Page 42: Difference between revisions
1d4chan>NotBrandX (Let's tell people what the fuck page42 actually is.) |
1d4chan>NotBrandX (Page 42 in it's shittastic glory.) |
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[[Category:Dungeons & Dragons]] | [[Category:Dungeons & Dragons]] | ||
Page 42 in the [[Dungeons & Dragons 4th Edition|D&D 4e]] rules is hailed as the diarrhoea centre of the shit twinkie that is 4e. | Page 42 in the [[Dungeons & Dragons 4th Edition|D&D 4e]] rules is hailed as the diarrhoea centre of the shit twinkie that is 4e. | ||
== Show us the fail == | |||
It's Chapter 3, "Combat Encounters," starting the section on "Actions the Rules Don't Cover." | |||
<blockquote>''Your presence as the Dungeon Master is what makes D&D such a great game. You make it possible for the players to try anything they can imagine. That means it's your job to resolve unusual actions when they players try them.</blockquote> | |||
The first suggestion is relatively tame: if it's just a favourable situation, give the players a +2 on their next roll, or combat advantage. If it's a sucky situation, give them a -2. Same old +/- 10% you can find in any other RPG. | |||
The next suggestion is where the slippery slope starts: | |||
<blockquote>''If a character triees an action that might fail, use a check to resolve it.'' [well, duh] ''If the action is essentially an attack, use an attack roll. It might involve a weapon, and target AC, or might just be a STR or DEX check against some AC/Ref/Fort defense. Use an opposed check for anything that involves a contest between two creatures.</blockquote> | |||
So far, so good; the 4e DMG is the "Dungeon Mastering for Dummies" book you've been reading up till now. Now get ready: | |||
<blockquote>''If the action is related to a skill... use that check. If it is not an obvious skill or attack, use an ability check. Consult the '''Difficulty Class and Damage by Level table''' below and set the DC according to whether you think the task should be easy, hard, or somewhere inbetween. A rule of thumb is to start with a DC of 10/15/20 for easy/moderate/hard and add half the player's level.</blockquote> | |||
Half the player's level is what you're supposed to get to make things easier as you level up, but the DM just adds that to the target number for rolling, see, so things never actually get easier. The other half of page 42 talks about "Setting Improvised Damage" and has a chart for how much damage you might do based on the level of the players, and describes how it's about the same or less than what a player of that level could do with their encounter powers. | |||
== Why is this a shit twinkie? == | |||
{{Dnd-skub}} | |||
* To math nerds, this validates how well-organized and thought-out the 4e rules are, making sure that everything is balanced. (Fuck math nerds.) | |||
* To fantasy nerds, this is the final piece of the puzzle where you see that there's little to no difference between the player classes. | |||
* To gamer nerds, it's an admission that the whole "leveling up" mechanic is a swindle in 4e, since you're on the same treadmill and the carrot is always the same distance out of reach from levels 1 through 30. | |||
* To simulation nerds, it's proof that they didn't just round off some corners, they nerfed the whole damn thing. | |||
* Storytelling nerds shrug and say "how is this different from Rule Zero?" and the rest of us tell them to GTFO back to their Vampire LARP. |
Revision as of 21:38, 29 March 2010
This article or section contains opinions shared by all and/or vast quantities of Derp. It is liable to cause Rage. Take things with a grain of salt and a peck of Troll. |
Page 42 in the D&D 4e rules is hailed as the diarrhoea centre of the shit twinkie that is 4e.
Show us the fail
It's Chapter 3, "Combat Encounters," starting the section on "Actions the Rules Don't Cover."
Your presence as the Dungeon Master is what makes D&D such a great game. You make it possible for the players to try anything they can imagine. That means it's your job to resolve unusual actions when they players try them.
The first suggestion is relatively tame: if it's just a favourable situation, give the players a +2 on their next roll, or combat advantage. If it's a sucky situation, give them a -2. Same old +/- 10% you can find in any other RPG.
The next suggestion is where the slippery slope starts:
If a character triees an action that might fail, use a check to resolve it. [well, duh] If the action is essentially an attack, use an attack roll. It might involve a weapon, and target AC, or might just be a STR or DEX check against some AC/Ref/Fort defense. Use an opposed check for anything that involves a contest between two creatures.
So far, so good; the 4e DMG is the "Dungeon Mastering for Dummies" book you've been reading up till now. Now get ready:
If the action is related to a skill... use that check. If it is not an obvious skill or attack, use an ability check. Consult the Difficulty Class and Damage by Level table below and set the DC according to whether you think the task should be easy, hard, or somewhere inbetween. A rule of thumb is to start with a DC of 10/15/20 for easy/moderate/hard and add half the player's level.
Half the player's level is what you're supposed to get to make things easier as you level up, but the DM just adds that to the target number for rolling, see, so things never actually get easier. The other half of page 42 talks about "Setting Improvised Damage" and has a chart for how much damage you might do based on the level of the players, and describes how it's about the same or less than what a player of that level could do with their encounter powers.
Why is this a shit twinkie?
- To math nerds, this validates how well-organized and thought-out the 4e rules are, making sure that everything is balanced. (Fuck math nerds.)
- To fantasy nerds, this is the final piece of the puzzle where you see that there's little to no difference between the player classes.
- To gamer nerds, it's an admission that the whole "leveling up" mechanic is a swindle in 4e, since you're on the same treadmill and the carrot is always the same distance out of reach from levels 1 through 30.
- To simulation nerds, it's proof that they didn't just round off some corners, they nerfed the whole damn thing.
- Storytelling nerds shrug and say "how is this different from Rule Zero?" and the rest of us tell them to GTFO back to their Vampire LARP.