I’m Thinking of Giving 4e Another Shot

Samuel Leming

First Post
I’m Thinking of Giving 4e Another Shot

I’m thinking about giving D&D 4e another chance. I’ve tried to play it three times and attempted to DM it once, but playing the system as is doesn’t really match up very well with my play style. Now that most of the blatant omissions have been covered by the PH2 & MM2 I’m willing to take another look. What I’m going to try to do with this thread is to go over what I think needs to be house ruled in order to make the game fit and to get some advice from others with similar play styles on how they’ve managed to make use of 4e.

Play Style

When I play a RPG I make decisions for my character based upon what I think my character would do given the information he has in the game world situation he finds himself. That’s my goal as a player and how I have fun in these kind of games. Pursuing my own rules related goals is something that will occasionally happen, but it’s not why I play role playing games. When I was introduced to D&D back in 1977 it was sold to me on the concepts of exploration and pretending to be a fantastic character living in a fantastic world. This is the style the GNS folks have referred to as 'simulationism', but it’s always just been regular role playing to me. This is always how I played, how most of the groups I’ve gamed with over the last thirty some years have played and I know there must be at least a few others like me left here on EN World.

Martial Powers

There are many topics I would like to address, but I’ve got to start somewhere. Since the martial powers system is one of the first mackerels that slaps your suspension of disbelieve in the face I may as well start with it. It comes down to player decisions vs. character decisions. As it’s set up in the rules it’s the player that chooses to use a power such as Steel Serpent Strike based upon game tactical needs rather then the fighter choosing to press his advantage. If this 'power' is based on martial ability the fighter should be able to attempt Steel Serpent Strike however many times he needs to. As an encounter power it just doesn’t make sense in that context for the game world as it is. I need some way to justify this as a role playing decision rather than just a player tactical decision.

I’m sure I could make up some kind of bullcrap hand waving justification for why Steel Serpent Strike can only be used once per fight, but there are hundreds of these powers. I need to come of with a single unifying line of bull like the arcane spells have always had.

Ki

I’ve read here on EN World that the 4e designers have rejected the use of Ki as a power source. I think I can understand why. These martial powers are already 90% ki-like anyway. It would be just a combination of psionics and the martial power set.

So, good, this frees up the term for me to use. My solution is to replace the martial powers concept with the more mystical ki powers concept. Fighter, rogues & warlords become classes that have been trained in the mystical art of how to harness their internal ki. If a fighter decides to use his Spinning Sweep power then he’s expended his ki and can’t use that mystical power again until he rests. If he needs to knock another opponent down then he’ll have to stunt off of the system on page 42 of the DMG.

Rules as Physics

I’ve never been a rules as physics proponent. It’s a one way ticket down the bunny trail to Flatland, so that’s really not what I’m advocating here. What I’m trying to do is justify the explicit game decisions of 4e as character role playing decisions.

I’ve always regarded things like character levels and hit points as abstractions used to speed up play. They’re easy enough to justify and I’m used to justifying them so I don’t sweat them.

Treasure Parcels

Treasure parcels don’t work and will never work for the type of game I want to run or play. This concept can’t be saved and must be thrown out completely.

If an encountered monster uses a bow and that monster is defeated then the party now has that bow. The creature and its bow doesn’t just evaporate leaving behind a scroll and a +2 dagger. The creature may indeed have those items and if it has items that can be used to defend itself then it will most likely do so.

It’s up to the players how they go about acquiring their loot. If they’re skillful and lucky they may end up with more then a level’s worth of swag. Good on them. As the DM I’ll adjust. If they’re having rotten luck or have made poor choices that leave them with insufficient money for their level then I’ll have to adjust for that too. It’s part of how D&D has been played historically and I’m not going to give up on suspension of disbelief by using regulated treasure packets.

There are dozens more topics to cover, but this post is getting too long. At least for one of my posts. I’ll continue with more topics on a later day(or expand on these topics based on discussion), but hopefully this first post will serve to start some positive discussion on how to modify 4e to work with old school type D&D role playing.
 

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You'll be happy to know that 4e now has flumph. My game is better for it.

Two suggestions:

1. Take a look at the stunt rules on page 42 of the DMG. Basically, this gives the DM guidelines for letting the players ignore their normal powers and do cool stuff that involves the environment. Kick people into fires, drop tapestries on their heads, all sorts of things. Making copious use of this may help alleviate your frustration with martial powers that are only used once a day, just because you can get a similar effect by using stunts.

2. I strongly suggest you treat the power fluff as mere guidelines, and you describe it however you like. Do you Pull someone two squares? Maybe you grab the carpet he's on and yank, or maybe you jujitsu throw him forward, or maybe you kick him in the knee and he hobbles... but concentrate on what would be cool and cinematic, and not on the pre-existing description of the mechanical effect. (This is also a rule in the DMG, but I forget the page.)

Embracing both of these has made my 4e game a lot of fun for me.
 

One other thought. For treasure, simply count up the total loot from all the treasure parcels normally handed out in a level. Make this total your rough guideline for the quantity of treasure to be handed out over the course of the level. That way you can hand out as much as you like, and you know whether that puts your players above or below the expected wealth and power curve. Fairly simple for the DM, and completely invisible to players.
 

4e has flumph, now.

On topic: bwahahahahahaha, "a positive discussion"?

Hee hee.

No, seriously, good on you. I'll be awaiting more of your posts on this topic with interest.

tl;dr version of your post, to help prevent flamewar:

  • Going to give 4e another shot.
  • Martial daily powers: "it's all Ki stuff in my game".
  • Rules =/= physics; HP and levels are fine.
  • Treasure parcels: too narrativist. Using old-school way to reward player skill.
  • More later.
 



Well 4e, more than other editions, hits you hard right between the eyes with walls of rules. Rule after rule, rules for everything except role playing.

For me it was hard at first, the first couple months, to see the potentials for roleplaying behind the rules, but after I got the rules down, then I could start looking at the game again, and clearer.

Yes, the powers can be a detriment to roleplaying, especially with the oddball names WOTC came up with. But then again, they ahd to name hundreds of pwoers. I could not have done that well. The key is to look at the spirit of the power, and not have its effects rely on pure magic. Drag the carpet, hook the guy's coat with your weapon, do whatever you like, but keep the game effect the same to avoid overblalancing the game one way or the other.

4E is worth trying and house-ruling a bit (or a lot) I found it intersting throughout the 3.x lifecycle there was a rabid fanbase of RAW, while the designers and developers themselves had oodles of houserules for the games they were playing in WOTC's own cafeteria at lunchtime.

I would tend to go with the designersand ddevelopers on this. The rules were nevermeant to be lawful-stupid RAW, and we all can see thread after thread berating WOTC for their inability to write the rules clearly enough to handle every and all situations. Odd, I tell you.
 


Treasure parcels are a guideline designed to make sure PCs get the stuff they need so that they can do the things they do. If you're willing to adjust the monsters if they have more/less loot, then you should be fine. If the enchantment bonuses on the armor/weapons/neck slot are about +1 per 5 levels, then they're fine.

As for Martial powers, there are certain things you can do all the time, certain things you do once in a while, and certain things you only do once a day. Figuring out the exact conditions of what happens when would take too much work to do. Simply realize that there are conditions that exist but don't think out exactly what they are.

What's your opinion of skill challenges?
 

You know what I did my first 4E game I ever played. I didn't even look at the rulebook beyond how to read a power, and then proceeded to just tell the DM "This is what I want my character to do... charge across the room, dive over the flaming sarcophgus and try to tackle the hobgoblin on the other side. How do I do that?"

I haven't looked back since, and I agree with PC, stunts are a really fun way to expand the game and super easy to implement on the fly.
 

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