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D&D 4E Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023

Voadam

Legend
I distinctly remember in 3.0 describing my monk with evasion as dodging like Neo in the Matrix the few times it came up:

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Lanefan

Victoria Rules
Well I think the expectation is that any reasonable explanation is accepted. So you're not trying to justify to the DM why it should be allowed rather than vetoed. But I think you do have an obligation to the group to describe things in a cool way.
This still comes down to making the fiction bend to the rules, rather than the opposite; which is a fundamental problem for some.

That this fiction-bending is here put on the player's plate doesn't change what it is.
 

Micah Sweet

Level Up & OSR Enthusiast
I once proposed the idea of a committed action: A reaction that cost you your first action in your next turn. Then, evasion could be a committed move outside of the spell area of effect.

My group was unenthused, at the least.

Evasion is a well, loved, signature ability for dexterity builds. You have a better chance of bearding Smaug in his lair than getting players to give up evasion.
TomB
Its a powerful ability for players. More than anything else, that's why it popular.
 

tomBitonti

Adventurer
Inside a handful of powers did what you're describing billd!

If you don't want the genre tropes embedded in these very few 4e powers, there are easy fixes for this:

* "Hey guys, lets not select (the original Come and Get It) because it bothers my conception of play. These .003 % of powers are easily opted out of, so just select the bajillion others in their stead."

* "Hey guys, my Elites and Solo Wizards and Archers (whatever) are going to have a Trait Better Part of Valor: X is immune to Martial Keyword Forced Movement."


And no I don't accept your framing that I'm "attacking your personal experiences." I'm arguing your general framing of these issues, your explanations, and your understanding of the ruleset (whether that be how the exception-based design works or how to deploy trivial workarounds of these "problems") is the primary factor in these conversations. I mean, we're still having conversations that are illustrating clearly improper understanding and deployment of the ruleset (like Force Movement without Line of Effect or not understanding that Forced Movement into Hindering Terrain gives a Saving Throw to the creature) just like so many of these conversations of yore like "can a fire keyword effect ignite combustible materials?"

No I don't accept partial responsibility for your perplexing hatred (not that you wouldn't like the ruleset...that it would animate you to come to a 4e thread and write posts like this) of a ruleset these 15 years later. I will accept responsibility for saying correct and useful things to you that are helpful to both you, should you decide to play 4e at some point (!), and to any folks who aren't aware of how these things come together and therefore might come to wrong conclusions.
4E dwarves have “Slow and Solid”, which reduces forced movement distances by one. It seems rather powerful, given how much forced movement there is In 4E

Hatred is too strong here: I freely admit that I dislike 4E, for several reasons. I don’t hate it, and wish well to folks who enjoy it. I‘m prepared to explain what I don’t like about it, but really at best I just try to get folks to understand my (and likely other’s) reasons.

TomB
 

Lanefan

Victoria Rules
Hit points
Hit points as written (in every edition) are simply too abstract for what they're being asked to represent.

They can't rationally be explained as is. Kitbashing required to split them into tiers - could be Body-Fatigue, could be Wound-Vitality, could be Bloodied-Unbloodied, or (perhaps better yet) some combination of all those.

Then, write up an explanation of what each tier is modelling, how it interacts with various thing including curing, resting, poison, etc., and how each tier affects character capabilities (if at all).
 

pemerton

Legend
The mechanics of 4e and how important it is to make sure they happen as written is front and center in all the books. I'm fine with adjusting the rules to fit the circumstance. You seem to prefer describing the action to explain the rules. Who's to say which one focuses on the rules more?
Well, when I read and apply the rules of 4e game I get an awesome game of fantasy heroics.

When you do it, you get a game in which combatants are glued to the ground, movement is stop motion, and notionally skilled warriors can't exert any martial influence over opponents three or so metres away.

To me, this seems to make clear who has the better grasp of the fiction-mechanics relationship intended by the game.
 


pemerton

Legend
You know, going back to my Rogue comment, no version of Evasion has ever explained how it works, beyond (it just does) leaving it up to the table to figure it out. Not even what I believe to be it's original version, all the way back in Oriental Adventures.
View attachment 340568
So how come this one has gotten a pass for 39 years but Come and Get It is still a subject of ire?
The earliest version is in the 1978 PHB (p 30):

Monks make saving throws on the table used by thieves. . . . If a monk makes his or her saving throw against an attack form, the monk will sustain no damage from the attack, even if the attack was a fireball, for instance. At 9th level (Master of the North Wind) or higher, a monk who fails to make his or her saving throw will sustain but one-half the total potential damage which the attack form would deliver, if possible. That is, a fireball would do 50% of total damage, but the gaze of a basilisk would still petrify the monk.​
 

More that they should pick one interpretation, stick with it, and show their work while explaining to us how that interpretation functions. Put another way, for each rule there needs to be (up to) two things added*: 1) why this rule exists and 2) how it's intended to look in the fiction based on that underlying interpretation of the physics and metaphysics they're trying to represent.

* - quite a lot of this could be done in a blanket chapter on how the game's physics and metaphysics are intended to work in general.
Ennhh. I think that's a matter of taste. For my money, the fiction of it all is primarliy the province of the DM and the players.

Deciding the fiction is fun and easy. Game balance..less so in both cases.
 


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