happen, in any edition.

I do wonder though, about that NPC: did the NPC have all his spells cast ahead of time? In my experience an encounter with a spell caster can vary dramatically based on what spells are cast ahead of time and the initial encounter distance.

Did he know the party was coming/did they blunder into the mage unprepared? Did he have plenty of room to maneuver? Did they flub their rolls and/or were they unlucky?


It was quite a few years since that happened. If I remember correctly, he had been killing people in town that had slighted him and he bad been doing it amongst the "mist" that rolled off the moore at night. So when the PCs came looking, he was aware they were present, but not enought to prepare.

I think he got off his Shield spell prior to the battle starting. In the rounds that followed, Blur and then Obscuring Mist followed and then he used everything else to pump Wraithstrike + Power Attack. I beleive he killed two PCs and the 3rd was near dead when the NPC died. But all I wanted from him was to drain a LOT of their healing magic and resources such as some scrolls and some limited charges from a wand so they weren't so prepared to go against the main antagonist of the game.

quote:
Originally posted by Diffan

quote:
Originally posted by Jeremy Grenemyer

That for a DM to keep an eye on all those things from a rules-book sense can be daunting, but to then change it based on what seems cool is going to throw what sense of balance there is out the window.
I agree, it is daunting, but it’s also necessary.

As to the rest, we’ll have to agree to disagree. It’s never been my experience that adding to and modifying NPCs always/automatically turn the game on its head, nor do I think DMs tweaking the rules always results in worst case scenarios where the party is obliterated (I say this because it seems like your examples are always of killer combos that leave hapless players out to dry).


Since my early days I've grown to be much better and I can mitigate circumstances MUCH better now. I don't even hold onto the notions of making NPCs and MOnsters 100% "legit" because I have a good sense of what's broken and what's not as do my players. But it took a lot of time and reading to get there for us. I used a few notable combos that really have stuck out in the previous years I've played v3.5 but I admit that they're more the exception to the rule instead of the "norm".

quote:
Originally posted by Jeremy Grenemyer

Are there better ways to do it? Possibly. I don’t think 4E is the right way, but to each his own.

I feel like I’m fighting an edition war, so I’m done with this scroll.



True, 4E provided only one way of handling stuff and everyone's opinion will vary due to play styles and specific attracions to one's own favored edition. I hope I haven't conveyed any sense of Edition Warring since the two being currently discussed are ones I quite rather enjoy playing. I mearly point out difference in game design and my experiences with both, not to say that one is better than the other. I do prefer 4E's more streamlined elements to specific cases (like Bull Rush, for example) but that's just personal preference and not some sort of attempt to say that it holds anything more than opinion.

quote:
Originally posted by Markustay

I never intended this to turn into an edition war. Damn.

I was just thinking abut what I want out of a D&D edition (rules and setting), and then I wanted to know what others wanted/expected. Part of that, of course, was pointing-out what we did and didn't like about past editions. I hope that we are way past the whole 'edition wars' thing by now.

So far we got:
1) Rules = Good
2) Too much Rules = Bad
3) Believing the Rules are the whole game = Bad
4) The DM should be able to 'fudge' things whenever he wants, so long as it enhances everyone's enjoyment of the game


Agreed! Again, I hope I haven't off put anyone or made people feel I'm trying to get into an Edition War. That's not my intent. And as for points 1-4, I agree with all of them. Point 4 is, as BlackAce said, sort of a wishy-washy subject but I think most DMs are conscious of the fact that the rules help the game, not define it and when the rules get in the way of "fun", they need to die in a fire.

quote:
Originally posted by Markustay

And I truly believe the 4e design team was trying to answer these exact points, and simplify the game so everyone could get back to good, old-fashioned D&D RPing. Where they went wrong is touching FR - there they 'fixed' that which wasn't broken (based on non-fans perceptions of the setting). I think if they left the Realms basically alone, with just a few edition-specific tweaks, 4e may have actually been a (greater?) success. If you think about what Gygax said in my above quote, then the rules-edition shouldn't matter at all. Hell, you could play a great RPG using the CLUE rules if you are an good DM (and I have added RP elements to my CLUE games... try it, its fun).

This isn't about editions, its about what makes D&D fun.


While I disagree with you on their "fix" of the Realms (I liked nearly 90% of the changes) I absolutely agree with you on the rest of the sentiment. The rules of any edition help spark creativity that's already there. They should help players and DMs in ways to interact with the world and provide mechanical benefits for things that seem like a lot of fun. It's not really needed, as Gygax implies, but it's nice when it fits there properly. I remember many times when a rules-module come out that fits a character theme or concept or idea perfectly because, for some reason, it somehow gives the character more depth and immersion to a degree. Sure, I could always reflavor and make it up and there's nothing wrong with that at all, but when your idea is given some level of creedence from a mechanical perspective, it sorta just.....clicks.
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 03 Jan 2013 :  18:03:42  Show Profile Send Markustay a Private Message  Reply with Quote
On the bright side, I completely agree with the sentiments about 'failing', and feel this is key to 5e.

I have said at least once on these boards that I love when people correct me, which on-the-surface may seem out of character. Here's the deal - I learn NOTHING when I am always right. I only learn when I am wrong, and someone points me to the correct information. That doesn't annoy me - it makes me 'better' in the long run. I appreciate that (so long as the arguments don't become condescending, which I cannot abide).

We do not learn from our successes, we learn form our mistakes. Thats not just human nature, thats broad-spectrum evolution at its finest. ATM, Paizo isn't really learning a darned thing, are they? They probably got all their 'smarts' when they worked during the TSR/Paizo transition period (and if you look at who excelled, and who fell by the wayside, you can tell who did the most 'learning' among individuals). On the other hand, WotC has been handed a few harsh lessons, and they now have "the eye of the tiger" (apologies to Sylvester Stalone). They need this victory so bad they can taste it.

Thats good for us, and good for them. This is why I have high hopes for 5th edition, both Realms and rules. I now consider 4e just some good schoolin' - a 'beta' if you will - and now we will get the edition they were really after.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 03 Jan 2013 18:06:09
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