Page 42: Difference between revisions

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[[Category:Dungeons & Dragons]]
[[Category:Dungeons & Dragons]]


Page 42 (and it's copy on page 61) 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 (and it's copy on page 61) in the [[Dungeons & Dragons 4th Edition|D&D 4e]] rules refers to a notorious passage often cited in [[Trolling|D&D edition wars]].


== Show us the fail ==
== What it says ==


It's Chapter 3, "Combat Encounters," starting the section on "Actions the Rules Don't Cover."
It's Chapter 3, "Combat Encounters," starting the section on "Actions the Rules Don't Cover."
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The next suggestion is where the slippery slope starts:
The next suggestion is where the slippery slope starts:
<blockquote>''If a character tries 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>
<blockquote>''If a character tries an action that might fail, use a check to resolve it. 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 until now.  Now get ready:
So far, so good; the 4e DMG is the "Dungeon Mastering for Dummies" book you've been reading up until now.  Now get ready:
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<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>
<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.
Here's where the fun begins.
 
The above quote is so vague that we still can't agree as to what the hell they meant. 3.5e fans interpret it as meaning that DCs continuously increase at the same rate that they gain bonuses to those checks, i.e. an action that required a roll of 10+ at level 1 will always require a roll of 10+. 4e fans argue that the whole chart is just a suggestion to make eyeballing DCs a little easier for the DM. A few retards even decided that this means that a check that had DC 10 when they found it at level 1 will now be DC 14 when they try again a few levels later. These guys are probably trolling and should be ignored.


[[Image:Page42chart.PNG|thumb|center|640px]]
[[Image:Page42chart.PNG|thumb|center|640px]]


== Why is this a shit twinkie? ==
The rest of the page explains the reasoning behind the damage values, which are roughly equivalent to a typical attack or power from somebody of that level. This part is pretty innocuous so nobody cares about it.
 
== Why is this so [[Rage|effective]]? ==
{{Dnd-skub}}
{{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 3.5e fans, this basically renders levels meaningless since the DCs just keep rising arbitrarily as you get stronger.
* 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 4e fans, this is basically just the same scale 3.5e used for most DCs, but with less eyeballing.
* 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.  
* Every now and then some chucklefuck asks "how is this different from Rule Zero?", which starts an even nastier argument.
* To simulation nerds, it's proof that they didn't just round off some corners, they sawed it into a circle.
* 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.


== Did they try to fix this? ==
== Damage Control ==


In the "official errata to the Dungeon Master's Guide" (July 2008).  They lowered the difficulty classes for Easy/Medium/Difficult to 5/10/15 with +1.5/+2/+2 per 3 levels. The mathfags are probably happier, while the rest of us still have a butt-taco on our hands.
In the "official errata to the Dungeon Master's Guide" (July 2008).  They lowered the difficulty classes for Easy/Medium/Difficult to 5/10/15 with +1.5/+2/+2 per 3 levels. This doesn't actually fix the real problem here, and actually makes it worse (now the effective DCs ''rise'' every level). You're best off just ignoring it.


== The Ultimate Question? ==
== The Ultimate Question? ==

Revision as of 21:10, 30 July 2013


Page 42 (and it's copy on page 61) in the D&D 4e rules refers to a notorious passage often cited in D&D edition wars.

What it says

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 tries an action that might fail, use a check to resolve it. 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 until 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.

Here's where the fun begins.

The above quote is so vague that we still can't agree as to what the hell they meant. 3.5e fans interpret it as meaning that DCs continuously increase at the same rate that they gain bonuses to those checks, i.e. an action that required a roll of 10+ at level 1 will always require a roll of 10+. 4e fans argue that the whole chart is just a suggestion to make eyeballing DCs a little easier for the DM. A few retards even decided that this means that a check that had DC 10 when they found it at level 1 will now be DC 14 when they try again a few levels later. These guys are probably trolling and should be ignored.

The rest of the page explains the reasoning behind the damage values, which are roughly equivalent to a typical attack or power from somebody of that level. This part is pretty innocuous so nobody cares about it.

Why is this so effective?

This article related to Dungeons & Dragons is a stub. You can help 1d4chan by expanding it
  • To 3.5e fans, this basically renders levels meaningless since the DCs just keep rising arbitrarily as you get stronger.
  • To 4e fans, this is basically just the same scale 3.5e used for most DCs, but with less eyeballing.
  • Every now and then some chucklefuck asks "how is this different from Rule Zero?", which starts an even nastier argument.

Damage Control

In the "official errata to the Dungeon Master's Guide" (July 2008). They lowered the difficulty classes for Easy/Medium/Difficult to 5/10/15 with +1.5/+2/+2 per 3 levels. This doesn't actually fix the real problem here, and actually makes it worse (now the effective DCs rise every level). You're best off just ignoring it.

The Ultimate Question?

Some people who notice the page number realize what is the true ultimate question.

Q: What will make the most fa/tg/guys rage?

A: Page 42