I suppose you could look at it as a compromise to try and get characters into roleplaying that might otherwise not bother. I know I've had players in my group that just wouldn't roleplay at all. They were walking piles of numbers and if there wasn't a rule to it, they wouldn't do it. They just weren't creative enough. I tried playing a more open ended game with some of them(Numenera) and they got bored because "You didn't have enough moves, or stuff to get at level" not getting that you could do anything you wanted. They just can't think outside the box.Thunderous Cacophony said:I'm looking forward to getting a chance to play the game. I'm with you about Vancian magic; I dislike the micromanaging and that the most obvious trap that D&D designers keep falling into is, "We're making some new wizard feats, lets do ones that expand their repetoire, allow them to have any spell prepared, or otherwise ruin the balance." But I protest over something that hasn't been done in this edition (yet).
I like the added emphasis on flavour, but I disagree that the trait system is a good one. I've always felt that roleplaying is so subjective that tying some mechanical bonus to how 'good' or 'in-character' something is tends to boil down characters to their most base elements. It's the same problem with restrictive alignments; if you and your DM don't agree on whether or not something is Lawful Good, there's going to be an argument.
It goes double when you have something as broad as the ideal of "compassion" and the bonus is Advantage on a attack roll, saving throw, or ability check of their choice- do you gain inspiration dice when you give money to the poor, when you spend your last copper on a shawl for the orphan girl, or is it (as it usually is) a constantly moving goalpost? Similarly, I know plenty of players who will take a "strong drink" flaw, order some liquor at a tavern, and expect an inspiration die. The worst thing to do then (which I have fallen prey to before, more than once) is to then insist they have disadvantage on a Dexterity-based check due to their consumption of alcohol.
I know it's not compulsory, but seeing it written into the basic rules sets my teeth on edge. I've found roleplaying to be much more enjoyable natural when the system stays out of the way, rather than sending mechanical roots into the non-mechanical part of the game.
I think that in these cases, it is best to go with the Fate Core approach. That is to say that if it doesn't make the narrative more interesting, don't mess with it. In a game I ran, I wouldn't hand out inspiration bonuses just because someone played to their character in mundane or insignificant situations. They would have to do so in situations that significantly affect the adventure or cause significant and immediate complications for the character and/or party.Thunderous Cacophony said:I'm looking forward to getting a chance to play the game. I'm with you about Vancian magic; I dislike the micromanaging and that the most obvious trap that D&D designers keep falling into is, "We're making some new wizard feats, lets do ones that expand their repetoire, allow them to have any spell prepared, or otherwise ruin the balance." But I protest over something that hasn't been done in this edition (yet).
I like the added emphasis on flavour, but I disagree that the trait system is a good one. I've always felt that roleplaying is so subjective that tying some mechanical bonus to how 'good' or 'in-character' something is tends to boil down characters to their most base elements. It's the same problem with restrictive alignments; if you and your DM don't agree on whether or not something is Lawful Good, there's going to be an argument.
It goes double when you have something as broad as the ideal of "compassion" and the bonus is Advantage on a attack roll, saving throw, or ability check of their choice- do you gain inspiration dice when you give money to the poor, when you spend your last copper on a shawl for the orphan girl, or is it (as it usually is) a constantly moving goalpost? Similarly, I know plenty of players who will take a "strong drink" flaw, order some liquor at a tavern, and expect an inspiration die. The worst thing to do then (which I have fallen prey to before, more than once) is to then insist they have disadvantage on a Dexterity-based check due to their consumption of alcohol.
I know it's not compulsory, but seeing it written into the basic rules sets my teeth on edge. I've found roleplaying to be much more enjoyable natural when the system stays out of the way, rather than sending mechanical roots into the non-mechanical part of the game.
Actually, a Paladin stopping to heal someone on the side of the road probably should grant an Inspiration Point - D&D has a much more complex resource management system than FATE does, and has a whole host of discrete resources to provide for an emergent gameplay - a Paladin that stops to heal someone is usually trading part of a daily resource - or two! (healing power, and time)Scars Unseen said:I think that in these cases, it is best to go with the Fate Core approach. That is to say that if it doesn't make the narrative more interesting, don't mess with it. In a game I ran, I wouldn't hand out inspiration bonuses just because someone played to their character in mundane or insignificant situations. They would have to do so in situations that significantly affect the adventure or cause significant and immediate complications for the character and/or party.Thunderous Cacophony said:I'm looking forward to getting a chance to play the game. I'm with you about Vancian magic; I dislike the micromanaging and that the most obvious trap that D&D designers keep falling into is, "We're making some new wizard feats, lets do ones that expand their repetoire, allow them to have any spell prepared, or otherwise ruin the balance." But I protest over something that hasn't been done in this edition (yet).
I like the added emphasis on flavour, but I disagree that the trait system is a good one. I've always felt that roleplaying is so subjective that tying some mechanical bonus to how 'good' or 'in-character' something is tends to boil down characters to their most base elements. It's the same problem with restrictive alignments; if you and your DM don't agree on whether or not something is Lawful Good, there's going to be an argument.
It goes double when you have something as broad as the ideal of "compassion" and the bonus is Advantage on a attack roll, saving throw, or ability check of their choice- do you gain inspiration dice when you give money to the poor, when you spend your last copper on a shawl for the orphan girl, or is it (as it usually is) a constantly moving goalpost? Similarly, I know plenty of players who will take a "strong drink" flaw, order some liquor at a tavern, and expect an inspiration die. The worst thing to do then (which I have fallen prey to before, more than once) is to then insist they have disadvantage on a Dexterity-based check due to their consumption of alcohol.
I know it's not compulsory, but seeing it written into the basic rules sets my teeth on edge. I've found roleplaying to be much more enjoyable natural when the system stays out of the way, rather than sending mechanical roots into the non-mechanical part of the game.
For instance, a paladin stopping to heal a wounded traveler would not count, as there is no real drawback or significant gameplay or narrative consequence for doing so. It's simply expected behavior. Insisting on staying behind alone to escort a stranded family to safety from the oncoming orc horde while the rest of the party hastens to the city to answer the local lord's call for mercenaries would count.
Basically, I would use this mechanic as an incentive for the players to roleplay extraordinary characters, not just characters with extraordinary ability score arrays.
Hey,DanielG said:Looks like the basic rules give a pretty good idea of what the final system is like, they actually have more pages than the rulebook in the starter set (110 vs 32). I've only quickly flipped through the starter set rulebook but it looks like it has just enough to run the included adventure using the pre-generated characters; no rules for creating a character in the starter set.
Maybe it depends on the players and/or DM. The Inspiration rules did specify that the rewarded roleplaying should be "compelling," so it seems to suggest something above and beyond simply running your character as defined. I agree with your concern that it should definitely not become, "I know that if I make my character do this, I will get Inspiration," as in the case of ordering a drink at the bar.Thunderous Cacophony said:I like the added emphasis on flavour, but I disagree that the trait system is a good one. I've always felt that roleplaying is so subjective that tying some mechanical bonus to how 'good' or 'in-character' something is tends to boil down characters to their most base elements. It's the same problem with restrictive alignments; if you and your DM don't agree on whether or not something is Lawful Good, there's going to be an argument.
The core rules can be downloaded from the Wizards website.vipLink said:Hey,
i've been looking around but can't seem to find the Core Rules PDF.
Someone mind putting a Link up, it'd be nice if there was one in the article as well.
Looking to get back into D&D and this Review sounds really promising (skipped 4e because everybody seemed to hate it).
There doesn't seem to be much information on what's actually inside the Starter-Set, I was thinking of preordering it, so do you mind giving me a quick rundown of what's inside?
Here you are.vipLink said:Hey,
i've been looking around but can't seem to find the Core Rules PDF.
Someone mind putting a Link up, it'd be nice if there was one in the article as well.
The thing is that Mearls has talked about balancing feats with ability upgrades by making them significantly more powerful than in other editions. Because you only get the occasional feat, which must be balanced against ability scores, they've got a lot of kick. Here's one from an old L&L column:Jim_Callahan said:So... good news, for you, I guess, since feats don't exist apart from an optional rule to displace the by-level stat increases with somewhat level-independent customizations, usually something as simple as adding more skills or proficiencies with maybe a minor bonus.
This isn't the final version, but it seems that feats are definitely much more powerful, combining the power of two or three feats from previous versions. I'm not saying that this is the wrong approach, just that taking that approach is very risky in terms of maintaining long-term balance, because you need feats that are powerful and wide-ranging so people want them, but not too powerful or wide-ranging so that they unbalance the game.Great Weapon Master
You can let the momentum from a deadly attack carry your weapon into another foe.
Benefit: You gain proficiency in heavy martial weapons.
When you make a melee attack with a weapon, you can take a ?5 penalty to the attack roll to double your damage with that attack.
When you score a critical hit with a melee weapon or reduce a creature to 0 hit points with a melee weapon, you can make one additional melee attack as a part of the same action. The attack granted by this feat cannot trigger another attack from this feat.
I'm interested in how you made this work.Rhykker said:Maybe it depends on the players and/or DM. The Inspiration rules did specify that the rewarded roleplaying should be "compelling," so it seems to suggest something above and beyond simply running your character as defined. I agree with your concern that it should definitely not become, "I know that if I make my character do this, I will get Inspiration," as in the case of ordering a drink at the bar.Thunderous Cacophony said:I like the added emphasis on flavour, but I disagree that the trait system is a good one. I've always felt that roleplaying is so subjective that tying some mechanical bonus to how 'good' or 'in-character' something is tends to boil down characters to their most base elements. It's the same problem with restrictive alignments; if you and your DM don't agree on whether or not something is Lawful Good, there's going to be an argument.
In my last major 4e campaign, I had implemented the following roleplaying reward system:
At the end of a session, I would have a private meeting with the players. We would discuss the roleplaying of each player, in turn (the given player would sit out) in order to determine whether they received the Consistent Roleplaying reward and Memorable Roleplaying reward.
If we, as a group, could find three examples of the player running his character in a manner consistent with what we knew of the character from previous sessions, then the player received the Consistent Roleplaying reward. These examples would have to be things that the player actively roleplayed, rather than passively -- eg. roleplaying a quiet character by simply being an un-talkative player is not an example of consistent roleplaying. I understand your concern about this boiling down a character to its basics, but it is important to have those basics established and at the forefront of our minds, because while people do have much greater depth than this, it is the broad strokes, not the detailed ones, that give us a general picture of who someone is.
The Memorable Roleplaying reward, which seems to be more in line with what Inspiration rewards, would be given if the player had some standout RP moment that really showed they were making an effort to enhance the story and be compelling.
Being a democratic process, we actually found a natural evolution of our expectations over the weeks and months -- things we rewarded players for previously would no longer suffice as RP ability developed. This system resulted in every single player becoming a better roleplayer, without question. The good roleplayers became great roleplayers, and the novice roleplayers became good roleplayers. And it was entirely subjective -- we knew each other and our capabilities, and made sure to reward the effort put in.
But maybe I just rolled a 20 on selecting my group of players
1. After the group pow-wow's, I'd then have a private one-on-one with each player, highlighting the takeaways in a positive way. "We saw some good RP out of you early on, when such-and-such, but we felt you kind of shut down halfway through the session." More often than not, the player already knew whether he'd be getting the bonus. "Yeah, I know, I really wasn't in it tonight."Thunderous Cacophony said:I'm interested in how you made this work.
1) You say that the given player sat out while you discussed the bonuses. Did you ever talk to someone who was not getting the bonuses regularly about why they weren't getting it? (or perhaps the bonuses were rare enough that even getting one was a big thing)
2) What exactly were the bonuses? Was it XP, some form of benny, or something else?
3) Did you notice people tracking stuff for their Consistent Roleplaying reward? For example, did someone (or someones) make little notes of when characters were acting 'in-character', tally them up, then say, "Yeah, Jess had 4 moments by my count, so she gets the bonus"? On a related note, would people work to get one standout moment for the Memorable reward, then step back to let other characters take centre stage? Thinking to my own groups, there are some people who like to jump forward all the time and would earn that reward simply by virtue of continual action, while others may spend a couple weeks playing their character well and to the benefit of everyone at the table, without generating one of those standout moments you brag about on the internet.
Sorry, I haven't found that to be the case. Every set of game mechanics has certain assumptions built into it that colour the way the setting works. Rich Burlew helpfully compiled a list of D&D's core assumptions [http://www.giantitp.com/articles/YPgbz2j3PckGjjviJU5.html], among them "Magic is consequence-free". I'll add, every edition of D&D assumes a small band of adventurers of diverse class combinations fighting groups of low-powered monsters or lone high-powered monsters. The combat system handles duels of any sort very poorly, and adventuring with groups of all fighters or all thieves is extremely difficult. And speaking of the cleric class, how often do D&D supplements actually discuss what it means to have an important position in a religion that presumably thousands or millions of NPCs in the game world would believe in? How often is the social power of religious leadership in a world where the gods are demonstrably real ever discussed in D&D game material?Perspicacity said:First off when reviewing a new system weather as a professional or just chatting in a forum like we're doing now talking about RP is a red haring here because we RP the same no matter what system you put in front of us. You wont find RP in any book, because RP is what YOU contribute to the game. It's your piece of the puzzle. Good RP can make up for even the worst mechanics, so when I deride or compliment a system it's purely from a mechanics perspective. Certainly the canonical narrative presented with the game material can help or hurt RP, but using that narrative is completely optional. I don't care if you're playing D&D, Shadowrun, L5R, BESM, Vampire the Masquerade, or Eclipse Phase. The universe is what the GM says it is, not what the book says it is.