101 Reasons why 4e DOESN'T suck


4th Edition

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DarkLightHitomi wrote:
The only time balance is noticed is when people are being lazy.

You are simply wrong here. I recommend, in the future, that you focus on speaking for yourself, rather than putting words in other players mouths. I've noticed balance issues plenty of times without any laziness involved - I've seen plenty of scenarios where tactical but non-optimized PCs are outperformed by optimized PCs running on auto-pilot.

Feel free to talk about what balance means to you, but please stop making claims about what it means for others, because all you are doing is coming off as insulting and rude.

DarkLightHitomi wrote:
If I can take a mechanically weaker character and out perform others with stronger characters, then obviously the performance has as much to do with the player as the mechanics.

You know, what I find funny about this, is that I view one of 4E strengths (at least at the start) as keep things close enough that this exact paradign is well-supported.

At least early in 4E, an optimized character would be a couple of points better to hit than a non-optimized character. The non-optimized character could easily make that up via tactical play - flanking, ambush, synergized abilities, etc.

Thus, you had both options available - design some optimized characters, and then operate on auto-pilot, or design some more well-rounded characters and rely on strategy to carry you through combat. Or design some optimized characters and play them strategically well, and end up with a bit of an advantage in most encounters.

For myself, at least, this wasn't the case in 3.5, and is exactly an area where I found imbalance in the game. The game really emphasized optimizing your characters from the start. If you brought a non-optimized character and non-optimized party, it was very hard for tactics and strategy to make enough of a difference, not when the optimized party was +20 better than you to hit. The exception, of course, was playing spellcasters, who *could* focus on elaborate spell-prep/tactics/etc to shut down encounters via spells alone.

But if you were a non-optimized, non-spellcasting character, and didn't have access to tons of magic items and equipment, you were going to have a rough time of it. At least, in my experience.

You might have had a different experience, and that's fine. But for me, I found 4E to be better balanced, which meant reducing the gap between optimized and non-optimized characters (in both dealing with combat, skills, obstacles, etc). And, for me, that meant it *opened up* a wide range of character options and RP.

DarkLightHitomi wrote:
I was trying to point out that it wasnt the only way. I did not claim that my way was better. Therefore you ironically said the same thing to me as I was trying to say to others.

No, look. The problem wasn't that you said your way was better than others. The problem is that you claimed everyone else's way was something that it wasn't!

DarkLightHitomi wrote:

The "hulk smash" character can interact with the story without being good at everything.

A couple of options for a nonsocial fighter in your example of getting on the good side of a merchant house.

-be the comic relief. You can provide to the game/story without being the one who progresses the story.

-be the gruff not so talkative guy who has others speak on his behalf. Or just be gruff, when it comes to specialized skill sets, people in power occasionally need to deal with those who are "unrefined" and while mr hulk might not be overly persuasive in speech he can still get good graces by being usefull or even simply being polite despite a social ineptness.

But what if I don't want to play any of those characters? What if I want to play a soldier who is a capable combatant, but is also respectful and friendly and a decent talker?

The imbalance problem (at least for me, in 3.5) wasn't that my rude half-orc barbarian was useless in social situations. It was that my Cha 14 soldier with a few ranks of Diplomacy was meaningless alongside someone with a +30 bonus, or a wizard with the right spells.

Balance in 4E was not about making every *good* at specific tasks. It is making the difference smaller between being bad, being ok, and being the best. And, at least for me, that was exactly the sort of thing I was looking for.

Lantern Lodge

@digitalmage

-People have the ability to be many times more intelligent then they commonly are. I see glimses of that intelligence on rare occasions, yet they almost never utilize it not in games nor in life, as though they themselves dont realize its there. What other word is there for not useing what is available to you?

-if both players are not lazy, then each contributes greatly to the game in their own way. Neither being outshined by the other, think Naruto and Sasuke. Does either outshine the other even when one has greater power then the other?

-Well, I dont know of a better word for it. No disservice intended. If they want to be that way, let them. It is better if they understand though.

-Well I was never good with words, so my apologies.

Lantern Lodge

@Mathew
GMs are part of the system because the rules are incapable of accounting for the player. The performance of a character is only about 30% the mechanics, the rest is the player and the GM.

Additionally, you need to calibrate your expectations of DnD. Level 5 is the limit for normal humans so once you get a bonus above 10, you have basically become a demigod, so why wouldnt a demigod of persuasion have any difficulty in persuading the halfling chief? Well the GM can step in here and recall that halflings generally keep to their own and would likely refuse to speak to the elf when there is a halfling they can speak to instead. The skill is not the end all and be all of the situation, other factors come into play, people, including halfling chiefs can be so stubborn that no silver tongue can sway them, only some other form of persuasion, but can the elf do that other form of persuasion or even recognize the possibility?

Besides, designing an adventure with the idea of players useing a particular skill at a particular place is just bad design to begin with, and such bad designs will undoubtedly lead to irritations such as this. Better to design without PCs in mind at all and let them find creative solutions.

- I prefer plausable rather then realistic, however, think of it this way, swing a stick or command the the very elements of nature, which is more versatile, which has greater potential, greater scope and depth? Why do you think we use guns and not swords in modern day? Because swords have limited use! Yes you can be the greatest sword wielder in all of history and yet you would still be defeated by one who has the ability to strike from a distance, repeatedly and quickly.

Magic mirrors technology, the only difference being that technology is based on the knowledge of the group while magic is knowledge of the individual.

Greater knowledge is greater power.

Guys love strength of muscles because its easy to see, easy to display, yet it is the weakest of all potential strengths possessed of any person. Knowledge and the ability to quickly utilize it, will defeat muscles anytime, anywhere.

- I have very rarely seen people try to win in anyway other then stereotypes. Fair or not, that is the most common way people try to win. Why do you think most optimizers maximize damage output? Why not gain the ability to immobilze or disable an opponant quickly and damage them at their leisure? Or work as a team to hold an opponant unable to act, while others deal the damage? Yet somehow people always boil it down to "I punch you, you punch me"

-When I say that most players I have seen are lazy, its because that is what I see. Perhaps I am unlucky and dont meet very many not lazy players, yet the most popular games are those that focus on the attributes lazy players gravitate towards, some even deny the ability to be smart and creative to win instead requiring the use of lazy tactics to win.

-3.x didnt emphasize optimization, it was a bit simulationist, and of course, real life is very much in favor of optimizers and imbalance. I had plenty of fun without optimizing, plenty of fun even when I had to start 3 lvls behind everyone else. Probably because it wasnt my goal to win and be the best at something, rather my goal was the characters goal, to survive or focused on some IC goal which was almost never "kill all enemies!"

-90% of the time everyone I see is being mentally lazy, whether at work or at play, they always take the the most obvious route, not the easiest or the best, but rather the most obvious. It is uncommon for me see otherwise anywhere in life and I have travelled a bit, lived in several states and even joined the army for awhile.

-play a soldier who is good socially? Exactly why I hate classes. In a skill based system you would simply split training between the two. Being stuck with classes presents a problem for one who wants to have a nontraditional character, but that is an issue unrelated to balance, but impacts balance in that making things balanced requires limiting characters and what they can have, so they cant have any combos that are overpowered.

-part of your problem is that you see a character with +5 as being pointless beside a character with +30 and really, in most situations that isnt true. Of course if you get a GM who likes to fudge the DCs to always make them challanging rather then reflective of the actually difficulty of the task, then you might have problems bu in that case the GM isnt useing the system as intended, thus no amount of good system design can help. Better and clearer writing of rules maybe.

Rolling against a DC 10 a +5 will still have a great chance of success, so how is that pointless?

Do you really need to compare your bonus to everyone else in order to feel good about it?


DarkLightHitomi wrote:
GMs are part of the system because the rules are incapable of accounting for the player. The performance of a character is only about 30% the mechanics, the rest is the player and the GM.

But that doesn't mean you can't have a system that reduces these discrepancies and leaves more room for the DM to focus on enhancing the game, rather than fixing it.

DarkLightHitomi wrote:
Additionally, you need to calibrate your expectations of DnD. Level 5 is the limit for normal humans so once you get a bonus above 10, you have basically become a demigod, so why wouldnt a demigod of persuasion have any difficulty in persuading the halfling chief?

The problem is that, in an unbalanced system, you don't need to be level 5 or level 10 to have a +30 bonus. A character could have a Diplomacy score in the +20s by level 2.

Indeed, I am all in favor of a system that does a good job of portraying the growth from heroic to epic hero, such that a heroic character is merely charming, while an epic hero can truly offer godlike persuasion!

DarkLightHitomi wrote:
I prefer plausable rather then realistic, however, think of it this way, swing a stick or command the the very elements of nature, which is more versatile, which has greater potential, greater scope and depth?

You can invent a thousand different worlds and make each one plausible. Your scenario is only 'plausible' because you have a system where magic is designed to be stronger than strength of arms. Nothing says it has to be that way, and indeed, in many ways it flies against many traditions of heroic fantasy and mythology!

Grand Lodge

2 people marked this as a favorite.

The mechanic is part of the system because the factory is incapable of accounting for the owner.

This doesn't mean they can't design the engine to be easier to maintain and work within.


DarkLightHitomi wrote:

Greater knowledge is greater power.

Guys love strength of muscles because its easy to see, easy to display, yet it is the weakest of all potential strengths possessed of any person. Knowledge and the ability to quickly utilize it, will defeat muscles anytime, anywhere.

In some scenarios, strength can be mightier than intellect. In some scenarios, wisdom proves more valuable than others. In some scenarios, agility proves most useful.

This is what I, at least, mean by balance - not that all of these should be equally capable at all things, or that there should be no distinction between them.

If you prefer a system in which intellect is dominant, that is perfectly fine. If you find that is the closest mirror to reality, well... fair enough. I don't agree, and think it is silly to give any such absolute statements about knowledge always triumphing, much less to insist that magical knowledge is the only form in existence. But if that is the system you prefer, that is your choice to make.

All we are suggesting is that we prefer differently, and having a system that provides what we are looking for is not a bad thing.

Quote:
I have very rarely seen people try to win in anyway other then stereotypes. Fair or not, that is the most common way people try to win. Why do you think most optimizers maximize damage output? Why not gain the ability to immobilze or disable an opponant quickly and damage them at their leisure? Or work as a team to hold an opponant unable to act, while others deal the damage? Yet somehow people always boil it down to "I punch you, you punch me"

I suggest you simply have not had enough exposure to optimizers. :)

Trust me, there are many optimized builds designed exactly around disabling enemies! Whether it involves 'Save or Die' (or 'Save or Be Disabled' more often) at absurdly high DCs, or involves maximized and empowered ability damage, or grapple checks that are through the roof, all of these are approaches taking in optimization.

And, again, many of these are also elements that I see as unbalanced. Not necessarily the existence of such things, but the potential to optimize them to a different level than most people play the game at. I'd be fine with a system in which such effects exist, but don't involve getting into a DC / Saving Throw arms race. That is at least one form of what I mean by balance.

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When I say that most players I have seen are lazy, its because that is what I see.

In which case, that is unfortunate. (Or it might not be - as you pointed out, this is a game, and playing it in a lazy fashion can be perfectly fine!) But I think our objection was not that you claimed most players are lazy. It was that you said that our desire for balance was solely motivated by laziness. Those are very different claims - one referring to your own experiences, which is fine; the other making assumptions about everyone else, and I think that was why so many folks objected to it.

Liberty's Edge

DarkLightHitomi wrote:
-People have the ability to be many times more intelligent then they commonly are. I see glimses of that intelligence on rare occasions, yet they almost never utilize it not in games nor in life, as though they themselves dont realize its there. What other word is there for not useing what is available to you?

Assuming what you say is true, there may be reasoning behind not making the effort to use what is available to you that therefore doesn't deserve to be labelled with what many would call a derogatory term.

Not everyone plays RPGs for the same reasons, for some its a chance to have some fun without having to think too hard - a change of pace from a busy workday which has been taxing your brain. For these people, having to put in the effort to think very creatively, master the tactics of the game, and come up with ways for their character to shine even when mechanically inferior to other PCs actively reduces their enjoyment of the game.

Yes you could call them lazy, but if not being lazy defeats the purpose of playing then I would hardly call that laziness; if you want to call that laziness then I would label the alternative (i.e. having spend the extra effort to utilise the extra intelligence) to be "stupidity".

Let me use a different example that hopefully will allow you to see things from a different perspective.

Some people see food as just fuel for the body, for them eating a meal is just something to get through as quickly as possible so they can get on with their day. Let's call such a person, Adam.

Other people however see eating as a pleasure, they like to take the time to savour the food, enjoy the tastes, and prolong the pleasure. Let's call such a person Brenda.

Adam maybe can't understand why Brenda doesn't want to eat as quickly as possible so that she can get on with her day and labels her a "lazy eater".

But just because Brenda has the ability to eat as fast as Adam, choosing not to do so is not laziness. If Brenda was to eat as quickly as Adam she loses a lot of the pleasure she would obtain from eating.

Now, we're not saying Adam is doing anything wrong for eating quickly, but I would argue he is wrong to label Brenda a "lazy eater" for not eating in the same way he does.

And so with RPGers, some don't want to have to put in the extra effort to level the playing field because their PC is mechanically inferior, they would prefer it if the system levelled the playing field for them as much as is possible, that way they enjoy the game more.

DarkLightHitomi wrote:
-if both players are not lazy, then each contributes greatly to the game in their own way. Neither being outshined by the other

So before you said that someone applying intelligence whilst having a mechanically inferior build could outshine someone playing with a mechanically superior build but not playing so intelligently.

Now you are saying that when both play as intelligently the player with the mechanically superior character will not outshine the player with the mechanically inferior character, yes?

So I am guessing you don't believe system matters much at all. From what you say even if Amy is playing a Level 20 wizard and Barry is playing a Level 1 Rogue with both playing intelligently, Amy's character won't outshine Barry's character, correct?

DarkLightHitomi wrote:
think Naruto and Sasuke. Does either outshine the other even when one has greater power then the other?

I am afraid those names mean nothing to me - I am guessing they are in some Anime or Manga? :)

DarkLightHitomi wrote:

-Well, I dont know of a better word for it. No disservice intended. If they want to be that way, let them. It is better if they understand though.

-Well I was never good with words, so my apologies.

No worries, it sounds like you don't feel the term "lazy" carries any negative connotations, but I can tell you many people do feel it does.

I think you just have to accept that whilst balance in an RPG is "superfluous" to you it isn't superfluous to others.

DarkLightHitomi wrote:
I don't feel negatively towards balance (except that usually "balanced"implies stricter, less flexible rules for characters). I just find superfluous.

So when you ask the following...

DarkLightHitomi wrote:
So if our RL isn't balanced, why do we need games about life to be balanced? Doesn't make sense to me.

The answer is simply that not everyone who plays RPGs is like you.

Lantern Lodge

@Mathew
-What you are talking about aren't discrepencies. And consider the reasons why many GMs like 4e for storytelling, they like the lack of rules for out of combat things. With fewer rules they dont feel constrained to follow them. A lack of rules isnt balance, its freedom for the GM to do something they desire without feeling like they are fixing things. A GM can legitimately make the same call in either 4e or 3.x, but appearently they feel relunctant in 3.x because there are rules already thus it feels like fixing things, but in 4e the rule doesnt exist so its not fixing something, so doing the exact same thing is somehow more acceptable to them. Took me awhile to catch on to this one.

-Dont see how you can possibly have a +20 at second level, not without some ridiculous allowences by the GM, such as having really high point buy for stats plus really crazy synergizing magic items. Of course if its magic items, then its not the character, its the item.

Really starting with a +4 from ability plus 5 max ranks, plus assuming human so two feats and those being persuasive +2 and skillfocus +3 and still get only 14. Thus if you are playing with people having 20+ for bonuses your GM better not be complaining cuase its their choices that are allowing it.

-just because a system works doesnt make the world plausible. Plausible comes from the world being consistant not the rules of the game. There is no way to have swinging asword be better then slinging lightning bolts. By the very nature of the two, lightning wins. There are limits to what can be done with pointy sticks, this world knows well what those limits are. If you want magic to overshadow pointy sticks, then you must make magic subtle and weak, incapable of manipulating large base energies. You cant have it both ways, you cant have powerful awesome magical effects while being weak enough to be overcome by pointy sticks.

I have never read a fantasy in which magic didnt do more then pointy sticks. Some didnt use magic to its potential, but obviously for reasons of story, things get ignored.

Pointy sticks exist, you cant really change what can be done with them, but magic doesnt, you have to change what can be done with it, but you need to be consistant or frustration builds. The whole hatred of wizards being better then fighters is because magic was made powerful, yet the fighter was designed to never use it, thus the fighter came with expectation that it should be powerful since it went to lvl 20 but that was not consistant with the design. This inconsistancy is the problem, the fighter and wizard were designed with differing assumtions, which is inconsistant.

Further, very few players catch on to the fact that heros like Aragorn or Conan should be lvl 4-5 so they assume that such heros should be max lvl characters and make them as such then complain when the system doesnt fit, an incosistancy between their expectations and the reality of the design.

-Strength is never mighter then intellect. Never. Cant break that rope? Use something sharp. Cant lift that rock? Use ropes and pulleys. Intellect created the gun, now the very idea of warrior is so far dead most soldiers dont even understand it anymore. Intellect made the gun to defeat the sword. Intellect always beats strength.

Note, I wouldnt mark magic knowledge as somehow seperate from knowledge in general, no more then saying that knowledge of carpentry is seperate from knowledge of physics.

-perhaps I gave a bad example. Yes I know there some optimizers who do things other than damage, I have only seen two. I dont consider that a significant number, and doubt that the ratio of those I met are *excessively* far from total population.

-I dont think you understand how people are lazy. If a characters performance is only minorly affected by mechanics, then the imbalance of the reality between players renders any balance of mechanics moot. Seeking balance in mechanics is avoiding the work involved in useing ones intellect to guide the character to success, also in thinking enough to realize how the disjoint between player and character affects decisions, and in the lack of thinking beyond the first answer, and perhaps most importantly, in how people deal with their emotions and how they allow those emotions to guide decisions.

If people werent what I am calling lazy, then they wouldnt be relying so much on the mechanical build of their character, and thus would find the system balance to have far less if not no effect.

@digitalmage
Your example with Adam and Brenda sucks, as Brenda isnt even remotely being lazy. She does have something that she isnt using. Adam isnt useing something Brenda isnt either. Adam eats fast to spend more time on other things, Brenda is utilyzing her time to enjoy eating.

When I say people are being lazy in thinking, its because they arent thinking, its not that they are thinking differently, its that they think less, less in amount, less in depth, less in detail.

-They can indeed both enjoy playing. To enjoy playing being the goal yes?

-yes from Naruto, the first few seasons were good. After that, still good but things start to get ridiculous. Naruto has a monster sealed inside giving him great amounts of raw power, Sasuke does not, yet both characters are important to the story, and neither truly outshines the other even though Sasuke feels like it sometimes.

-well of course not everyone is like me, but they certainly have the potential to be, but instead they stick their heads in sands and complain about getting sand in ther eyes.

-you know, its funny where conversations can eventually lead too. So far from the initial point.

Liberty's Edge

3.5 had synergies to Diplomacy. +6, = 20.

Hitomi wrote:
Strength is never mighter then intellect. Never. Cant break that rope? Use something sharp. Cant lift that rock? Use ropes and pulleys. Intellect created the gun, now the very idea of warrior is so far dead most soldiers dont even understand it anymore. Intellect made the gun to defeat the sword. Intellect always beats strength

You don't need to be smart to use tools only invent them. Children can use guns. If someone has acess to tools and is unable to use them due to lack of intellect than that person probably wouldn't be able to dress himself. Cavemen used tools, and some tools like the pulley require strength to use.


DarkLightHitomi wrote:
What you are talking about aren't discrepencies. And consider the reasons why many GMs like 4e for storytelling, they like the lack of rules for out of combat things. With fewer rules they dont feel constrained to follow them. A lack of rules isnt balance, its freedom for the GM to do something they desire without feeling like they are fixing things. A GM can legitimately make the same call in either 4e or 3.x, but appearently they feel relunctant in 3.x because there are rules already thus it feels like fixing things, but in 4e the rule doesnt exist so its not fixing something, so doing the exact same thing is somehow more acceptable to them. Took me awhile to catch on to this one.

4E isn't completely free-form, though - it presents a variety of guidelines and complementary mechanical subsystems (skill challenges, page 42, etc) that help give the DM guidance in resolving non-combat encounters, and that is an aspect that many prefer.

It is absolutely true that you can take those same elements and convert them for use in 3.5, and also true that you can run a 3.5 game and just ignore large portions of the rules in order to make things work in the fashion you prefer.

But, again, I'd rather have a system that does the work for me, rather than one hat I need to change and fix (especially since I don't want to feel like I am changing the rules on my players solely via DM fiat.)

Quote:

Dont see how you can possibly have a +20 at second level, not without some ridiculous allowences by the GM, such as having really high point buy for stats plus really crazy synergizing magic items. Of course if its magic items, then its not the character, its the item.

Really starting with a +4 from ability plus 5 max ranks, plus assuming human so two feats and those being persuasive +2 and skillfocus +3 and still get only 14. Thus if you are playing with people having 20+ for bonuses your GM better not be complaining cuase its their choices that are allowing it.

Diplomacy: 5 Ranks

Synergy Bonus (Bluff): +2
Synergy Bonus (Knowledge Nobility: +2
Synergy Bonus (Sense Motive): +2
Racial Bonus: +2
Skill Focus: +3
Cha 18: +4
= +20

Items, spells, class features and other resources can quickly crank the number even higher.

For me, this is problematic - I don't object to characters being able to focus on something and be good at it, but I do object when the difference between being average and being good and being maximum optimized is so extreme. It is problematic for adventure design, for DMing, and for other players.

Now, yes, you can solve some of these issues by limiting access to certain things, by very elaborate encounter design, etc. But for myself at least, I'd rather have a system that provides greater internal balance and avoids the problem in the first place.

And I guess that is where I am somewhat confused what you are arguing on behalf of. I can certainly understand if you don't feel that these are problems for yourself, and that you don't need greater balance to fix this. But I'm not sure why you seem so opposed to the concept of balance at all, and what disadvantage you see in a system that tones down these imbalances and restricts characters to a more tightly measured scale.

Quote:
just because a system works doesnt make the world plausible. Plausible comes from the world being consistant not the rules of the game. There is no way to have swinging asword be better then slinging lightning bolts. By the very nature of the two, lightning wins.

I'm sorry, but no - that is true only in your head, not in any measurable way, because "the very nature of the two" is something that *you have defined*.

You could have a world where magic requires elaborate set-up and takes time to summon the mystical energy to make it work, and thus swinging a sword triumphs because it takes several minutes to summon lightning but only a few seconds to stab a wizard.

Or you could have a world where magic happens instantly and without restriction, and wizards can cast Meteor Swarm at will, and thus always triumph over swordsman.

You can claim that you personally prefer settings where magic is free and powerful and always wins over martial skill. That's fine. But claiming that preference is grounded in some inherent laws of nature is just absurd. Unless you can actually work magic in real life, of course.

Quote:

There are limits to what can be done with pointy sticks, this world knows well what those limits are. If you want magic to overshadow pointy sticks, then you must make magic subtle and weak, incapable of manipulating large base energies. You cant have it both ways, you cant have powerful awesome magical effects while being weak enough to be overcome by pointy sticks.

I have never read a fantasy in which magic didnt do more then pointy sticks. Some didnt use magic to its potential, but obviously for reasons of story, things get ignored.

That's unfortunate! I think you've missed out on a wide range of literature that is well worth reading. I recommend starting with a series called the Lord of the Rings - it is a very popular work, and considered by many a defining work of fantasy. It focuses very promininently on the limitations and costs of magic - indeed, it features one of the most iconic wizards of all time, who nonetheless spends most combats stabbing orcs with his sword!

Quote:
Pointy sticks exist, you cant really change what can be done with them, but magic doesnt, you have to change what can be done with it, but you need to be consistant or frustration builds.

When dealing with heroic characters that are operating on a scale which we *cannot* measure in the real world, why exactly are you unable to change what can be done with martial skill? Shouldn't epic heroes be capable of feats of prowess that are far beyond what we can accomplish in real life? Indeed, if you look back to mythological stories, they are filled with examples of such things, and one would think that would be a better inspiration for a fantasy game than basing some classes on real life, and others on entirely invested magic systems.

Quote:
Strength is never mighter then intellect. Never. Cant break that rope? Use something sharp. Cant lift that rock? Use ropes and pulleys. Intellect created the gun, now the very idea of warrior is so far dead most soldiers dont even understand it anymore. Intellect made the gun to defeat the sword. Intellect always beats strength.

You are trying to escape a prison cell. There is a portcullis blocking your exit. You are a smart person and realize that using a lever will help you lift it - but even with the lever, you aren't strong enough to lift it. Your friend the barbarian, however, is strong enough to lift it on his own.

Look, I'm not saying strength always wins over intellect - I have quite a bit of respect for intelligence and tactical play! But generalities are very rarely absolute, and trying to insist they are is not consistent with either real life or gameplay.

Quote:
Note, I wouldnt mark magic knowledge as somehow seperate from knowledge in general, no more then saying that knowledge of carpentry is seperate from knowledge of physics.

In that case, why can't a fighter with a great deal of martial knowledge and tactical intellect be able to overcome a wizard's magical knowledge? Why is it a problem if some of us prefer a system that rewards both forms of learning, rather than focusing on one over the other?

Quote:
perhaps I gave a bad example. Yes I know there some optimizers who do things other than damage, I have only seen two. I dont consider that a significant number, and doubt that the ratio of those I met are *excessively* far from total population.

No offense, but a lot of your claims seem to be founded on the assumption that your experiences are universal. A wise man knows that anecdotes are not equivalent to data. :)

Trust me, there are plenty of forms of optimization that aren't about damage. Optimizing skills, or save or be disabled shut-downs, or terrain control, or minion spam, or any number of other approaches - they all exist in good measure in plenty of places. That doesn't mean they are universal by any means!

But nonetheless, I will continue to find unreasonable any claims you make that optimization is all about mindlessly doing the most damage possible.

Quote:

I dont think you understand how people are lazy. If a characters performance is only minorly affected by mechanics, then the imbalance of the reality between players renders any balance of mechanics moot. Seeking balance in mechanics is avoiding the work involved in useing ones intellect to guide the character to success, also in thinking enough to realize how the disjoint between player and character affects decisions, and in the lack of thinking beyond the first answer, and perhaps most importantly, in how people deal with their emotions and how they allow those emotions to guide decisions.

If people werent what I am calling lazy, then they wouldnt be relying so much on the mechanical build of their character, and thus would find the system balance to have far less if not no effect.

I find your use of the term lazy to be inconsistent with its actual meaning, and to be based entirely on insulting assumptions that you are not entitled to make about other people.

A character who wants their mechanics to assist with and reward their approach to roleplaying is not avoiding the use of their intellect, nor are they seeking a shortcut to success. Wanting a character to have capabilities seperate from those of the player is not a weakness - it is part of the fundamental nature of a roleplaying game. You might prefer free-form roleplaying in which your character's abilities are meaningless. Others do not.

I don't object to you preferring one approach over another. I do object to your implication that your approach is superior and your actions are smarter, and that those who use a different method are doing so out of laziness alone.

Quote:
well of course not everyone is like me, but they certainly have the potential to be, but instead they stick their heads in sands and complain about getting sand in ther eyes.

See previous comment. You preferring one style of play does not make you a better person than others. The fact that I prefer a different approach does not mean that I am failing to live up to my potential as a roleplayer - it simply means that we find different facets of the game engaging and rewarding.

I am honestly amazed that you are so unwilling or incapable of looking beyond your own perspective. I have no objections to you preferring a different style of gaming than I do. I do not look down on you for doing so. It seems the same is not true of you, at least based on these last few comments, and I think that is unfortunate... Because I don't think any sort of honest dialogue is possible if you truly believe that the only way someone could disagree with you is due to a failing on their part.


@DarkLightHitomi

I think you greatly overestimate the power Intelligence has over other capabilities. Like Matthew stated, knowing how to use the lever, doesn't necessarily give you the Strength to operate it. Just like knowing EXACTLY how to swing a sword for maximum effect does not give you either the speed or power to do so. Knowing and doing are two very different things, and so often in both the real and game worlds doing succeeds in many places where knowing does not. Knowing the mathematical precision and equations required to perform every function on a football team does not allow you to throw the perfect spiral or block an incoming tackle.

As for the laziness, yes it was highly offensive, because I don't want balance so I don't have to work as hard. I want balance so that equal effort offers equal results, if I work harder I should succeed more, not end up leveling the playing field. That's what balance is, an equalizing of the different aspects. It's a wasted effort to play games where you have to modify it in play and in rules just to find equality amongst the players. Why not have a game that succeeds at it without having to waste that effort, therefore allowing my efforts to be spent on playing said game instead of fixing it?

I am often the strategic planner in just about every group I've played with, and tend to play intelligent and charismatic PC's over others just because I come up with the plans and am followed more often than not. Sadly, planning does not change die rolls or numerical modifiers. The game has hard rule sets, where actions are adjudicated by rolling dice and adding modifiers. No amount of planning or strategy will give my character the desired die result, nor the total modifiers needed to succeed with what I rolled.

This is where the balance issue comes in, since that means that I am forced to take classes, options, or abilities that I do not want to play, in order to achieve a closer proximity to the results I need. This is where optimizing ends up trumping planning. Having an almost foolproof ambush planned does not stop the targets from making their saves, or the ambushers from failing their attack rolls. Sadly, the only way to assure that is by focusing on the mechanics to up your power.

When the rules are leveled it allows me to play what I want to play and the optimizer to take the abilities they want to take, while keeping us as fairly close to equals within the party. That's when the game allows me to be the character I want to be, instead of the sidekick to the person that stacks all their numbers for best results. It is a team game, and all members should be able to provide equal degrees of success and performance to the goals of the party, based on the amount of work they produce.

Liberty's Edge

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DarkLightHitomi wrote:
And consider the reasons why many GMs like 4e for storytelling, they like the lack of rules for out of combat things. With fewer rules they dont feel constrained to follow them.

Funnily enough I think that 4e has quite a few extra tools to support out of combat play than 3.5 or PF, stuff like Skill Challenges and Rituals.

DarkLightHitomi wrote:
-just because a system works doesnt make the world plausible. Plausible comes from the world being consistant not the rules of the game. There is no way to have swinging asword be better then slinging lightning bolts. By the very nature of the two, lightning wins.

Yeah, its already been said, but there are loads of ways to balance slinging lightning bolts with swinging a sword - basically by making the ability to sling that lightning bolt more difficult.

Having slinging a lightning bolt require a minute of chanting means the swordsman gets time to stab you and disrupt your magic (this method is used in Earthdawn where it can take quite a few rounds to weave the threads of some spells).

Alternatively, have slinging a lightning bolt require rare material components so you can maybe sling just one or two. Or maybe it requires sacrifice and you simply cannot move about and keep twenty virgins by your side to sacrfice in order to lightning bolt the mercenary company hacking down your door.

Or maybe you can sling lightning bolts but to have them hit a target requires you to have placed a magical item on them - then you have to know who your enemies are beforehand, find a way to slip such an item onto their person (or trick them into taking it) and hope they don't discover the item or its purpose before you can sling the lightning bolt.

Or maybe slinging a lightning bolt is severely draining and difficult to control - if you don't take out the fighter with the first bolt you are severely fatugued, and if you miss with the second you are unconscious.

So yeah, plenty of ways that things can be given an in-game reason to be balanced.

DarkLightHitomi wrote:
-Strength is never mighter then intellect. Never. Cant break that rope? Use something sharp. Cant lift that rock? Use ropes and pulleys. Intellect created the gun, now the very idea of warrior is so far dead most soldiers dont even understand it anymore. Intellect made the gun to defeat the sword. Intellect always beats strength.

I disagree, given enough time to plan, given enough materials or tools etc, then intellect can maybe triumph all the time (and even then it is never a guarantee).

But throw a 7 stone genius into a pit with a 16 stone ultimate fighter and tell them only one is coming out alive, then yeah I think you might find that strength may triumph over intellect there.

DarkLightHitomi wrote:
Your example with Adam and Brenda sucks, as Brenda isnt even remotely being lazy.

That is the point.

DarkLightHitomi wrote:
She does have something that she isnt using.

Yes, from Adam's perspective she isn't using her jaw muscles to chew faster, she isn't using her teeth to break the chocolate rather than allow it to melt in her mouth, she isn't multitasking by cutting up the rest of her steak while chewing the piece she just put in her mouth. From Adam's perspective, where the goal of eating is to fuel the body as quickly as possible, Brenda is being very lazy.

DarkLightHitomi wrote:
Adam isnt useing something Brenda isnt either.

I am not sure I am with you here, what aren't either Adam or Brenda using?

DarkLightHitomi wrote:
Adam eats fast to spend more time on other things, Brenda is utilyzing her time to enjoy eating.

Exactly, they get different things out of eating, they attach a different level of importance to things.

Adam would probably argue that seasoning and presentation of the food are superfluous - that you don't need those to eat your food and fuel your body; just like you feel balance isn't necessary in an RPG to enjoy the game with the goal you have in mind.

Brenda, however things plain, boringly presented food is just not a good thing - and while she could enjoy the meal to some degree without that, she enjoys it much more with.

DarkLightHitomi wrote:
When I say people are being lazy in thinking, its because they arent thinking, its not that they are thinking differently, its that they think less, less in amount, less in depth, less in detail.

Or maybe they are thinking in a different way? Maybe they are thinking about how cool it would be if their barbarian PC could jump out of the assembled throngs attending the evil villain's wedding to the princess and challenge him to a fight.

Maybe, they are imagining the sights and sounds of the scene being described by the GM, and composing the songs in their head that their bard character will sing about the fight later.

And maybe, some people are thinking about tactics and ways to overcome the villain without the need for a fight.

DarkLightHitomi wrote:
well of course not everyone is like me, but they certainly have the potential to be, but instead they stick their heads in sands and complain about getting sand in ther eyes.

Seriously? You seriously wrote that? You wrote that and can't see how your posts are coming across as seeming to imply "One True Wayism" and that others are having BADWRONGFUN with their balanced RPGs?

Seriously? I think you need to start applying some of that intellect of yours to reviewing your posts and examining them for phrases that could be taken as being very condescending and / or insulting. Because if you can't see how that last quote of yours could be taken as such you must be incredibly egocentric.

I know I preview my posts, re-review them, edit them and sometimes even delete them altogether before posting (I am considering whether I am being too harsh on you as I write this now), but by your reasoning you must be a "lazy" poster if you cannot be bothered to think as much about what you post, yes?

Lantern Lodge

-if you cant use a lever, get a longer lever. A long enough lever will let a one pound weight lift a two ton truck. Strength only applies if the lever is sideways or you have something to brace against. Bracing vastly increases the power output and is a result of intellect. Sure the intellect needs to be usable and preferably practical, a smart individual stays fit, which is more than enough to handle anything that can be handled by people.

-equal effort rarely gives equal results, this is why I dont care about balance. This actually mirrors some financial advice "dont work harder for money, make money work harder for you" aka putting more effort into one way can be surpassed by less effort in another way. Equal effort generally only gets equal results when the effort taken is nearly identical by nearly identical people.

There are no identical people so rules cant be used that way, someone is going to use them differently, and part of the GMs job to fit game to the group that is playing, this is the biggest reason to actually need a GM.

-a question to consider, what is your goal in playing the game? To kill every last enemy? Or to portray a character? What are these results you "need" and why do you need them? Do you somehow feel inadequate if have a 30% chance of failure rather then 5% chance of failure? Do you feel inadequate if you encounter anything at all that your are not suited or preppared to deal with? Do not people learn more and show their true mettle when dealing with obstacles that they dont know how to deal with? Is a game only fun if you never encounter failure, if you never have to backtrack, rethink your strategy, and try again?

-properly designed rules reflect the IC world you are playing in. DnD is not properly designed, this is why it seems so horrible. Designing the wizard, magic is assumed to be very powerful and easy, but designing the fighter made no consideration for the world the fighters inhabit, thus they were poorly designed to handle the world. IfDnD suddenly became real and followed the IC rules of greyhawk, there would never be straight fighters as the class, instead soldiers and other fighter types, would lean to deal with what the world had to throw at them, including magic and superior ranged attacks. Castles would be designed very differently, and the world itself would shift away from how it was written because it was inconsistant.

This boils down to one thing, are you designing a character for the world in which the live or are you designing a character seperatly then dropping them into the world? If you do the latter, then you should expect problems, which should be taken as IC motivations for your character to change what and how they do things.

-digitalmages post

- I should have included the word "reletivily" because yes they are there but they are seriously reduced down to almost nothing. Skill challanges are neat but definately rules light way of handling things, and rituals are a serious backstep which make direct support casting nonexistant, and severly discourages magic outside of combat. Casting alarm around the camp every night goes from being a regular duty of the group wizard to a an expensive thing that doesnt even require a caster at all and is prohibitivly expensive unless you actually have encounters everyday with merchants all over the place to turn loot into ritual componants. Most of the spells I used dont even exist anymore, and some non combat spells could still be used in combat for creative tactics, but not anymore. This is a severe hindrance to creative combat casters.

-all these ways of balanceing lightning bolts are changes to the game world itself. There is a difference between the game world, and the game system. A good system reflects the world. Making lightning bolts take three minutes instead of one action, is a change in the world, and causes a butterfly effect, as IC casters, fighters, castle designers, plus many others, suddenly need to change their expectations and strategies. It isnt just the PCs that get affected by game world changes, its everybody, NPCs included, and then the system needs changing to reflect the game world changes.

As I said, a good system reflects the game world. DnD is in this sense, not a good system because many of the rules, particularly the classes, were not designed within the design of the game world but rather they were designed independantly.

-I am 130 lbs, in the army and was the lightest person (well there one girl who weighed only 124, but was only in my unit for a short time) and in three years, I have never lost. Never. Not to the combat instructers, not to the 245 lbs fitness fanatic, I never lost. If the 7 stone guy has brains, he will win. This particular point comes from experience.

-adam and brenda, you obviously completely missed my point, there is a difference between not spending money that you have, and spending that money in a different way. I made a claim the people had something (metaphorically money) that they didnt spend, you countered with an example of money spent in a different fashion. Thus your example was not really fitting of the debate.

-example, I was in charge of a task to stack cases on pallets. Most of these cases were light or empty. We got straps to hold them down, one guy tried to wrapped the straps horizontally around the side so the cases would be tied into seperate layers and none tied to the pallet itself. I said it wasnt tied adequatly and they fall when the forklift turned, he asked why, so I tried guiding him through it,
"do the cases fit together real well?"
"No"
"Are the cases tied to every other case?"
"Yes"
"Look at the straps, how are the cases at the top attached to the ones at the bottem?"
"I dont know. Why would they fall?"
"Because they are strpped in layers and each layer can slide easily on the layer underneath."
"So how is that gonna make them fall?"
"The exact same way you go sliding sideways in the car when it turns too fast."

I have had similar discussions on other occasions with other people, and even when I dont, I like asking people why they did something or why they think something, and the number one response, even from full grown adults, is "I dont know, I didnt think about it" and when they do give another answer, it is usually shallow and straightforward (not always the simplest either)

-one, I never said it was bad wrong fun, to have balanced games, and even said that playing lazily (regardless of how you define the term) was a perfectly acceptable and legitimate way of playing, and I just wished that it wasnt always the center of discussion with rules.

Two, communication is non-logical and relies primarily on all prticipants having similar views, culture, experiences, and preconceptions to each other. The less similar these are the more difficult communication becomes and the greater chance of misunderstandings. Obviously you and I have significantly disimilar [everything listed above].

Lantern Lodge

Oh, you have to be careful referencing fiction, as story takes precedence over continuity or even common sense.

I.e., indiana jones, when he stole the stones from the temple of doom, he had a pistol yet he only shot one guy, and that was only because harrison ford was sick that day and ad libbed after messing up several takes. If he had a pistol with ammo, why didnt he use it more? Because it would have been bad for the story.


DarkLightHitomi wrote:
if you cant use a lever, get a longer lever. A long enough lever will let a one pound weight lift a two ton truck. Strength only applies if the lever is sideways or you have something to brace against. Bracing vastly increases the power output and is a result of intellect. Sure the intellect needs to be usable and preferably practical, a smart individual stays fit, which is more than enough to handle anything that can be handled by people.

So, previously you claimed that intellect always trumps strength. Your claim now appears to be that "intellect + access to infinite resources + some strength" trumps "strength without anything else".

No one has argued that intellect isn't a valuable tool and that there are many scenarios where brains triumph over brawn. The disagreement is the absolutism of your statement, especially since you seem to keep inventing qualifications to bypass specific scenarios that prove it false. And that, ironically, such backpedaling comes across as its own form of intellectual dishonesty.

Quote:
a question to consider, what is your goal in playing the game? To kill every last enemy? Or to portray a character? What are these results you "need" and why do you need them? Do you somehow feel inadequate if have a 30% chance of failure rather then 5% chance of failure? Do you feel inadequate if you encounter anything at all that your are not suited or preppared to deal with? Do not people learn more and show their true mettle when dealing with obstacles that they dont know how to deal with? Is a game only fun if you never encounter failure, if you never have to backtrack, rethink your strategy, and try again?

There are many ways to enjoy a game, and at least for myself, they involve both the portrayal of my character as well as their impact in the story - an impact that is often measured by their capabilities in handling challenges.

I don't think anyone is asking for the removal of all obstacles or a guranteed lack of failure. As far as I can tell, you are the only one to propose such things in a relatively transparent straw man argument. What is being asked for, at least for myself, is a system that allows for multiple avenues of approach to success, while providing a bounded framework that does not emphasize or exaggerate any one approach too far beyond the reach of the others.

Quote:
I should have included the word "reletivily" because yes they are there but they are seriously reduced down to almost nothing. Skill challanges are neat but definately rules light way of handling things, and rituals are a serious backstep which make direct support casting nonexistant, and severly discourages magic outside of combat. Casting alarm around the camp every night goes from being a regular duty of the group wizard to a an expensive thing that doesnt even require a caster at all and is prohibitivly expensive unless you actually have encounters everyday with merchants all over the place to turn loot into ritual componants. Most of the spells I used dont even exist anymore, and some non combat spells could still be used in combat for creative tactics, but not anymore. This is a severe hindrance to creative combat casters.

Well, that may have been your experience. In my games, skill challenges and rituals were a key part of the game and provided a lot of guidance in handling non-combat encounters. Indeed, in my last campaign we had several sessions that didn't feature a single encounter, which was quite a rarity compared to our experience in previous editions.

Now, it may be true that the specific strategies and spells you were used to were no longer available, and if those particular spells were a large part of how you played the game, that's perfectly fair to find it a hindrance without them. But I've seen many creative combat casters who were perfectly viable in 4E.

And for our group, the resource balance of rituals was a good thing. It added some important decision making and strategical choices - the exact sort of 'obstacles' you talked about earlier that can heighten the enjoyment of a game. For me, this is the sort of thing I mean when I talk about 'balance' - having spells that are potent and useful, but have important limitations that prevent them from just automatically overcoming certain dangers or threats.

Quote:
I am 130 lbs, in the army and was the lightest person (well there one girl who weighed only 124, but was only in my unit for a short time) and in three years, I have never lost. Never. Not to the combat instructers, not to the 245 lbs fitness fanatic, I never lost. If the 7 stone guy has brains, he will win. This particular point comes from experience.

If that has been your experience, fair enough. Nonetheless, I don't think that experience is universal. And, honestly, making absolute statements about the world based solely on one's own experience is pretty much counter to anything I ever learned about rational thought and intelligent thinking.

Quote:
one, I never said it was bad wrong fun, to have balanced games, and even said that playing lazily (regardless of how you define the term) was a perfectly acceptable and legitimate way of playing, and I just wished that it wasnt always the center of discussion with rules.

You claimed that the only reason someone would prefer balanced games is out of laziness. Whether you consider laziness legitimate or not, many of us feel that is an inaccurate depiction of our views, and thus your continued insistence on it has absolutely come across as insulting.

You later also said that anyone who played different from you was doing so because they had not lived up to their full potential, and implied that if they did so, they would be just like you and play just like you. Are you truly unable to see how that is the height of arrogance, and how portraying the preferences of others as inferior to your own is going to be offensive?

Liberty's Edge

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DarkLightHitomi wrote:
Casting alarm around the camp every night goes from being a regular duty of the group wizard to a an expensive thing that doesnt even require a caster at all and is prohibitivly expensive unless you actually have encounters everyday with merchants all over the place to turn loot into ritual componants.

The benefit I found with Rituals, is that you didn't have to prepare them and thus didn't have to guess what you might come up against at the start of everyday.

Also you don't have to choose between preparing a spell that would be very likely to be useful at some point in the day (e.g. a combat spell) versus one that is unlikely to be used unless you encounter a specific type of obstacle, but if encountered the spell would be very useful.

The nearest 3.x got to this was with scrolls, but you need to pre-emptively invest XP, time and money to prepare that specific scroll at some point, whereas with Rituals you can carry some generic Alchemical Reagents (the investment) and should the need arise use them to cast the ritual.

Overall I feel this encourages greater use of the more unusual spells out of combat and means that the GM doesn't have to foreshadow or telegraph to the players what is up ahead so that they can prepare the correct spells.

For example, if a GM wants his villain to teleport the PCs to the middle of a desert as a means to get them out of the way while he assassinates the prince he can do this in 4e as a complete surprise and still know that the PCs will be able to use the Endure Elements ritual to cover 5 PCs as long as they have mastered the ritual and got 20gp worth of components on them.

In 3.x the GM would have to really hint at such a fate early on for the magic user to prepare 5 Endure Elements spells or purchase / make 5 such scrolls (costing a total 125 gp / 62.5gp respectively).

That is the sort of thing that I mean by rituals supporting out of combat stuff - they are more readily available for use in 4e.

DarkLightHitomi wrote:
-all these ways of balanceing lightning bolts are changes to the game world itself. There is a difference between the game world, and the game system.

Yep I agree, my examples were in response to your comment that

DarkLightHitomi wrote:
Plausible comes from the world being consistant not the rules of the game. There is no way to have swinging asword be better then slinging lightning bolts. By the very nature of the two, lightning wins.

In a world where magic is more difficult to use, and where the system supports that, there is definitely a way (in fact several as I illustrated) for swinging a sword to be better then slinging lightning bolts, or at least more balanced.

DarkLightHitomi wrote:
I have never lost. Never. Not to the combat instructers, not to the 245 lbs fitness fanatic, I never lost.

Are you referring to physical bouts? If so that is very impressive as I imagine combat instructors are not exactly easy to best. But can I assume then that you have undergone some considerable martial training and that it is not just having a decent brain that allowed you to do that? If not, then perhaps you could give an example of one of the ways that you bested one of the instructors when they were better trained and stronger than you?

DarkLightHitomi wrote:
If the 7 stone guy has brains, he will win.

You seem to believe strongly that this is a black and white, clear cut thing. Seriously, to use an absurdly extreme example to try to get the point across - if Stephen Hawking and Arnold Shwarzenegger (in his prime body building days) were put into a wrestling ring and forced to fight one another, would you really expect Stephen Hawking to win? Even without any wrestling training I would expect Arnie to win myself.

DarkLightHitomi wrote:
adam and brenda, you obviously completely missed my point, there is a difference between not spending money that you have, and spending that money in a different way

No, I think you actually completely missed my point, I was responding to your statement:

DarkLightHitomi wrote:
People have the ability to be many times more intelligent then they commonly are. I see glimses of that intelligence on rare occasions, yet they almost never utilize it not in games nor in life, as though they themselves dont realize its there. What other word is there for not useing what is available to you?

In my example Brenda had something that was available to her; the jaw muscles to chew quicker, the teeth to bite the chocolate rather than let it melt, and the ability to cut up steak while eating a mouthful. And yet, Brenda wasn't using that which was available to her - by your definition she was being lazy. But as I hopefully showed Brenda's unwillingness to use what she had was not motivated by laziness.

Basically, your use of the term "lazy" carries with it an implication as to the motivation for the lack of action that will simply not always be true. If a player isn't applying his intelligence it isn't always because they can't be bothered with the effort:

Sometimes people are playing to the genre, e.g. in a Dead of Night con game I did "dumb jock stuff" because that was my character stereotype, I also purposely had my character get mouthy with the local sheriff explaining out of character to another player "Here is where we alienate the local law enforcement".

Maybe someone is player a barbarian with Int of 7, below average, and they feel to use their own above average intellect to direct their character's actions would be bad roleplaying.

And even when someone doesn't want to put the intellectual effort into the game because they use their brain all day and just want some mindless violence in their game to blow off steam (but wants the system to balance things out), that is not necessarily a bad thing, or something that shouldn't be catered for.

DarkLightHitomi wrote:
one, I never said it was bad wrong fun, to have balanced games, and even said that playing lazily (regardless of how you define the term) was a perfectly acceptable and legitimate way of playing

Not explicitly, but the content of your posts did seem to imply that, with such choice comments as:

DarkLightHitomi wrote:
The only time balance is noticed is when people are being lazy

...and...

DarkLightHitomi wrote:
well of course not everyone is like me, but they certainly have the potential to be, but instead they stick their heads in sands and complain about getting sand in ther eyes.

Anyway...

DarkLightHitomi wrote:
and I just wished that it wasnt always the center of discussion with rules.

I think this is the root of your issue, you feel that because balance isn't an issue for you, that it should not be discussed as much as it is, or be seen as the "Holy Grail" of game design.

The thing is, if so many people are discussing it, it would appear to be important, and if it is so important, maybe is should be discussed.

And whilst I think design teams see balance as important, I don't necessarily think that it is a goal that sit above all others.

By all means put forth a different opinion, an alternative to having a system balance things out, but try to do so in a way that doesn't (intentionally or unintentionally) belittle those who don't play your way - choose your words carefully. That is all I ask.


DarkLightHitomi wrote:
-a question to consider, what is your goal in playing the game?

To take a break from the rigors of every day real life and enjoy some time with friends playing make-believe. Beer would be nice, also.

DarkLightHitomi wrote:
-I am 130 lbs, in the army and was the lightest person (well there one girl who weighed only 124, but was only in my unit for a short time) and in three years, I have never lost. Never. Not to the combat instructers, not to the 245 lbs fitness fanatic, I never lost. If the 7 stone guy has brains, he will win. This particular point comes from experience.

At what? Checkers?

DarkLightHitomi wrote:
I.e., indiana jones, when he stole the stones from the temple of doom, he had a pistol yet he only shot one guy, and that was only because harrison ford was sick that day and ad libbed after messing up several takes. If he had a pistol with ammo, why didnt he use it more? Because it would have been bad for the story.

Indiana was attempting to be stealthy through most of the "Temple of Doom", and firing off a pistol would have been extremely loud and drawn unwanted attention to his position.

And the scene to which you are referring, in which he shoots the swordsman, is actually from "Raiders of the Lost Ark".


DarkLightHitomi wrote:

You kinda missed the point. What if I want to end combat in some other manner, such as dominating my attacker, or intimidation, or sneak around to avoid the fight. How do you balance that? The only way to be balanced is to remove the dominating and intimidation options, because there is no mechanical way to balance it to your combat options.

Besides, how powerful those abilities are depends on your use of them. If option three could be used without suffering a return attack because of intelligent use of environment, is the ability OP? Or is it simply useing the environment intelligently to take advantage of your selected abilities?

You can actually measure the effectiveness of any particular skill or ability or effect on a game by running the game with and without the skill, ability, or effect around 4000 times each (with and without) averaging the results and then contrasting the effects on the game. Things like how many HP were lost, how much daily resources were used, how many rounds the combat took, etc...etc...

Then you can compare the difference with the results of other tests like comparing the outcomes of a high damage attack versus paralyzation or something like that.

In that way you can measure the effects on the game. Is it worth it and will anyone actually take the time to do this? Probably not...


Steve Geddes wrote:
Tequila Sunrise wrote:
I was just confused as to what house rules have got to do with anything.

If I were to add some self-imposed penalties to some of the options in a balanced game (as you whispered) I'd be houseruling it to get around my issue with it.

You can always houserule a game to make it closer to what you like, but that doesnt change the fact that the hypothetical balanced game, as written, doesnt suit my preferences (contrary to lokiare's intimation that it shouldnt matter to me).

You can always choose inferior options if you want. If you want a near sighted archer you could choose a class that is not proficient with a bow in 4E and end up with a virtual loss of +2 to +4 depending on the type of bow to attack meaning you will miss around 10% to 20% of the time over a character that is built to use a bow. Then you can say your character is near sighted or whatever. You can easily do these kinds of things within the rules of 4E...


DarkLightHitomi wrote:

@Mathew

-What you are talking about aren't discrepencies. And consider the reasons why many GMs like 4e for storytelling, they like the lack of rules for out of combat things. With fewer rules they dont feel constrained to follow them. A lack of rules isnt balance, its freedom for the GM to do something they desire without feeling like they are fixing things. A GM can legitimately make the same call in either 4e or 3.x, but appearently they feel relunctant in 3.x because there are rules already thus it feels like fixing things, but in 4e the rule doesnt exist so its not fixing something, so doing the exact same thing is somehow more acceptable to them. Took me awhile to catch on to this one.

-Dont see how you can possibly have a +20 at second level, not without some ridiculous allowences by the GM, such as having really high point buy for stats plus really crazy synergizing magic items. Of course if its magic items, then its not the character, its the item.

Really starting with a +4 from ability plus 5 max ranks, plus assuming human so two feats and those being persuasive +2 and skillfocus +3 and still get only 14. Thus if you are playing with people having 20+ for bonuses your GM better not be complaining cuase its their choices that are allowing it.

-just because a system works doesnt make the world plausible. Plausible comes from the world being consistant not the rules of the game. There is no way to have swinging asword be better then slinging lightning bolts. By the very nature of the two, lightning wins. There are limits to what can be done with pointy sticks, this world knows well what those limits are. If you want magic to overshadow pointy sticks, then you must make magic subtle and weak, incapable of manipulating large base energies. You cant have it both ways, you cant have powerful awesome magical effects while being weak enough to be overcome by pointy sticks.

I have never read a fantasy in which magic didnt do more then pointy sticks. Some didnt use magic to its potential, but...

Most of your reasons are based on a flawed understanding of real world physics.

For instance why don't we use lightning guns instead of knives and swords in real life? The answer is that lightning follows very specific rules, such as going to ground at the earliest opportunity rather than going toward a person. You can create a lightning gun that works, but it only works because it runs at the exact frequency of a human bodies conductivity and nothing around it can overcome it. In other words it only works in non-metal non-conductive buildings and it hits the closest person in the room regardless of where its aiming. If the Lightning Bolt spell worked like that it would be more realistic.

Lightning Bolt
3rd-Level Evocation

A bolt of lightning shoots from your fingers and slams into the nearest conductible surface.
Effect: A bolt of lightning that deals 6d6 lightning damage shoots from your fingers hitting the closest conductible surface (metal, glass, armored people) if it hits a creature, that creature can make a Dexterity save to feel the static electricity and to dodge behind another creature or object causing the damage to go to another creature or object. They move 5 feet as a reaction if they succeed at their save. This spell does not work underwater, in fog, or during a rain. If the floor nearby walls or ceiling are made of a conductive surface this spell is wasted (since the bolt will travel toward the floor, ceiling, or walls). When casting this spell at a distance greater than 5 feet from your targets, you must roll a random spell casting check to see if you can force the bolt to stay away from the ground, ceiling, or nearby walls. The DC for this check is 5 for every 5 feet of the closest target (creature or object made of a conductible material).

Now if that were what the spell was then yeah, you could say a lightning bolt is more powerful than a sword swing, but in reality a bullet (which is a highly advanced sword swing) is much more efficient and more universally useful...


lokiare wrote:
Steve Geddes wrote:
Tequila Sunrise wrote:
I was just confused as to what house rules have got to do with anything.

If I were to add some self-imposed penalties to some of the options in a balanced game (as you whispered) I'd be houseruling it to get around my issue with it.

You can always houserule a game to make it closer to what you like, but that doesnt change the fact that the hypothetical balanced game, as written, doesnt suit my preferences (contrary to lokiare's intimation that it shouldnt matter to me).

You can always choose inferior options if you want. If you want a near sighted archer you could choose a class that is not proficient with a bow in 4E and end up with a virtual loss of +2 to +4 depending on the type of bow to attack meaning you will miss around 10% to 20% of the time over a character that is built to use a bow. Then you can say your character is near sighted or whatever. You can easily do these kinds of things within the rules of 4E...

Yeah, I know. I didnt mean to imply I couldnt. I realise that I can always tweak a game to make it closer to what I'm looking for (the same is true for those who prefer a balanced approach and find a game to be unbalanced).

My point was that effort put into balancing a game is not invisible, nor inconsequential to those of us who prefer unbalanced games. That was all.


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In my experience claims that 4E is less "realistic" than 3.5 (or any other version of D&D) are often dubious. Sure, I suppose a fireball in 3.5 is "closer" to a sphere than a Fireball in 4E, that's kinda like arguing that three is closer to a million that two is. Technically true, but neither one is anywhere close. All the authors of 4E did was dispensed with what typically amounted to simulationist pretense in older editions of D&D in order to focus on delivering a better play experience.

Of course, whether or not they were successful is entirely subjective. :)

Lantern Lodge

So much to comment on O.O I will have to pick and choose I guess.

@ matthew

Part of being smart is prepardness. Being a fat couch potato slob is not intelligent, and no strength means your heart doesnt have the strength to pump blood, so of course some strength, and by some strength I mean near average, as in not from a gym but not unhealthy either.

You shouldnt take my comments to extremes. Extremes will always be there but they are hardly helpfull in discussing 99% of cases.

As for what you describe as what you want from games doesnt require balance. Besides even if you play beside smeone who was allowed to break their character, when asked what you do, it doesnt matter if they have +30 and you have +5, you still have a great chance of success, and someone elses chance doesnt change your ability.

Besides, a situation with multiple avenues of success means you can do what you ae good at to move on, but yet you support every character being good enough at everything that they have no weakness such that you only encouter situations with one way to succeed which isbad on the writers and GMs part, and allows you to be lazy, taking the obvious route because you dont have to worry about being weak. What you ask for is god characters.

Next point, so combat magic should be free of charge, but the more commonly used magic should cost more then most nonadventurers make in several months for each use? Making certain spells usable as rituals is fine, making anything not combat focused a costly ritual is not fine and it breaks the IC continuity, what do you think most spellcasters spend their time doing? Why were thise rituals even made, copied, and sold? Adventurers are a tiny part of population, and the "action" sequences of their lives are miniscule compared to the drudgery of everyday. You think zo much work and expense goes into researching the least often used magic without researching more beneficial magic?

Skill challenges are neat but bland and repetative. They also dont reflect the skill very well in most cases, sometimes it works, like for diplomacy, but not for most cases. And at least in DnD each DC represented an actual difficulty compared to an objective standard, 4e doesnt. That is becase then they can let you have all kinds of numbers without it saying anything about your skill compared to anyone else, nor can you make any juxgements about the world based on your results, basically the numbers become meaningless so they can keep adding them to give you that sense of improvement more often while ignoring the world your characters live in. Perhaps this rather lazy approach suits you, but that doesnt make it great, awesome, or the best thing since sliced bread. There is no relation between what is acheived and what is normal for the world and its inhabitants, thus any sense of balance only applies to your party, an illusion of balance.

As for my experience with never being defeated, if other guys get beat up because they are small its because of not just what they know but also what they cant figure out, what they cant see, what they choose to do, and perhaps most importantly what they believe.

Implying tha people would play like me if they lived up to there potential was not intended, but if they lived up to their potential they would understand what Im saying and realize how system balance is nothing but an illusion that shatters under intelligent play of any sort.

@ digital mage

Preperation of magic is something I have always disliked about DnD casters, that however is why I play sorcerers, however, when it comes to daily life for a wizard, the same daily life spells are likely to be used repeatedly and thus be easy choices, its the combat and unusual situations that often require guessing about what to prepare. Of course, combat isnt suiable for rituals.

And while I do like rituals, what I dont like is any and all out of combat magic being rituals including the ones that are likely to be used commonly or repeatedly, except for suddenly being ridiculously expensive by IC normal peopl standards.

As for winning unarmed combat matches, no I dont believe its black and white, I do however believe its closer to black and white then most people are willing to believe. People in general are instinctual creatures they see big muscles and respond instinctually with the belief that guy could easily beat anyone smaller then him. And while they might be true of those who have never expected to face a real fight, anyone trained, or very smart can easily overcome Mr muscles.
No I do not have extensive training, I do have a more disiplined mind which renders pressure points moot, and I use preprogrammed (for lack of better terminology) reponses to avoid strikes and blows while I focus on analyzing my opponant and the environment and update my responses and make offensive attacks based on what I see of my opponant. Using this however requires the intelligence to foresee possibilities and account for them.

As for Benda, you are getting to specific. Its like complaining about useing two fives instead of a ten, you have to back off a bit and look at generalities, the input of effort vs the available options. Taking the option that uses the least amount of effort is lazy unless it is the best of all available options. So when better options are present but someone doesnt pick them, its laziness. Brenda isnt picking a less optimum option.

I did also mention that Im not sure people ralize that they can do better.

My comment about balance being noticed only by the lazy, is quite simply based on the fact that if you arent being lazy in your thinkingthen you would realize tnat tbe choices of the player have orders of magnitude more effect on outcomes then the system, which merely facilitates implementing random chances of failure. This is why a GM is needed because the system has such limits to what it can handle.

I blame video games because in a video game you cant allow options except for those explicitly allowed in programming, thus people get used to thinking in terms of what the system allows rather then thinking beyond that to what the GM can allow.

@
Sebastrd
That is the point that makes being lazy a legitimate way of playing.

At unarmed combat.

Ill have to watch them again but I was pretty sure it was when he was runjing towards the bridge, but in any case, just before the bridge, he had them all chasing him, no need for stealth then. Besides, error or not on my part can you not understand the point I was making?

@ Lokiare
Do that and you will find tactics has a significantly larger effects then abilities and skills.

Choosing inferior options or self imposed penalties is always more difficult then choosing one option but not another. Self imposed penalties are also houseruling in which we come to square one of the whole houseruling shouldnt be needed issue.

Lightning doesnt just go to ground, lightning is when you have two areas, one suffused with positive ions, the other with negative ions, and when a path connects the two. Lightning guns dont exist because we cant remotely produce an area with negative or positive ions. The ground usually has a fair amount of ions somehwere and so occasionally if a path is available it will balance out. It is just like how pressure between two areas will balance out if they can. Lightning just has a harder time connecting two areas to balance out.

Although, why dont modern soldiers use swords? Because the guns invented by intelligent people have ranged, speed of attack, penetration, and ease of use. All of which overcome any disadvantages of guns. Technology is comparative to magic.

Im out of time, ill be back later.

Lantern Lodge

@ bugleyman

What most dont know about 3.x is that most DCs and secondary rules are based on reality. Even carry capacity is based on reality, 3.0 jump DCs are based on reality. People often claim otherwise because they try to make elite individuals as lvl 20 when the max of human ability is lvl 5.

4e does away with any pretense of even trying to compare to reality or plausability not even within the game world itself.


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DarkLightHitomi wrote:
At unarmed combat.

You'll have to forgive me, but I'm definitely not willing to take your word for it.

DarkLightHitomi wrote:
Besides, error or not on my part can you not understand the point I was making?

Your spelling and grammar are so terrible I often find it difficult to understand the points you are trying to make. I find that fascinating given that you constantly seem to be complaining about the intellectual laziness of others.

Liberty's Edge

DarkLightHitomi wrote:
Part of being smart is prepardness.

But preparedness doesn't mean access to infinite resources though. Sometimes people will get caught unprepared, either because it is physically impossible to prepare for every eventuality that you are able to foresee, or because something happens that you simply couldn't reasonably foresee (because you aren't omnipotent).

So yeah, you don't always have, or can't always get, a lever that is long enough.

DarkLightHitomi wrote:
You shouldnt take my comments to extremes. Extremes will always be there but they are hardly helpfull in discussing 99% of cases.

But you are taking things to extremes by saying that Intellect will always overcome Strength. That not using intellect means someone is lazy.

I think most people would happily admit that with the right circumstances intellect could defeat strength in a contest where strength would naturally be an advantage. Also I think people would agree that some people are lazy and don't want to, or feel the need to act smart when roleplaying (even when their character is meant to be smart).

DarkLightHitomi wrote:
Making certain spells usable as rituals is fine, making anything not combat focused a costly ritual is not fine and it breaks the IC continuity

Firstly, sometimes it is considered better to make a game more fun even if it is at the expense of IC continuity.

Secondly, the designers could perhaps have provided a mechanism for having rituals and spells be treated the same. Maybe something similar to the 3.x spell slots system, but allowing spells not prepared as At Will / Encounter / Daily powers to be cast as Rituals costing a certain level of components maybe (10gp x level for At Will / 50gp x level for Encounter / 200gp x level for Daily)

Rituals could be prepared as At Will / Encounter / Daily powers without component cost using the same cost formula, e.g. Consult Oracle, a level 16 ritual with a material component cost of 3,600 gp would have to be prepared in your level 16 Utility power slot as a Daily spell (Daily because the component cost of 3600 / level = 225gp which is closest to the Daily x200 multiplier).

However whilst this could then totally explain how a wizard could cast combat spells without cost, and rituals with cost without breaking IC continuity, if the end result was:
a) players rarely used their At Will / Encounter / Daily powers as rituals (because 200gp to use Sleep as a Ritual that takes 10 minutes to perform makes it impractical)
...and / or...
b) players rarely prepare rituals as powers because it limits their combat options on the off chance that it may come in useful (e.g. Endure Elements as a 1st level At Will power on the off chance that the PCs may get teleported to a desert by the villain)
...then maybe those rules were wasted space in the rulebook but were just enough that it could cause major issues without putting in extra clauses for using as a ritual as a power.

E.g. problems like allowing the Raise Dead Level 8 ritual to be cast as an Encounter power, meaning no one is ever likely to die (note that in Essentials Resurrection was made a level 8 utility power but it was a Daily power and had the extra restriction of only being able to restore to life those who died in the last 24 hours).

Its the same reason there aren't rules for crafting items or running a business - 4e has a very much more focused design that doesn't try to simulate the reality of a whole world, but rather provides the rules to play heroes on an adventure who routinely confront evil with spell and sword.

So in summary, games designers could add rules to justify the focused design of the game in the in-game continuity but it could cause the game design to lose that focus and become bloated with rules that would rarely be used, and create more design headaches for the future.

DarkLightHitomi wrote:
Skill challenges are neat but bland and repetative. They also dont reflect the skill very well in most cases, sometimes it works, like for diplomacy, but not for most cases.

I can see how it might take a little more effort and creativity for some GMs to make some skill challenges work (but then you should be fine with that), but I have found them useful for running investigations (finding who stole a Night hag's Heart Stone), escape attempts (getting out of a Thrane jail, recovering their gear and potentially getting intelligence on the plot) and scouting missions (tracking a courier who had to jump off a lightning rail).

DarkLightHitomi wrote:
And at least in DnD

Um, 4e is D&D :)

DarkLightHitomi wrote:
And at least in DnD each DC represented an actual difficulty compared to an objective standard, 4e doesnt.

Although Essentials did veer more to the way you are saying (which annoys me no end) 4e actually has many objective DCs e.g. for breaking down doors, to listen checks to sensing magic.

DarkLightHitomi wrote:
basically the numbers become meaningless so they can keep adding them to give you that sense of improvement more often while ignoring the world your characters live in.

4e provides guidance on the sort of DCs a DM should use to present relevant challenges to PCs of a certain level. 4e allows the DM to add the fluff that explains why the DC to do that sort of task is that DC.

So if a DM is setting a Hard DC for a PC to make an Acrobatics check to avoid the dangers of a townhouse that is on fire, a level 1 character may face a DC of 15 (using p42) whereas a level 11 character may face a DC of 21 whilst a level 21 character may have a DC of 27!

But that doesn't mean they are facing the same in game challenge but with different DCs, rather the DM can describe the level 1 PC's challenge as being entering the townhouse in the early stages of fire where curtains and a patch of floor where an oil lamp has overturned are ablaze.

The level 11 character however, would be facing a fire much more in progress where the furniture is ablaze, the floor is weakened and patches of the ceiling looks close to collapse. Smoke is hindering visibility.

And the 21st level PC is facing a raging inferno, where smoke makes visibility nil, fire roars from every surface and ceiling beams have already collapsed allowing blazing furniture from the floors above to rain down on the hapless PC.

Where 4e doesn't provide static DCs for tasks it provides guidance on how a DM can assign challenging DCs and leaves the DM to explain that in game.

But maybe some DMs don't want that responsibility to provide that explanation and would prefer the system do it for them - but I imagine you would just consider such DM's lazy, right?

DarkLightHitomi wrote:
Perhaps this rather lazy approach suits you, but that doesnt make it great, awesome, or the best thing since sliced bread.

Hold on, so you are complaining that this design approach is lazy? Why aren't the players and DMs the lazy ones for not putting in the extra intellectual effort to provide the in-game context for the numbers the rules provide?

You seem happy to have player's put in the extra effort to make up for what some see as a system's deficiencies (i.e. a lack of balance) and decry those people who don't as "lazy". But for what you see as a system's deficiencies (providing guidelines for DCs, leaving fluff for the DM) you decry the system's approach as "lazy". Isn't that a bit of a double standard?

BTW I just realised navigating through a burning building would be a great place to use a Skill Challenge, skills like Acrobatics, Endurance and Perception would all be useful.

DarkLightHitomi wrote:
No I do not have extensive training, I do have a more disiplined mind which renders pressure points moot, and I use preprogrammed (for lack of better terminology) reponses to avoid strikes and blows while I focus on analyzing my opponant and the environment and update my responses and make offensive attacks based on what I see of my opponant.

I would love to have seen some of your bouts to see how your intellect compensated for your lack of training and lack of strength (when presumably your opponents had both).

DarkLightHitomi wrote:
Using this however requires the intelligence to foresee possibilities and account for them.

I imagine it requires a bit more than just intelligence, perhaps a bit of experience, some measure of courage and also fairly good reflexes.

I would like to consider myself to have above average intelligence, but I know when I used to do karate and ju-jitsu that my reflexes are crap and so I didn't do particularly well in sparring unless my training was superior to my opponent. My crap reflexes are the reason I don't play video games, preferring RPGs where my reflexes don't matter - just those of my character :)

DarkLightHitomi wrote:
As for Benda, you are getting to specific.

NO I just don't think you are getting the point I was trying to make - maybe I didn't articulate it particularly well.

My point was - having something available to you but not using it to do something doesn't necessarily make you lazy. People have different motivations and reasoning so that what appears to be laziness to one person may not actually be motivated by laziness.

DarkLightHitomi wrote:
Taking the option that uses the least amount of effort is lazy unless it is the best of all available options. So when better options are present but someone doesnt pick them, its laziness. Brenda isnt picking a less optimum option.

And when you accuse other people of being lazy because they want the system to be more balanced maybe you aren't realising that to do as you do is a less optimum option for them.

For the guy who has had his brain fried at work and just wants to blow off some steam by having his half orc barbarian kick some goblin arse, having to put in the extra intellectual effort to make his half orc barbarian do more than mop up the one or two goblins the wizard PC didn't finish off with his first fireball, would mean he wouldn't get what he wanted out of the game - some mindless violence.

By not being "lazy" he doesn't get what he wants, and actually he may be better off simply not playing (he doesn't get the mindless violence but does avoid having to tax his brain some more). He may be better off watching an action movie (some mindless violence, albeit experienced more vicariously, but also no need to think).

But having a game system that balances his half orc barbarian with the wizard would provide a more optimal solution - he can have his fair share of the spotlight and mindless violence, but also not have to put in the intellectual effort.

And of course this also doesn't cover the situations where a player chooses not to use his own intellect because his character has a low Intelligence ability score. Would you really consider this person lazy? If so maybe they would consider you a bad roleplayer for not playing your stats?

DarkLightHitomi wrote:
Although, why dont modern soldiers use swords? Because the guns invented by intelligent people have ranged, speed of attack, penetration, and ease of use. All of which overcome any disadvantages of guns. Technology is comparative to magic.

But I believe (I am rubbish at history) that melee weapons were still used when gun technology was only at the flintlock or musket stage, when speed of attack wasn't so great due to the time to reload.

If a game world's laws of magic (laws that are completely fictional and so can be whatever the designers want them to be) simply prevent the slinging of lightning bolts to be done any quicker than once a minute (and that minute to include chanting, use of expensive material components and gesturing) then swinging a sword can be balanced (overall) with slinging of lightning bolts.

You don't have to sacrifice in game verisimilitude to have magic be balanced with force of arms.

DarkLightHitomi wrote:
What most dont know about 3.x is that most DCs and secondary rules are based on reality [...] People often claim otherwise because they try to make elite individuals as lvl 20 when the max of human ability is lvl 5.

Does it actually say anywhere in the 3.5 core books, or the PF core rulebook, that the maximum of human ability is character level 5? That is a genuine question.

If not, isn't it just as likely that the 3.x rules do away with the pretence of comparing to reality (just as you believe 4e does)? Maybe those who wish the rules didn't do so explain this by ruling that level 5 is the limit of what we know as reality and the rules for stuff past level 5 don't need to compare to reality because those characters have undergone some sort of transformation that means they are beyond human?

Basically, when the 3.x system starts seeming out of whack with reality, do people try to rationalise that by making up arbitrary limits on where "reality" extends in the game? If so why isn't that equally acceptable in 4e?


DarkLightHitomi wrote:
You shouldnt take my comments to extremes. Extremes will always be there but they are hardly helpfull in discussing 99% of cases.

But that is the point - you made an absolute statement, and our point is that it isn't absolute, since we can find examples where it doesn't applies.

Now, you can argue whether those examples are extreme 1% cases or not, sure. But I think you need a lot more evidence if you want to actually claim that your examples are common and typical, while any counter-evidence is extreme and unlikely.

DarkLightHitomi wrote:
As for what you describe as what you want from games doesnt require balance. Besides even if you play beside smeone who was allowed to break their character, when asked what you do, it doesnt matter if they have +30 and you have +5, you still have a great chance of success, and someone elses chance doesnt change your ability.

Except in how it impacts the adventure design. Having a character that trivializes social encounters might mean the DM shies away from using social checks as an obstacle - or simply doesn't bother with making them a challenge, if they know you will bypass them automatically. And, yes, for some players it will feel pointless to try and make a check when someone else will always be so much better than them. Or, worse, has a way to bypass obstacles without rolling - if I have a skill I am good at, but it is never relevant because you can always cast Charm/Fly/etc to bypass the situation, that might prove frustrating.

Now, all that said, *YOU* might not find this to be the case. But again, you can only speak for your own preferred approach, not for others. For myself, and for many of those I game with, part of the enjoyment of the game does derive from being able to contribute to the adventure, and feeling like our concept of our character is properly realized by their capabilities. Imbalance can - and often has - detracted from the game.

If that isn't the case for you, I'm not going to insist you need a balanced game in order to enjoy yourself. But, similarly, I will find it unreasonable - and even offensive - when you insist that we are simply playing the game wrong, and should be perfectly happy with an unbalanced game as long as we played the game in your own, superior way.

DarkLightHitomi wrote:
Besides, a situation with multiple avenues of success means you can do what you ae good at to move on, but yet you support every character being good enough at everything that they have no weakness such that you only encouter situations with one way to succeed which isbad on the writers and GMs part, and allows you to be lazy, taking the obvious route because you dont have to worry about being weak. What you ask for is god characters.

That isn't remotely what we are asking for. I'm having trouble properly picking it apart, since your epic run-on sentence is largely incomprehensible. But from what I can gather, you seem to think we are asking for "every character" to be good at "everything" and have "no weakness".

None of which remotely resembles what we have asked for. Balance is not about making everyone great. Instead - at least for me - it is about keeping a reasonable distance between being good and being the best. It is about avoiding having one character with an ability (spellcasting) that can trump all the capabilities of the rest of the party, and not having properly designed limitations and downsides to that ability.

The only one who has talked about god characters and characters without weaknesses is you. If you feel otherwise, or feel that we have miscommunicated our desires, feel free to provide actual quotes so that we can provide clarification.

DarkLightHitomi wrote:
Next point, so combat magic should be free of charge, but the more commonly used magic should cost more then most nonadventurers make in several months for each use? Making certain spells usable as rituals is fine, making anything not combat focused a costly ritual is not fine and it breaks the IC continuity, what do you think most spellcasters spend their time doing? Why were thise rituals even made, copied, and sold? Adventurers are a tiny part of population, and the "action" sequences of their lives are miniscule compared to the drudgery of everyday. You think zo much work and expense goes into researching the least often used magic without researching more beneficial magic?

As I mentioned early, I prefer a magic system where magic is potent but has significant limitations. As for the ritual system, I think the cost issue is a problem, but that has to do with the 4E economy as a whole, rather than any problem with rituals themselves. I fail to see any way in which rituals break continuity.

Why would a spellcaster sell rituals? Well, presumably because someone is willing to buy them. If you have a setting in which that isn't the case, feel free to run a low-magic game and make the appropriate tweaks to the rules for doing so. I did just that - my last 4E campaign featured rituals prominently, but they were never simply for sale in town - instead, they were treasure that PCs acquired by plundering the laboratory of evil wizards, or so forth.

Yes, you can invent a setting and reasons why rituals would seem out of place. But, honestly, the same is true with magic items and consumables in many editions of the game. In 3.5, you certainly need to take some steps to handwave away the reasons why NPC item creation and PC item creation are seemingly functioning on different economic scales.

DarkLightHitomi wrote:
Skill challenges are neat but bland and repetative. They also dont reflect the skill very well in most cases, sometimes it works, like for diplomacy, but not for most cases.

Well, that might have been the case in your game. In mine, that wasn't so. I will definitely admit that running and designing skill challenges well can be a difficult skill. But when the system works, it provides quite a bit of value. I suggest that if you have someone who is running bland and repetitive skill challenges and is forcing skills to work in non-intuitive fashion, that they are probably trying to force the skill challenge system to work in places where simple skill checks might be more appropriate.

DarkLightHitomi wrote:
And at least in DnD each DC represented an actual difficulty compared to an objective standard, 4e doesnt.

You are flat-out incorrect. 4E provides direct, static DC values for many skill checks, just like in 3.5. It *also* provides a scaling DC chart for situations that are more free-form. If you want the DC to climb a rough surface like a brick wall, you can consult the static DC listing (DC 20) and use that.

If, instead, you have a more free-form situation where a PC wants to scale the back of an enormous earth elemental that is currently engaged in titanic combat with a dragon... well, that is where you might want to look up the scaling DC chart. Assuming that you feel that is a challenging situation to succeed at, you might use the Hard DC listed, and use the elemental's CR to provide the level.

That is one of the things people often miss, by the way. The scaling DC chart that is based on level? The intent isn't for you to always use the level of the PCs, and thus always have the chalenge scale exactly to them. The goal is to use whatever the appropriate level would be for the challenge / skill / stunt / etc. Now, often, the PCs will be in level-appropriate situations where the level will be close to their own. But nothing says that has to be the case.

DarkLightHitomi wrote:
That is becase then they can let you have all kinds of numbers without it saying anything about your skill compared to anyone else, nor can you make any juxgements about the world based on your results, basically the numbers become meaningless so they can keep adding them to give you that sense of improvement more often while ignoring the world your characters live in. Perhaps this rather lazy approach suits you, but that doesnt make it great, awesome, or the best thing since sliced bread. There is no relation between what is acheived and what is normal for the world and its inhabitants, thus any sense of balance only applies to your party, an illusion of balance.

Well, I might again take offense to you making assumptions about our gaming styles and calling them lazy. Fortunately, your claims seem routed in completely misunderstanding the 4E rules and willfully ignoring how they work and what they represent.

Giving that the scaling DC system is *explicitly* about measuring your skill compared to everyone else, and that we *also* have hard numbers available to describe what is normal for the world and its inhabitants, I'm going to find your arguments here to be pretty much completely invalid.

Now, that doesn't mean you need to like scaling DCs or enjoy your use. If you prefer static numbers all the time, that is perfectly fine. But 4E provides both static numbers and scaling DCs, and many of us find the 'page 42' DC chart to be a very useful tool in running games. But, again, you seem unwilling to accept that others might prefer different styles of gameplay to your own, or that there might be any valid reasons for them to have those preferences.

DarkLightHitomi wrote:
Implying tha people would play like me if they lived up to there potential was not intended, but if they lived up to their potential they would understand what Im saying and realize how system balance is nothing but an illusion that shatters under intelligent play of any sort.

Wow. "I didn't mean to imply that my approach was better than anyone else. But, that said, if people were as smart as me, they would realize that their opinions are wrong and the result of being stupid players."

I... honestly, I don't think I've ever seen such blind arrogance and willful ignorance in discussions like this before. I will give you credit - you are a civil poster, and all the insults you have offered in your discussion appear to be accidental rather than intentional.

But to claim that those who prefer a balanced system are doing so only because they aren't intelligent enough to see things on your level - to be so incapable of even considering the possibility that other opinions and approaches might be valid - is just staggering.

DarkLightHitomi wrote:

Preperation of magic is something I have always disliked about DnD casters, that however is why I play sorcerers, however, when it comes to daily life for a wizard, the same daily life spells are likely to be used repeatedly and thus be easy choices, its the combat and unusual situations that often require guessing about what to prepare. Of course, combat isnt suiable for rituals.

And while I do like rituals, what I dont like is any and all out of combat magic being rituals including the ones that are likely to be used commonly or repeatedly, except for suddenly being ridiculously expensive by IC normal peopl standards.

You know (in entirely a side discussion here), you may want to look into the approach that D&D Next is taking. Spellcasting memorization has relaxed a bit - effectively, at the start of the day, the Wizard (or Druid, or whomever) chooses what spells to 'know' for the day. And throughout the day, can cast whichever of those spells they wish, using the appropriate spell slots.

So instead of a Wizard saying, "I have three 1st level spell slots, so memorize 1 Magic Missile, 1 Shield, and 1 Charm Person spell", they would say, "I have memorized Magic Missile, Shield, and Charm Person, and then can cast 3 magic missiles, or 1 of each spell, or 1 shield and 2 charm person, or whatever combination or those spells that they so choose.

Meanwhile, the way rituals work is that rituals are simply a variant form of spellcasting. Instead of the limitation being cost, the limitation is instead time - but the benefit is that if you cast a spell in a ritual fashion, it doesn't use up a spell slot. So if you have memorized the Alarm spell for the day, you could use a spell slot to cast it normally - or you could cast it as a ritual, which doesn't use up a spell slot, but takes an extra 10 minutes to cast.

Anyway, not particularly relevant to the discussion, but it did seem like the D&D Next approach was rather in line with your thinking, so I figured I would mention it.

DarkLightHitomi wrote:
My comment about balance being noticed only by the lazy, is quite simply based on the fact that if you arent being lazy in your thinkingthen you would realize tnat tbe choices of the player have orders of magnitude more effect on outcomes then the system, which merely facilitates implementing random chances of failure. This is why a GM is needed because the system has such limits to what it can handle.

I will continue to find your assumptions about the rest of us to be inaccurate and condescending.

Look, I recognize that even in an imbalanced system, the choices I make as a player can overcome those imbalances and correct for them. I also recognize that a good DM can make adjustments to fix many problems inherent in a gaming system.

But that doesn't mean we should have to make those fixes on our own. Having a system that addresses those problems from the start leaves us with more time to focus on characterization and gameplay. If it is 'lazy' to prefer a system that is superior for our desired style of gaming, and that lets us focusing on enjoying the game rather than fixing the system... then sure, you win, you can call us lazy.

DarkLightHitomi wrote:
I blame video games because in a video game you cant allow options except for those explicitly allowed in programming, thus people get used to thinking in terms of what the system allows rather then thinking beyond that to what the GM can allow.

That's actually an interesting point, though I don't think it has anything to do with video games - I've seen this sort of behavior in gamers who have never touched a video game in their life. This is actually one of the reasons I lost interest in 3.5 - too often, it felt like the system discouraged thinking outside the box or being able to do anything other than the options directly presented to them.

4E (at least for me) took a step back and seemed to encourage this style of play (with the emphasis on stunts and free-form challenges), and provided the DM with guidelines to help resolve events that aren't written on the page. Indeed, I found that if your group embraced this, then skill challenges and the like could turn into engaging and elaborate activities that could go on for an entire session. If your group couldn't wrap your head around this, then it was very easy for them to turn into slogs in which everyone just says, "I find a way to roll diplomacy" and never bothers trying to describe their action.

So... I agree that it is a concern. I don't think it is one that has any real origin in video game exposure, though, or one that is only a flaw in certain systems. And, indeed, for some groups it might even be simply how they prefer to play, with all of the rules explicit and clear, and I can't find anything wrong in that.

The key, of course, is ensuring that everyone in a group, and the DM, are on the same page. If a group doesn't want a freeform skill challenge, the DM can just leave those elements out of their game. For myself, where such a thing can be an impetus to unexpected adventures, having a system that embraces such an approach was very welcome, and one of the biggest strengths of 4E for me.

DarkLightHitomi wrote:
What most dont know about 3.x is that most DCs and secondary rules are based on reality. Even carry capacity is based on reality, 3.0 jump DCs are based on reality. People often claim otherwise because they try to make elite individuals as lvl 20 when the max of human ability is lvl 5.

You are going to need to show your work here, because I don't think anything involving D&D ability scores or skill checks are remotely realistic. They are a complete abstraction, and I am going to need serious evidence to convince me otherwise. We don't even need to go beyond level 5, by the way. (Although why you would claim that the D&D rules are based on reality, and then claim that they breakdown only a fraction of of the way into the game, kinda shows the problem in your argument in the first place.)

DarkLightHitomi wrote:
4e does away with any pretense of even trying to compare to reality or plausability not even within the game world itself.

Once again, 4E includes static DCs are skill checks. It includes rules for carrying capacity. It includes Jump DCs based entirely on distance.

I recommended earlier that you familiarize yourself with Lord of the Rings and other classic works of fantasy in order to realize why your claims of how magic 'is realistically supposed to work' was so at odds with the portrayal of magic within the fantasy genre.

Now, I'd like to also recommend you familiarize yourself with the 4E rules system, since it sounds like a lot of your arguments against it are rooted in assumption about how it works, rather than actual fact.


DigitalMage wrote:
But preparedness doesn't mean access to infinite resources though. Sometimes people will get caught unprepared...

...unless they're Batman. ;)


I always thought 3.5, and by extension as a carbon-copy game, Pathfinder, was a very broken rule system. We played 3.x for years, and the whole time understood how broken it was...especially prestige class abuse.

Since 4E has well defined, balanced rules...it gives more control of the story to the player. The player knows what to expect when they want to do something, rather than trying it and seeing what the DM makes up for difficulty. As such, 4E promotes better roleplaying and group storytelling.


theroc wrote:
I always thought 3.5, and by extension as a carbon-copy game, Pathfinder, was a very broken rule system.

I have my issues with both 3.5 and Pathfinder as well, but neither one of them can reasonably be called "broken."


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bugleyman wrote:
theroc wrote:
I always thought 3.5, and by extension as a carbon-copy game, Pathfinder, was a very broken rule system.

I have my issues with both 3.5 and Pathfinder as well, but neither one of them can reasonably be called "broken."

I'm with you on this. The system can be broken, but that's by systems built on top of systems (I'm looking at you spellcasting), and by combinations never considered by the devs. At its heart though, I don't think the system is broken.


DarkLightHitomi wrote:

@ bugleyman

What most dont know about 3.x is that most DCs and secondary rules are based on reality. Even carry capacity is based on reality, 3.0 jump DCs are based on reality.

Really... so, one time in 20, a completely average, untrained, non-athlete can jump 20 feet? Abd in the next attempt only be able to jump 1 foot?

Honestly, the jumping figures, like pretty much everything else in D&D were an ass pull. They look fine at a glance, but the system itself fights realism. Then again, any game which had hit points has no business talking about realism.

Now, as for those who balance is unnecessary, how many are willing to take a 1st. level commoner into a dungeon with a 12th level group? Come on, I'll be happy to run an online tour of Pathfinder adapted Tomb of Horrors, and one lucky person can demonstrate how brilliant playing can compensate for a mere 11 levels and character attributes.

Shadow Lodge

If Albert Einstein fights Conan, the only impact that Einstein's brain will make is when it splatters on the ground.


ericthetolle wrote:


Now, as for those who balance is unnecessary, how many are willing to take a 1st. level commoner into a dungeon with a 12th level group? Come on, I'll be happy to run an online tour of Pathfinder adapted Tomb of Horrors, and one lucky person can demonstrate how brilliant playing can compensate for a mere 11 levels and character attributes.

It's not that I think I "play brilliantly" (quite the opposite, in fact). I don't think balance matters, but that doesn't mean a level one commoner can survive a dungeon built for twelfth level PCs. It means I don't mind being the lousy twelfth level fighter with crappy stats and suboptimal equipment in a twelfth level party with super wealthy wizards, clerics and so forth.

I've played a merchant who hired the other adventurers to protect him before. They had combat skills, I had wealth, influence, information and social skills. We weren't "balanced" (no doubt the spell casters could have out socialled me) we just played different roles.


The point of a balanced system is NOT that it is balanced. It is that there is a balanced baseline. From there the players and GM can unbalance it to their hearts content. Pathfinder is difficult for some people because by level 5 you can have characters that are really well optimised and some really badly built characters. And that is never fun, your character is doing less well than others because you didn't know how to build it. Sure some, like Steve above, have fun intentionally playing dump characters. But note the intent.

Why I love 4e is that I can have players build characters and be very sure that they will all have the ability to contribute to the story. And then I go about intentionally unbalancing the party. In my latest campaign the ranger has just had his companion awakened, I have essentially statted it up as an artifact level of power, and it now acts as if it was a separate PC. I have now given that PC two turns per round of combat. And I did it knowing all the implications of that decision.


Contribution to story not equal to, nor even dependant on, power level.

Ill respond to the other after work, depending on whether my connection actually works.


Alan_Beven wrote:
The point of a balanced system is NOT that it is balanced. It is that there is a balanced baseline. From there the players and GM can unbalance it to their hearts content. Pathfinder is difficult for some people because by level 5 you can have characters that are really well optimised and some really badly built characters. And that is never fun, your character is doing less well than others because you didn't know how to build it. Sure some, like Steve above, have fun intentionally playing dump characters. But note the intent.

That's a good point, although I still dont think it matters (to me anyhow). We just dont make that same comparison as to how much we're "contributing" vs how much everyone else is that seems common in these kinds of online discussions.


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GM DarkLightHitomi wrote:
Contribution to story not equal to, nor even dependant on, power level.

It's obvious that your disagreement hinges on differing definitions of "contributing to the story". Why not do yourself a favor and make that the focus of the discussion?

Misrepresenting Alan_Beven's implied definition of contribution in order to drive your anti-balance agenda isn't going to convince anyone.

I'll also point out that using non-mechanical, role-play focused contribution as evidence when we're discussing D&D is disingenuous. If non-mechanical, role-play based gaming is what you're going for, there are plenty of more free-form systems out there to use. Part of the appeal of D&D is the mechanics, therefore inability to contribute mechanically is a valid concern.

Consider that the core of D&D is the six attributes, attack vs. AC, Vancian casting, saving throws, etc. In other words, the mechanics are what make it D&D. Take away any of those and you're playing something else. It stands to reason that when playing D&D, one ought to expect the ability to contribute through those mechanics. Saying that one can contribute outside of those mechanics, while true, completely misses the point.


Clearly you dont understand me. I love dnd, it is very useful and mostly plausable, really the three changes I would make to it would be to go classless, add bellcurve instead of straight d20 and to use spontaneous casting instead of the misnamed vancian casting, or perhaps something truly vancian.

Really, I dont think it would be very noticable IC at all.

I think the big difference here, is I want the rules and rulings to reflect the world, while I believe others want the world to reflect the rules, the suggestion of altering casting times for example is clear that the IC world is less important then their rules balance. Instead of portraying a character who is trying to figure out a way to contribute they want to change the rules to let their "underpowered" characters contribute along the lines of concepts and ideas based on a world with no magic whatsoever, and in no fashion even comparable to the world their characters exist in.


GM DarkLightHitomi wrote:


I think the big difference here, is I want the rules and rulings to reflect the world, while I believe others want the world to reflect the rules.

Ooo, I love this definition (I may have to steal it) as it reflects precisely the way I like to play.

When playing an RPG, I decide what my character is doing, and then use the rules to determine whether or not it succeeded, and to what to degree. At no point do the mechanics enter my mind until I've made the decision of what the character is doing.

Liberty's Edge

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GM DarkLightHitomi wrote:
I love dnd, it is very useful and mostly plausable, really the three changes I would make to it would be to go classless, add bellcurve instead of straight d20 and to use spontaneous casting instead of the misnamed vancian casting, or perhaps something truly vancian.

Whilst adding more of a bellcurve to the dice rolling may not be too big a deal (Sarah Newton elected to do that in her Monsters and Magic) I think doing away with Classes would be a dealbreaker for many people making such a game "not D&D"; and to some extent also getting rid of Vancian casting.

A lot of people said 4e didn't feel like D&D because of the rules changes it made and yet it had classes and sort of vancian casting (Wizard Daily Spells that could be prepared).

GM DarkLightHitomi wrote:
I think the big difference here, is I want the rules and rulings to reflect the world, while I believe others want the world to reflect the rules, the suggestion of altering casting times for example is clear that the IC world is less important then their rules balance.

You are correct to some degree, however I am used to there not being a single D&D "world", rather we have Eberron, Faerun, Athas, Golarion etc, so when you say that you "want the rules and rulings to reflect the world", I would ask "which world?"

For me, changing the rules to fit a setting is pretty normal*, and to be constrained to not make any changes whatsoever would straitjacket the creativity of some writers. Sometimes I wish the writers would bend the rules even more than they have!

Straying away from D&D, all those different types of rules can be made and result in a great "world". Earthdawn is a prime example of how to take all the tropes of D&D and explain them in setting, and also bring about a bit more balance by changing how magic works (having to weave threads that takes time).

*Some examples of D&D rules changing to fit the setting:

In Eberron Clerics don't have to have the same alignment as their deity to allow for more corrupt churches and it also introduces Action Points to make play more cinematic.

In Dark Sun, arcane magic defiles the land and Paizo in their 3.5 conversion for Dark Sun made significant changes to the base races, making them all +1 Level Adjustment.

Freeport adds in Insanity Points and new Madnesses.


GM DarkLightHitomi wrote:

Clearly you dont understand me. I love dnd, it is very useful and mostly plausable, really the three changes I would make to it would be to go classless, add bellcurve instead of straight d20 and to use spontaneous casting instead of the misnamed vancian casting, or perhaps something truly vancian.

Really, I dont think it would be very noticable IC at all.

I think the big difference here, is I want the rules and rulings to reflect the world, while I believe others want the world to reflect the rules, the suggestion of altering casting times for example is clear that the IC world is less important then their rules balance. Instead of portraying a character who is trying to figure out a way to contribute they want to change the rules to let their "underpowered" characters contribute along the lines of concepts and ideas based on a world with no magic whatsoever, and in no fashion even comparable to the world their characters exist in.

I don't buy that argument. A huge part of DnD is combat, skill checks and casting magic spells for most groups out there. Of course there are plenty of other play styles out there, but the mechanics of DnD is what makes it DnD. Of course anyone can contribute to the story non-mechanically. What I think works well in 4e is that it's very hard to make poor decisions about mechanics and have your character underperform against the game mechanics. In essence, system mastery is a bad idea. I have no ideas how that leads to your above conclusion about the interaction with the world. The mechanics should be reflected in the setting and be reflective of the setting.


Steve Geddes wrote:
Alan_Beven wrote:
The point of a balanced system is NOT that it is balanced. It is that there is a balanced baseline. From there the players and GM can unbalance it to their hearts content. Pathfinder is difficult for some people because by level 5 you can have characters that are really well optimised and some really badly built characters. And that is never fun, your character is doing less well than others because you didn't know how to build it. Sure some, like Steve above, have fun intentionally playing dump characters. But note the intent.
That's a good point, although I still dont think it matters (to me anyhow). We just dont make that same comparison as to how much we're "contributing" vs how much everyone else is that seems common in these kinds of online discussions.

Yep I agree for some groups it's irrelevant. My games feature tons of mechanical interaction (combat etc) and on multiple occasions I have had to alter players characters for them as poor choices made while playing Pathfinder has led to situations where some players were doing 80-90 points of damage per round vs some doing 20-30. As stated some people are fine with this, most of the folks I play with have felt disheartened from it.


The main problem I'm seeing with a lot of these arguments is people are putting the cart before the horse.

The D&D 'world' originally was generated based on the mechanics of the chain mail game and then modified during each edition of D&D. For instance Fighters used to be able to try and pick pockets and find traps in OD&D they were called Fighting-Men, but they could do all that and be the face of the party. That was the 'world' of OD&D.

Then when they invented the Thief, suddenly all the sneaky stuff went to them and Fighters could no longer do those kinds of things. That was the 'world' of 1E/BECMI.

At one point 6th level spells were massive world changing events and there was nothing more powerful. That later changed and the world reflected it.

So the idea that you want the mechanics to reflect the world just means you want to go back to an earlier iteration of the game. Which I have no problem with. They can put modules in that cap spells at 6th level and remove the Rogue class altogether. They can have a module that adds in really really broken spells for those that want it, but the core of the game should be balanced as a baseline.


You dont seem to understand the complexity involved. The balancing act isnt something that can be used as a baseline with plug and play modules, becuase many of these are based on the basic assumtions the rules are built around.

If there are spellcasters that can cast spells nearly as fast as fighters can swing swords then wizards will seem OP, of course in such a world no self respecting fighter would ignore magic, instead learning techniques to deal with or even use magic themselves. Fighters dont exist to swing swords they exist to win wars.

Many of DNDs issues stem from having different baselines assumtions for the world and each class, the concepts are not integrated when designed thus they dont mesh well.


I really liked the artwork and design of the covers on all the books.

3.0 / 3.5 was just boring to me. All brown and no flair.


I like the idea of minions. I like "bloodied". I like how you get variant monsters right in the monster manual (instead of just "goblin" you have a few different ones so you can make a nice little squad without loads of prep.)

Encounter design in general looks pretty inviting.

I like the art direction towards the end (essentials books for example).

Sovereign Court

Healing surges are ok.


Fey-pact warlock was fun to play in combat. That is all.

What broke it for me was the bloody skill challenge guessing game. Let's see, we're trying to sway a ghost to give us the password without which we can't proceed. We already used diplomacy. Hmmm... arcana? No, that wasn't one of the skills you could use in this skill challenge, that counts as a failure. Now you need five more successes before one more failure or you anger the ghost and fail... WTF!!!???!!!

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