Page 7 of 30

Posted: Thu Aug 20, 2009 6:04 am
by Thymos
With the right group, you actually end up with skill challenges being awesome and great roleplaying. With a shitty group, however, they're awful, and with people who don't get it, they're awful. Once you understand them, they're actually okay.
To understand why skill challenges are terrible it needs a certain perspective on creating game mechanics.

The idea is that people will do what makes them best. If stealth is downright superior to hide then everyone will pick stealth and no one will pick hide (unless they were confused). Now either stealth is overpowered or hide is a trap, both of which isn't the best thing for the game. What needs to be understood though is that people will do what the game encourages and rewards them for doing, in this case it's picking stealth over hide.

Skill challenges encourage and reward a single player who has the highest bonus being the only person who participates rolling the same primary skill until he fails or succeeds. This is terrible and to be honest a punch in the face to anyone who likes skill systems.

My experience with skill challenges was in a group that didn't understand the mechanics. They roleplayed it inventively and creatively how it's supposed to work. The result? We failed because we tried to play it in a way that would make it fun instead of just telling the bard to roll diplomacy 9 times.

Skill challenges suck, flat out, no way around it. When I say skill challenges suck btw, I mean skill challenges as RAW, I don't care to argue about whether or not someones house ruled skill challenges suck (even if they don't realize it's a houserule due to how unclear the wording is in the DMG).

Posted: Thu Aug 20, 2009 6:13 am
by erik
I did play one encounter where we thought some guys were minions and when 1 damage didn't kill them, we decided otherwise and let them continue to deal somewhat significant damage and focused our attacks against slightly stronger foes since the minionish guys weren't hurting us as much as other enemies.

Later we found out they had been buffed somehow with 1 or 2 extra temporary hit points, and in fact were minions that we could have taken out easily.

p.s. TD, you have 59 monsters listed for 17 encounters (1-25 with some missing). That does not average to 6.2 monsters per encounter tis more like 3.5 monsters per encounter. *shrug*

Posted: Thu Aug 20, 2009 6:15 am
by Titanium Dragon
clikml wrote:I did play one encounter where we thought some guys were minions and when 1 damage didn't kill them, we decided otherwise and let them continue to deal somewhat significant damage and focused our attacks against slightly stronger foes since the minionish guys weren't hurting us as much as other enemies.

Later we found out they had been buffed somehow with 1 or 2 extra temporary hit points, and in fact were minions that we could have taken out easily.

p.s. TD, you have 59 monsters listed for 17 encounters (1-25 with some missing). That does not average to 6.2 monsters per encounter tis more like 3.5 monsters per encounter. *shrug*
Er... you didn't understand what that was. That was a tabulation of the number of encounters with each number of monsters. So there were 6 encounters with 1 monster, 5 encounters with 2 monsters, 7 encounters with 3 monsters, ect. I edited the header of the table to make it a bit more comprehensible.

Posted: Thu Aug 20, 2009 6:20 am
by Kaelik
So we have:

More fake psychiatry!

More bold pronouncements about how everyone but us loves your favorite game despite all the evidence being to the contrary.

More defense of skill challenges for no discernible reason (I mean, other than a compulsive desire to suck 4e cock), because as discussed, they are total ass from both a mechanics and what they actually would do if done 'right' direction.

Even more fake psychiatry.

A claim to have addressed my list of 4th level spells that includes the assumption that charm person is a fourth level spell.

Another claim that we feel bad because our tastes are being ignored, even though we all played final fantasy tactics and enjoyed it because we enjoy good tactical combat simulators with actual tactics.

A claim that the existence of magic tea party to any degree validates the fact that 4e actions are 100% tea party outside of combat (or skill challenges, which are just worse than magic tea party).

Seriously, wtf is it with you and your "You are just upset that they didn't do it your way!" shit?

Go the fuck away. We don't care that they didn't do it our way, that's why half our criticisms are about what a bad job they did at making a tactical combat simulator. What the flying monkey fuck are you doing here?

So far you've:

1) trolled.
2) told us we don't know what we think.
3) told us we just don't understand the greatness that is 4e.
4) told us that liking anything at all besides dungeon crawling is objectively wrong.
5) told us that the last 10 years of a good fantasy game was just a giant mistake.
6) told us we don't actually enjoy the things we enjoy.
7) told us again how we have no idea what we think.
8) ignored every single thing that anyone at all has said and run through your talking points for 4e.
9) continued to ignore everything that everyone has said and tell us we are just upset that they didn't follow our design goals, even though, before you showed up, we didn't actually compare 4e to our design goals at all, because we were too busy comparing it to it's own design goals and making other games that fit our (various) design goals.

Seriously, you've been our 4e defender of the month, you've gone through every fucking talking point they did with just as much attention to what people actually said, none, as they did, but subbing in your annoying fake psychiatry in place of their annoying protestations of our ignorance. Now can you please either shut the fuck up and go away or talk about what we have actually said, instead of what the one fucker you totally owned on WotC said that one time you were so badass.

Posted: Thu Aug 20, 2009 6:23 am
by erik
Ah, gotcha. I set my reading to skim mode to cover the quantity of material and missed the headers (or were they there before?). =-(

My post was supposed to be support for the notion that minions can be dangerous, or at least significant drains. My nose just twitched at those numbers as they seemed a bit odd.

Posted: Thu Aug 20, 2009 6:38 am
by Titanium Dragon
clikml wrote:Ah, gotcha. I set my reading to skim mode to cover the quantity of material and missed the headers (or were they there before?). =-(
I changed the header so it actually made sense.

Posted: Thu Aug 20, 2009 6:48 am
by MGuy
I have to agree. Skill challenges in no way improves upon skill based systems as a whole and are nigh undefendable as written.

I do like that you so passionately defend 4e and I myself do agree that there are things to like about it.
Pros:
-I think rituals were a step in the right direction,
-I like the skill point system (but this may just because I had several good experiences with Saga edition more than it being better than 3.x's)
-I think the monster generation system is a step in the right direction (though there are a number of parts about it I don't like)
-I think the bloodied condition was a step in the right direction
-I had not thought about flight before recently and 4e gets kudos for rendering it almost a non factor.
-taking out the save or dies and the save or suck abilities also a step in the right direction
-The weapon properties are interesting
-field control abilities (I actual do like the push and pull and the if you don't move or if you move you take x damage deals)
-teamwork reliant abilities (like the warlord abilities that give you bonuses based on the number of allies doing the funky chicken or the ability to give allies extra attacks)

Cons
-I think the wealth system is a bit stunting,
-I think they went a bit overboard in evening classes out to the point of making them bland and boring
-eliminate a number of things that you could do in 3.x (solo adventuring is nigh impossible, raising an army, building a guild, playing against your class's pretexts)
-Safety helm is on all the time (its too easy to not die most of the time, things just don't feel very dangerous)
-A number of things bother me about monster generation but I haven't done it enough times to form any concrete complaints beyond that I feel my options are a bit limited and that some get a bit too much hp. So this is not a big issue with me.
-Separation of monsters from PCs, some former monsters are now no better than PC races (why is the full orc just as strong as a half orc? and why is the minotaur so gimped?)
-Though I understand what you mean about 1 person getting too many turns I just can't agree with having one attack action between you and your animal companion.
-Skill Challenges (of course)
-Lack of attention paid to non combat activities (people have told me time and again its to be more free form so that the DM can get more hands on but still I feel they should've covered it)

Otherwise I' pretty neutral on everything else (one attack a turn, how traps work, etc etc) as I don't play very often and I refuse to run it. I think it takes steps in the right direction but stumbles on the execution and there are a lot of things that just don't sit right with me about it.

Posted: Thu Aug 20, 2009 7:31 am
by Titanium Dragon
More bold pronouncements about how everyone but us loves your favorite game despite all the evidence being to the contrary.
Everyone doesn't love 4th edition. Indeed, on the order of 99% of the US population doesn't play it, and 99.9% of the world population.

But their target is not everyone in the US population, either. While they are trying to reach a bigger audience than their previous one, they are trying to reach most of their prior audience.

It is also funny how the people who hate 4th edition claim it is going to fail. Seriously, it has been selling pretty well, and several of the books have had multiple printings already.
More defense of skill challenges for no discernible reason (I mean, other than a compulsive desire to suck 4e cock), because as discussed, they are total ass from both a mechanics and what they actually would do if done 'right' direction.
Okay, so let me get this straight:

You, who have been complaining about how awful magic tea party is, are also complaining about the idea of a mechanic which involves the entire party in a noncombat challenge which involves rolling dice and has real mechanics and consequences?

I don't think that's a particularly coherent position. Perhaps you can explain it to me?

The way I see it, noncombat mechanics are not a bad thing, and the idea of having everyone take turns in contributing to the encounter (like a combat) via roleplaying and rolling dice (which is, on some fundamental level, what D&D is) but which is distinct from combat in that you aren't fighting monsters and loss does not equal death, but some other story consequence, is different and interesting.

This is not to say that the execution of skill challenges is excellent. I understand what they were going for. I also understand that most groups simply don't get it. While a fun freeform mechanic in theory, in practice I've found most players prefer a greater degree of structure.

It also suffers from mechanical issues, namely the possibility of characters having massively different skill check modifiers, resulting in near or actual automatic success or failure for at least one character. This is a result of its cuing off of:

Ability scores (which vary as much as 10 at upper epic)
Magic items (another 6)
Racial abilities (another 2)
Feats (another 3)
Training (another 5)
Powers (another 5, though as much as 10 in some cases)

For a total variation of 36. Its actually possible to be even further than that if you really try.

But even with just ability score, training, and a magic item, you can have a difference of 21, and this isn't all that unlikely, unfortunately. There are solutions to this, actually, but it requires three grades of success and you have to change the rules as well so people cannot aid another and have to actually try to make rolls themselves.
A claim to have addressed my list of 4th level spells that includes the assumption that charm person is a fourth level spell.
Okay, I'm wrong.

Where is this list of 4th level spells? I just went through the thread and couldn't find it.
MGuy wrote:-I think the wealth system is a bit stunting,
I think parcels are awesome, and I think to some extent misunderstood. The DMG does say that you shouldn't give them too much gold in consumables (potions in particular) because it will stunt their wealth. On the other hand, giving 100% compensation for consumables is probably a bad idea, because consumables by their very nature are turning gold into temporary power, and if you let them do that all the time, they will always have that temporary power boost. It also encourages you to give them some amount of reagents aside from gold.

I don't think that spending money on consumables is necessarily a bad thing, because, to some extent, it is difficult to waste a huge percentage of your gold on them. Unless you're using high level rituals incessently, you really aren't going to burn too much gold on them, and you shouldn't be toting around 25 potions of vitality.

Now, this is not to say the system is absolutely perfect, but I have not seen significant problems with it as far as players spending excessive amounts of gold on consumables.

The biggest problem I've seen with it is people not pooling their gold and instead doling it out and disregarding the fact that some people got magic items but one guy didn't, which results in no one being able to buy anything useful for a long time. One party has figured out that pooling gold is the smart thing to do, and has started to use their gold in a communal manner which has worked out much better, as people who had weaknesses got them shored up.
-I think they went a bit overboard in evening classes out to the point of making them bland and boring
I strongly disagree with this assessment. How much 4th edition have you played?

A lot of people complained that the classes were all very samey, or that they were bland. But in practice, I've found them to be quite exciting and dynamic, and to function quite differently. It feels different having a rogue and a ranger in the party, let alone a sorcerer or warlock, and clerics, warlocks, bards, artificers, and shamans all feel very distinctive in practice. The defenders I've seen have also been quite different, though I've never seen a Warden in action. I have not seen enough of the Invoker and Druid to say how different they feel from the wizard in practice.

I do not feel like any character I have played or which has been run in my campaign is bland.
-eliminate a number of things that you could do in 3.x (solo adventuring is nigh impossible, raising an army, building a guild, playing against your class's pretexts)
Solo adventuring is possible, actually, and I'd say it works better than it did in 3.x because characters are more resilient and thus less likely to die from a single bad round.

I don't feel that building against your class pretexts is necessarily something worth preserving, because the classes exist in order to feed different takes on various roles, and roles exist in order to make sure everyone feels like they have stuff to do and are special.

Removing rules for raising an army and building a guild are things they actually removed, but I don't think these are acutally bad things to remove. A lot of people didn't use these things, and actually felt they were inicimal to their roleplaying. I tend to ally myself with this view. In D&D, I'm not playing the lord of a land - I'm playing a wandering hero. He might be a do-gooder or he might dissect peasants out in a field, but he does these things himself, he doesn't have people to do things for him.

This is not to say they are bad in general, but I feel they are bad in particular in D&D because D&D is meant to be a combat heavy heroic roleplaying game and I don't feel that army building or having a guild are particularly helpful for those ends, and in fact often harm it by giving them either extra turns or people who will do things instead of them actually doing things themselves. There was, at one point, a setting called Council of Wyrms which was oddly sort of built around this very dynamic - each dragon had a servant (called a kindred, IIRC) who could basically engage in tasks on their behalf, so sometimes the dragons would go out adventuring, and sometimes the servants would go do something their masters were too busy doing and you'd play a more or less standard D&D adventure (rather than an adventure where you were playing a dragon). It always felt rather awkward and forced to me, though.
-Safety helm is on all the time (its too easy to not die most of the time, things just don't feel very dangerous)
I strongly disagree with this. In playtesting I've killed a dozen characters at least, possibly more, and in my current campaign alone I've killed four PCs - two in one encounter, and one each in two others. There was a situation where only one character was left standing and had only six hit points left and only a natural 20 on the dwarven fighter's death saving throw saved the party from wiping (or at least from the cleric being the sole survivor). There has been another situation where three of the characters were unconscious and dying, and two of them actually died. In another situation, the characters actually lost the combat, having one comrade die on the ground while the other three fled. And this in the space of 13 adventures and as many levels (12). I don't feel that the game is easy mode, and neither do my players. Of course, I play my monsters quite brutally, and I have more practice at 4e combat than any of my players (or indeed, all of them combined).
-A number of things bother me about monster generation but I haven't done it enough times to form any concrete complaints beyond that I feel my options are a bit limited and that some get a bit too much hp. So this is not a big issue with me.
Monster generation is actually wonderful; I've been very happy with my custom monsters. I think the biggest issue is that the guidelines aren't specific enough, especially when it comes to non-standard monsters.

Also, while people complain about the "padded sumo" effect, I've only witnessed it in my level 30 playtest; my playtests at up to level 16, and my campaigns (the current one is up to 13th level) have not revealed this effect at all, so it seems to be an epic only thing (and I strongly suspect I know the cause).
-Separation of monsters from PCs, some former monsters are now no better than PC races (why is the full orc just as strong as a half orc? and why is the minotaur so gimped?)
These are good things. Playable races need to be on the same power level.
-Though I understand what you mean about 1 person getting too many turns I just can't agree with having one attack action between you and your animal companion.
Well, a lot of beast encounter powers give the beast one attack and you one attack. They aren't "full actions", though, so they resolve much faster (and the ranger in general attacks twice per round, which is fine as usually you can roll the dice together).
-Skill Challenges (of course)
I think the real problem isn't skill challenges but skill modifiers. If skill modifiers worked better, I think there'd be a lot less to complain about.
-Lack of attention paid to non combat activities (people have told me time and again its to be more free form so that the DM can get more hands on but still I feel they should've covered it)
I don't really feel like I'm lacking in anything, and I feel like skill challenges help a lot, and if the modifiers were beter, I'd feel even better about it.

I certainly don't feel like it was any sort of decrease from 3.x, and we actually roll meaningful dice out of combat a lot more often now.

I found the old town generation system to be amusing, but clunky and cumbersome, and in reality, you pretty much just put in whatever NPCs were appropriate anyway because that's what you needed narratively - or at least, that's what everyone I knew did. I've already expressed my opinion on leadership and similar things, so I'm not sure what else I'm missing (other than this mysterious list of 4th level spells Kaelic made which I apparently can't find or are in another thread).

Posted: Thu Aug 20, 2009 8:59 am
by Morzas
Titanium Dragon wrote: 3rd edition combat was utter crap and I'm glad it was destroyed. Save or dies and save or sucks are terribly unfun, and combat was absurdly swingy.
Titanium Dragon wrote: Maybe you enjoy SoDs. I don't. Nor do, in my experience, most people.
Good thing there aren't any of those in 4e, right?

Image

Well, at least the effect isn't that great.

Image

Well, at least there's no way to abuse it.

Image

Well, at least you can only do it once.

Image

Well, at least they'll never put in any other ways to abuse this highly overpowered spell, because WotC knows what they're doing, right?

Image

Ain't that a shame?

Posted: Thu Aug 20, 2009 11:00 am
by FatR
PD, your insecurity about your favorite game and its perspectives is quite stunning. Still not much of an excuse for trolling and walls of text, however.

Posted: Thu Aug 20, 2009 11:08 am
by violence in the media
Holy TL;DR Titanium Dragon! I don't know if it's the way you format things or what, but your words to content ratio is whack.

That said, one of your points regarding your campaign involving the Necromancer related how boring it was for the Necro to have 6 extra monsters to control (and thus more actions). I know 4e regards this as a capital sin, Thou Shalt Not Have More Than One Set of Actions Per Player, but it is seriously ok. If we're complaining about taking up game time, aren't inexperienced or indecisive players worse about that?

As a revolutionary idea, why not divvy control of the horde amongst the other players for at least a passing attempt at keeping everyone involved? Sure, the other players are splitting their time between Prettyelf McPrincess and Pestilence the Ghoul, but that's better than sitting there while the Necro player does it all. You could do the same sort of thing with Summoners and Enchanters as well.

Posted: Thu Aug 20, 2009 11:29 am
by Lago PARANOIA
??

My experiences with 4th Edition is that low levels are very lethal. Not as lethal as 3rd Edition, but for the amount of time you're expected to spend in combat you can get your ticket punched really fast.

And I don't mean fighting unbalanced monsters like chuuls, ghouls, and drake swarms; I mean things like hobgoblins and their archers deciding to focus-fire on the defender.

Two days ago we were attacking the opposing force in a slightly advantageous position for us; I had a laser cleric, one person played a blaster wizard, one person played a barbarian, the defender was a paladin, and another guy was a sorcerer. We were level 3. We faced off with four hobgoblins and three goblin archers. Since we were in a densely wooded area the paladin was able to get all of the gobbos on them. I ran out of healing after two rounds and the barbarian L'Kora didn't have any rages left because she's a low-level barbarian.

The DM eventually took pity on us and had the archers start firing at the back rank and the hobgoblins divide their attention between L'Kora and Marcus. This was only the second encounter in a day.

Posted: Thu Aug 20, 2009 12:28 pm
by MGuy
I encountered a similar thing with my paladin but, truth be told I try to be a very aggressive defending paladin. In my situation (3) archers were in a tower while the we had to fight 3 skirmishers and a boss type outside of it.

I crit the Boss type with my encounter and I had an Executioner's axe so the beefy guy was bleeding out of his mouth in one go. Focus fire ended him. The archers focus fired on the wizard. He dropped prone and went defensive and they could hardly hit him. The skirmishers gave me a lot of trouble and since I had (like an ass) wasted my LoHs from charging into their cave (like an ass) earlier that day. So I had to rely on my second wind (luckily I was a dragonborn) before they went down to the sorcerer. The archers after that were easy clean up. A good intimidate on the last archer (my highest skill no assistance necessary) and the battle was over. It went on for a while and my teammates got worried because the skirmishers proved to be more trouble than the beefy guy (but this is because for some reason the team decided to pick their own targets and stopped focus firing) but I had no doubt that we would win throughout the whole thing.

Posted: Thu Aug 20, 2009 1:25 pm
by mandrake
clikml wrote: I have and it was pretty damned weak.

It was rubbed in our face that it was "skill challenge time" like it was another type of combat encounter and we grubbed around getting the people with the highest skill checks to perform tasks and then asking about what other skills we could attempt. It was worse than combat because there were no tactics available and we didn't know exactly what we were supposed to do, but it succeeded in having all the rigidity of combat where you don't actually feel like you are roleplaying very much.

That is not to even address any of the mechanical weaknesses of skill challenges... just their horrible intrinsic nature.
This is not a problem with skill challenges, this is a problem with a DM who hasn't run one before, combined with a group who isn't sure how to behave in one. the best skill challenges we've done have ended with the DM saying "and that was a skill challenge" which no one knew at the time.
RandomCasualty2 wrote: Yeah. Skill challenges are pretty much unarguably horrible. It just entails with coming up with some BS explanation of how your highest skills can help you, or at its worst, just continually spamming aid another and having the guy with the highest skill solve the challenge.
Coming up with a BS explanation of how your highest skills can help you could also be "inventive use of skills" if one didn't want to put a negative bent on it.
Thymos wrote: My experience with skill challenges was in a group that didn't understand the mechanics. They roleplayed it inventively and creatively how it's supposed to work. The result? We failed because we tried to play it in a way that would make it fun instead of just telling the bard to roll diplomacy 9 times.
Your DM sucks.

Posted: Thu Aug 20, 2009 1:44 pm
by Murtak
mandrake: If you support your DM letting you roll different skills than different for the skill challenge, if you say he should let you succeed with fewer successes or in spite of failures then you do in fact agree that skill challenges, as written, suck.

You are in essence houseruling them on the spot into something that does not suck. And while that is a valid and fun way to play the game it is also useless for the purpose of discussing it here. We don't know what your DM does. We don't know what amount of fudging happens, or what skills he lets you use. All we can do is discuss the actual written rules (and propose fixes). In fact, by telling us everything is fine you are potentially preventing some poor clueless newbie DM from actually fixing skill challenges for his game.

So if you want to share your group's houserules with us, go right ahead. Maybe we can learn something. But don't tell us "skill challenges are fine" while not actually using the rules. That is counterproductive in the extreme. And if you actually like the skill challenge rules as written please let someone with more patience than me explain them to you.

Posted: Thu Aug 20, 2009 1:48 pm
by erik
mandrake wrote:
clikml wrote: That is not to even address any of the mechanical weaknesses of skill challenges... just their horrible intrinsic nature.
This is not a problem with skill challenges, this is a problem with a DM who hasn't run one before, combined with a group who isn't sure how to behave in one.
I am going to go out on a limb and suspect you don't care if you are wrong or not in this supposition. That being the case, not much point in arguing further with you.

Good bye.

Posted: Thu Aug 20, 2009 2:02 pm
by mandrake
Murtak wrote:mandrake: If you support your DM letting you roll different skills than different for the skill challenge, if you say he should let you succeed with fewer successes or in spite of failures then you do in fact agree that skill challenges, as written, suck.
Rolling different skills for the skill challenge is RAW. Giving them a different DC and/or making them limited in use is RAW. Good roleplaying should definitely affect success rates, as well as ingenuity. I don't think the rules are perfect but even if you need to change them around a bit, they give a good guideline to rewarding players for noncombat encounters, which D&D has lacked.

Posted: Thu Aug 20, 2009 2:03 pm
by mandrake
clikml wrote: I am going to go out on a limb and suspect you don't care if you are wrong or not in this supposition. That being the case, not much point in arguing further with you.

Good bye.
I said "I had fun with them" you said "intrinsically horrible" and I'm the one who is unreasonable?

Posted: Thu Aug 20, 2009 2:23 pm
by violence in the media
mandrake wrote:
clikml wrote: I am going to go out on a limb and suspect you don't care if you are wrong or not in this supposition. That being the case, not much point in arguing further with you.

Good bye.
I said "I had fun with them" you said "intrinsically horrible" and I'm the one who is unreasonable?
Someone could have fun with Russian Roulette and that wouldn't make it any less of an intrinsically horrible game. Your subjective experiences are worth very little.

Posted: Thu Aug 20, 2009 2:29 pm
by mandrake
violence in the media wrote: Someone could have fun with Russian Roulette and that wouldn't make it any less of an intrinsically horrible game. Your subjective experiences are worth very little.
Wow. In a conversation about preferences subjective experiences are like trying to kill yourself.

Posted: Thu Aug 20, 2009 2:36 pm
by violence in the media
mandrake wrote:
violence in the media wrote: Someone could have fun with Russian Roulette and that wouldn't make it any less of an intrinsically horrible game. Your subjective experiences are worth very little.
Wow. In a conversation about preferences subjective experiences are like trying to kill yourself.
My comment was extreme, but it reveals where our differences lie. You view criticism about the Skill Challenge system in terms of preferences and subjective experiences and we're largely concerned with objective performance and functionality.

Posted: Thu Aug 20, 2009 2:42 pm
by mandrake
Your comment was ridiculous, and in response to me calling out someone else for making ridiculous comments. It didn't reveal anything or make any point, and it was hostile to boot. Put up or shut up. Show where it doesn't work.

Posted: Thu Aug 20, 2009 3:02 pm
by erik
Not making a point. Hrmmm. Pot. Kettle.

You have made a claim about something you couldn't possibly know, which led me to conclude and assert the point that you don't care whether you are right or wrong.

Your rebuttal to that point is that it is more "right" to say you had fun than it is to say something is bad... completely ignoring my point.

Murtak's comparison was demonstrating something that can be fun to one person, but be a very bad game design in general (which does make a point, even if you refuse to acknowledge it). You took offense at the example without caring about the argument made.

I am led to conclude that I am not dealing with someone who can make or even recognize a coherent argument.

Feel free to make a thread where people can discuss skill challenges pro's and con's. We can figure out what version of the rules you are using, and possibly what house rules you are using on top of that. Maybe I'm wrong about you, but so far it has all been diversions and distractions from you and it isn't worth debating.

Posted: Thu Aug 20, 2009 3:10 pm
by mandrake
clikml wrote: I am led to conclude that I am not dealing with someone who can make or even recognize a coherent argument.
You cannot defend your position without resorting to insults. This is sad. It doesn't make me right, but it certainly makes you wrong.

Posted: Thu Aug 20, 2009 3:48 pm
by erik
I listed a series of points and your failure to address or even acknowledge them... and your rebuttal is the claim that I insulted you.

Sad indeed.

Also, even if I did insult you, that wouldn't make what I said wrong. Again, you demonstrate a failure to either recognize or offer a suitable argument.