Full agreement with
yogi's post Being mainly a group of roleplayers, they did some pretty nasty talking-through-problems shit with less-blood-frenzied enemies that would be impossible to do in D&D4.
Hell, they kept the alignment-change helm I threw at them god knows when as a random treasure and used it to convert a fucking Medusa to Neutral Good (by talking her into trying it while she was a woman in disguise, a disguise they saw through during one adventure), made the choice permanent with that cleric spell (atonement?) and added her to their team, ruining the climatic boss fight in her lair I had prepared for weeks.
I had to make her weep for her past misdeeds damnit. Ever seen a Medusa weep?
S.L.Acker wrote:I wasn't even going there as summoner/blaster wizards aren't always the ones to watch for. It's the Cleric with 24/7 buffs due to burning those worthless turning attempts to keep spells running all day, add in some magic items that seemed reasonable at a glance and you have something that does what the fighter does better and has magic to spare.
Sorry if it's tangential, but can you be a bit more specific? Never encountered this issue. Always had issues with wizards. Must be that all Rule Benders players I had avoid cleric like plague, but this never happened to me.
Mages scouting with divination and using utility wands to bypass traps and locks is yet another way magic made the game break, or a fairly low level dexterity draining spell that worked sort of like Ray of Enfeeblement being able to three hit dragons. Mages weren't broken because they could spam out fireballs and summons, they were bad because they could replace other characters entirely with a very minimum amount of tweaking.
Yes, but that's an issue only if they have wands and/or staves that let them cast the same spell all over again for 50 times at a ridicule cost (and dragons that were never subjected to a Ray of Enfeeblement in their long life and/or are not smart enough to think of a countermeasure in time with their HIGH int score). Which is stating again "wands/staves are broken", not an issue of wizards per-se.
A non-wanded wizard can be better than a thief/scout/whatever, but only 3-4 times a day (if he is mad enough to optimize himself for that task only, and then suck at wizard-only tasks).
If you start putting tasks that only the wizard can do a fuck about, you force him to use up spell slots to be prepared for that "just in case", and that leaves less slots to steal work to others. That's a group game, and the DM does have much more control on what the players do than most imagine.
All divinations that gave them significant bonuses do have some kind of costly component either standard or I added it (with the sad excuse of removing the XP cost ala Pathfinder, so players wouldn't complain
). And when the supply of diamonds for limited wish is LIMITED (who is giving them rewards huh? the DM!), they won't casually cast it to look around corners.
Making combat more random tends to make the game less fun, because they mean that no matter how smart a player is their character could die to sheer dumb luck. Sure it's realistic, but killing the characters off to something they had no say in and no matter how they prepared couldn't stop tends to be bad game design. Though I suspect it would make fortified armor more worthwhile...
You read the rules linked?
"Wound points cannot drop below 0...
At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying."
and
"A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable.
If the character fails the save, he dies.
If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.
If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.
If the character succeeds on the save by 10 or more, he becomes conscious and disabled.
Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity). "
Dropping to the ground is relatively easier, but dying isn't that easy for the melee class, high fortitude they have.
Anyway, they do have access to resurrection magic one way or another (and mid-high level encounters are supposed to carry significant risk of killing a few characters even in normal D&D 3.5), now fortified armor's price as some sense, this system allows me to avoid the escalation to Bigger Monsters, Bigger Bigger Monsters, The Mother of Bigger Bigger Monsters, the Avatar of the God of the Mother of the Bigger Bigger Monster... and so on that eventually begins to look stupid.
This means that the hits that actually injure them aren't a Gargantuan red dragon's tail sweep, but people with weapons, that on average just injure them and force a retreat at most put them to sleep but not really at risk (so everyone has to rush there and carry away the comrade).
It also means I don't have to dump a fuckton of critters to be a threat and be handled in a smarter way than just "chaaaarge!!!!", so combat when happens is much faster (less opponents to keep track of)
It also makes them more survivable in their first steps into the game, as even the crappy wizard now has around 15 Hp.
At least to us anyway, the "epic" scale of D&D has already bored everyone in my group (sounds like grinding). There are fantasy monsters, but nothing HORRIBLY out of scale sitting at 10 minutes walk from a populated village just because otherwise the 14th level party would have nothing to do. All serious stuff they encounter now has some kind of class levels on top. And generally an organization of some kind to hide behind.
Another positive aspect is keeping them in check. Now they won't survive 10 rounds against the King's personal guard, go figure his 200 6-ish level knights in magic armor. Any 10th level party can easily level the kingdom if you don't start placing silly overpowered guardians that make no sense cost-wise (how did this king of a 50km2 piece of land raise enough funds to buy those adamantium golems?) and archmages at every corner.
Lastly, it's wrong to think they have no say, they know that death could come significantly more easily (especially with sneaky sons of bitches... i mean rogues), so alter their tactics to something slightly more sane than "barbarian activates rage and charges Monster". I've started to see people using cover!
As for BoNS, most players of martial classes loved it. It meant that, while you still tended to be a guy who hit things in combat and had little to do outside of combat, that you finally had cool things to do in combat that didn't involve spiked chains and trip attacks. I mean mages are allowed to do high fantasy stuff for giggles at higher levels, but fighters are stuck being in low fantasy mode because unless you take some crazy feat path you basically just wail on stuff with a chunk of metal repeating the same style of attack over and over again.
Meh, my group never looked at the fighter class well for its uselessness outside combat.
I guess it depends on playing styles, here combat isn't central (although does play a part). So the fighter would read fantasy comics for say 2/3ths of the session time.
The most melee-oriented guy in the group is a barbarian (using spiked chain), the second is the druid.
Grandmaster Jogurt wrote:Whether you build a character whose only real option is to roll a d20 and then 2d6 every round to subtract some hit points from one target or you have a character who's focused on making opponents roll a d20 to avoid death/becoming ineffective can make the game play differently, sure, but people keep passing this off as roleplaying and I think that connection is tenuous at best.
The difference is that D&D 3.5 (and d20 for that matter) can be easily hacked to get what everyone likes out of it without major pains, hacking D&D 4 to do the same is basically down to rewriting significant portions of the core rules.
Having a character that you like, regardless of how that may seem stupid for an outsider, will eventually lead to affection, and possibly turns into trying to play him as a character and not only as a "damage dealing appendage".
If the game does not allow the player-character connection to be established, then no real RPG can evolve.
Then again, if they are too stupid to go outside of the "damage dealing appendage" part of their life, there is little reason to choose a pen-and-paper game over a computer one.