violence in the media wrote:
i.e. Why does the Thief get to "climb walls" but the fighter has to "mountaineer"? And what the fuck is the difference? Why does the Elf get to use a sword and cast spell? Why can't I learn to do that?
Don't get me wrong, every game has moments that break immersion, I just remember having more of them in D&D pre-3E. Especially beacuse in those days there wasn't always a clear explaination available of why things were the way they were.
All of those seemingly arbitrary decisions in AD&D were mad for the sake of game balance. I'm not saying they succeeded, far from it. But back in those days, the Thief was supposed to be the one climbing walls, because that sort of thing was the Thief's job and the notion of anyone else ever attempting it was merely an afterthought, because at the time a unified skill system never occurred to the writers. Just like the notion of giving humans their own extra shit never occurred to the AD&D designers, so instead they stuck level limits and class restrictions on demi-humans to give everyone a reason to play humans.
Sashi wrote:
But that doesn't make the 4E system better. 4E is a massive step backward. In 3E everything's complicated because you're pretending like the monsters are actually part of the world, and could conceivably be interacted with in ways other than beating them up for their XP. In 4E they're just XP piñatas that can literally only be interacted with in combat. There are stats for the king if you try to kill him, but if you try to lie to him you just get shunted into the skill challenge rules and the king doesn't even show up for the party.
You're correct in that 4E monsters are basically there to be killed. The designers said so in the various 4E previews. It doesn't mean that interaction with them absolutely can't happen...it merely means that my methods for adjudicating such things wouldn't be very satisfying to you personally as a player. That's fine...it's not as though you're wrong for wanting to have this information.
However, not everyone cares about that level of detail in the rules. Those that do, aren't going to play in a group that won't touch anything but 4E (a lament of mine) and from my perspective, the prospect of having to rule these things based on judgment and by what meager guidelines the game has to offer is far preferable to one where I have to worry about assigning skill points, magic gear and feats to adversaries and NPC's that I create.
Sashi wrote:
It's needlessly complex to treat monsters like PCs, with hit dice and BAB and artificially ballooned Wisdom scores so their will saves are appropriate without wearing a cloak of resistance. It's not needlessly complex to treat monsters like PC's in terms of having a strength score or skill modifiers. These are real things that the monsters should have in order to make it so the players have actual choice and agency other than what method they're going to use to kill them.
This comes down to a difference in gaming philosophies. I mentioned AD&D before, because for the most part these things were handled by the DM pulling rulings out of his/her ass. This method has it's problems, which have been well documented, but in the best case scenario you would have a fair and consistent DM, and players felt like their choices mattered, even without specific rules to govern it.
Anyway, I'm just spitting in the wind here. You win this argument. Rules are objective and DM fiat is not. The fact that I pull rulings out of my ass is an indictment of the system, and my ability to do so is not a logical defense thereof.
However, I will say that I like having players take agency in the games that I run. I like them using their ingenuity to solve problems. I try to encourage and foster this as much as possible, so that each campaign feels like a shared endeavor, rather than me narrating them through my kick-ass story for no other reason than wanting an audience. Despite 3rd edition having a hard-coded framework for accomplishing these things, I personally find doing so in 4E much more fulfilling.