This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[DnD Next] Optional Modules: 4e Tact Combat; Storygame; Etc. Add-Ons

Started by Mistwell, September 23, 2013, 01:37:37 AM

Previous topic - Next topic

vytzka

Quote from: Haffrung;693589That's funny too, but I was referring to a post by Ezekiel where he admitted that he has only played 4E a couple times. Can't be arsed to track it down, though.

Oh man, the super fanboy of dragonborn? That's just sad.

Quote from: Bobloblah;693537The problem, I think, is that it can't have mechanical representation without being open to the potential for charop. There are a few paths that can minimize the potential (e.g. no choices, mechanically barely differentiated choices, etc.), but the more mechanical selection, the harder that becomes.

While that is true, there is a serious amount of cutting off your nose to spite your face in throwing out character customization to stick it to char op people. What you actually do is provide fun character customization options and don't pay more than token attention to the charop types (at both individual group as well as publishing level). That way everybody who is not a jerk wins.

Emperor Norton

I've always thought that the major difference between say 3.x and most other games that allow customization is that 3.x didn't just allow builds it REQUIRED builds in most cases.

Because of the extensive prereqs for everything, it was usually impossible to get anything resembling what you wanted unless you planned it out perfectly from the beginning. You couldn't just because it worked out in the story decide to become a shadowdancer, even if you made perfect sense for it, because you didn't have all the very specific feats it wanted you to have. Feat Trees everywhere!

Exploderwizard

Quote from: Sommerjon;693615Really?
I didn't realize a "build" had to be planned months in advance and under no circumstances with random stat generation.

No timeframe required. It just needs to have the ability for planning in the first place. (guaranteed stats, options, etc.)

If any part of your plan depends on a random factor then it isn't a build because it might not be possible. To qualify as a build the options have to be accessible 100% of the time.
 
Quote from: Sommerjon;693615If I want to be a fighter who can cast a couple spells the only way to do that is start as a Fighter then switch over the MU?
Yet here you are accusing the newer editions of ChaOp.:confused:

It isn't the only way, its the way most likely to succeed.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Bobloblah

Quote from: vytzka;693627While that is true, there is a serious amount of cutting off your nose to spite your face in throwing out character customization to stick it to char op people. What you actually do is provide fun character customization options and don't pay more than token attention to the charop types (at both individual group as well as publishing level). That way everybody who is not a jerk wins.
Oh, I agree; I like some degree of customization, probably more than AD&D 1E, at least. But I prefer to keep it light and more thematic, rather than heavy on mechanics exploitation. AD&D2nd offered this with Kits, ACKS offers it with Proficiencies and custom Classes, and it sounds like Next is going to offer a similar level of customization.
Best,
Bobloblah

Asking questions about the fictional game space and receiving feedback that directly guides the flow of play IS the game. - Exploderwizard

Sommerjon

Quote from: Exploderwizard;693636No timeframe required. It just needs to have the ability for planning in the first place. (guaranteed stats, options, etc.)

If any part of your plan depends on a random factor then it isn't a build because it might not be possible. To qualify as a build the options have to be accessible 100% of the time.
You just keep adding more and more qualifiers. Amusing

I want to play a warrior-type who can cast magic. <---plan
If I roll well enough I will be a human who dual classes, if I don't I'll be a half-elf fighter/MU. <---build

Quote from: Exploderwizard;693636It isn't the only way, its the way most likely to succeed.
:rolleyes:
Quote from: One Horse TownFrankly, who gives a fuck. :idunno:

Quote from: Exploderwizard;789217Being offered only a single loot poor option for adventure is a railroad

TristramEvans

My main problem with charOp comes from 'trap choices ( using the words of Monte cook, the one who introduced the concept to D&D). I dont want an RPG that rewards 'system mastery, like a ccg. I want an RPG that anyone on the street can play without being penalized for being a newbie or not spending hours/days on charge.

estar

Quote from: TristramEvans;693774My main problem with charOp comes from 'trap choices ( using the words of Monte cook, the one who introduced the concept to D&D). I dont want an RPG that rewards 'system mastery, like a ccg. I want an RPG that anyone on the street can play without being penalized for being a newbie or not spending hours/days on charge.

No such animal exists. If the game is too simplistic to hack then players will start focusing on the stuff, if the stuff is not forthcoming, then they focus on manipulating their fellow players and/or the referees. The games one can play are endless.

Rules are not the problem nor the fix. The solution involves training/teaching better players and better referees.

Where are important is in terms of personal taste. Like whether one likes Scifi or fantasy.

TristramEvans

Quote from: estar;693778No such animal exists. If the game is too simplistic to hack then players will start focusing on the stuff, if the stuff is not forthcoming, then they focus on manipulating their fellow players and/or the referees. The games one can play are endless.

Rules are not the problem nor the fix. The solution involves training/teaching better players and better referees.

Where are important is in terms of personal taste. Like whether one likes Scifi or fantasy.

I'm not talking about good/bad players, In talking about the difference between a system that has deliberate trap options for newbie players designed to punish them for not taking the 'right' doodads or special tricks vs a system that doesn't predetermine a character's viability based on how well they navigate the experience/rewards system.

It's an important distinction. Yes, there's always going to exist those minmaxing players, but I tend not to see them as default.

vytzka

The deliberate trap options thing is way, way, WAY overblown. Cook was the only one to even ever talk about it, it was based on the flawed (though potentially currently practiced at the time, I don't know) understanding of the Magic Timmy/Johnny/Spike dynamic and he wasn't even talking about completely useless things, just comparatively less useful in most situations. Toughness is not a bad feat at all if you're a level 1 wizard in a single shot adventure.

It's a non-issue which has been blown out of all proportion because people fucking hate Cook and want to accuse him of everything under the sun. Don't buy into that shit, guys.

TristramEvans

#129
Quote from: vytzka;693785The deliberate trap options thing is way, way, WAY overblown. Cook was the only one to even ever talk about it, it was based on the flawed (though potentially currently practiced at the time, I don't know) understanding of the Magic Timmy/Johnny/Spike dynamic and he wasn't even talking about completely useless things, just comparatively less useful in most situations. Toughness is not a bad feat at all if you're a level 1 wizard in a single shot adventure.

It's a non-issue which has been blown out of all proportion because people fucking hate Cook and want to accuse him of everything under the sun. Don't buy into that shit, guys.

I don't know about hype. It's a thing I encountered and one I don't like. It got even more pronounced in 4th. I don't have a vendetta against cook, I simply haven't liked what he's done that I've encountered so far. And the trap option thing is from his own words, I'm not distorting them or projecting a paranoid fantasy onto it. You can dismiss it as unimportant or 'blown out of proportion' (I can't really be responsible for what other people have said about it). But be that as it may, what are the benefits of not excising it completely. I mean why operate on a don't fix it if it's not broken "enough" approach?

vytzka

What do you base your belief that they added bad feats to 4e on purpose rather than out of incompetence on? I'm not accusing YOU of blowing anything out of proportion, it merely seems to me that you're going by bad data so I'd like to correct it if possible.

I was going by forum wisdom on it as well until I read Justin's essay which made me reread the Cook's original statement in a different light.

jibbajibba

Quote from: estar;693554Even at the expense of how the setting supposed to work.

Here the things. OD&D is without dispute very abstract compared to later RPGs. However when you read about the rulings in early campaigns it was grounded in what the guys knew about how combat and actions worked. Sometimes it was ignored in favor of cinematic actions but it was obvious when that was happening.

Which brings back to the question of the leather armour knife guy versus plate and shield guy. Why should the leather armor guy be as effective as the plate armor guy mechanically? That not how it worked in real life.

When given the choice the fighters invariably armored up with as much gear as they could withstand. And only dropped it later when gunpowder and polearm tactics made it less necessary.

Leather armor and knife fighter existed because you didn't walk around in plate all the time. Or you couldn't afford plate and had to make do. Or you where doing something where plate would be a hindrance.

My counterpoint is that the problem isn't that the RPG makes leather and knife mechanically inferior. The problem is that the rulebook, referee, or setting doesn't give you the opportunities where leather and knife is the preferred style or the style of necessity.

However if a ruleset wants to be more cinematic then yes by all means make leather and knife and any other combinations as effective as any other choice.  Personally I think D&D works best when it is a dash of the fantastic thrown on top of an abstracted version of how things really worked. But it is a personal peference like yours of having a effective. leather and knife fighter

I agree with you.
But I don't think there are enough penalties in AD&D for, for example, wearing armour all the time. I know you have tried it yourself and it is a pain in the arse.
No longer living in Singapore
Method Actor-92% :Tactician-75% :Storyteller-67%:
Specialist-67% :Power Gamer-42% :Butt-Kicker-33% :
Casual Gamer-8%


GAMERS Profile
Jibbajibba
9AA788 -- Age 45 -- Academia 1 term, civilian 4 terms -- $15,000

Cult&Hist-1 (Anthropology); Computing-1; Admin-1; Research-1;
Diplomacy-1; Speech-2; Writing-1; Deceit-1;
Brawl-1 (martial Arts); Wrestling-1; Edged-1;

TristramEvans

#132
Quote from: vytzka;693791What do you base your belief that they added bad feats to 4e on purpose rather than out of incompetence on? I'm not accusing YOU of blowing anything out of proportion, it merely seems to me that you're going by bad data so I'd like to correct it if possible.

I was going by forum wisdom on it as well until I read Justin's essay which made me reread the Cook's original statement in a different light.

Unfortunately the link to the original article is dead, so I can't compare what the blogger is trying to sell as the correct interpretation. Though I must  say neither of the two authors have a sparkling track record with me. Anyways Um not posting to slog on any one edition, I'm just saying that's an aspect, intentional or not, of game design I think everyone could do without.

I've no idea how much of 4th was incompetence or following a trend. But I am glad the extent to which they're play testing the new edition.

vytzka

Quote from: TristramEvans;693800Unfortunately the link to the original article is dead, so I can't compare what the blogger is trying to sell as the correct interpretation. Though I must  say neither of the two authors have a sparkling track record with me. Anyways Um not posting to slog on any one edition, I'm just saying that's an aspect, intentional or not, of game design I think everyone could do without.

I've no idea how much of 4th was incompetence or following a trend. But I am glad the extent to which they're play testing the new edition.

The essay seems to have disappeared in site transition (how unfortunate) and I'm poking around trying to find a copy somewhere.

But please consider that to the best of my knowledge it was literally the only place someone has mentioned "intentionally" bad options in games.

jadrax

Quote from: vytzka;693802But please consider that to the best of my knowledge it was literally the only place someone has mentioned "intentionally" bad options in games.

I have not read it, but their is supposedly some conversation about its role in the design of 3rd edition in Dragon Magazine #274.

But your right that its a topic that seem to have a lot of discussion based on remarkably few 'insider' sources.