Falling off the 4ed bandwagon

Mercurius

Legend
I tried to love it, I really did. I bought the core slipcase when it came out (I was one of those folks calling Amazon every few hours, asking "WTF?" until I got it in the mail), I have purchased about half of the main hardcovers since, and I purchased a year subscription to D&D Insider last March. I never liked the "look" much, feeling that it was a bit of a downgrade from 3ed and trying to appeal to a younger generation's sensibilities, but I ignored it and plowed ahead, started a campaign in late 2008, and generally enjoyed playing it, although perhaps mainly because it was the first "action" I've had in five years.

Our campaign--comprised of a bunch of 30-and-40-something busy parents--was very infrequent, about once a month, a couple times going for two months without playing. Aside from issues with story continuity and momentum, this gave us the sense of never learning the rules all that well. Recently, though, about a year later, we have committed to every other week and now, over a year since starting a campaign, I finally feel like I'm getting a deeper sense of the 4th edition rules set.

And I'm not sure if I like it anymore.

Up until recently I thought that D&D had gone through a relatively positive trajectory of evolution, that the current edition was better than the last, or at least that it was a "two steps forward, one step back" kind of thing. 2nd edition organized 1ed and opened up a wider variety of campaign worlds and styles of play, yet was inundated with endless splats of declining quality. 3rd edition was an enormous leap forward, but because of its strong core mechanic become totally bogged down by options (plus the big problem of higher levels and reliance upon magic items). 4ed seemed to streamline and balance 3ed, yet now I'm feeling at the cost of some of the soul of the game, what makes it so special.

I saw a few cracks in the 4ed game from early on, and I heard the complaints of others and of course witnessed the Great Schism that led to the splintering of the D&D community in a way that it had never been splintered. But I still carried on with 4ed; not only was I generally happy with it, but I wanted to be part of a living game that was being actively supported. I admit to having a materialistic streak that likes "the new shiny."

But the cracks keep getting larger. And they mainly have to do with my early sense (and the common, if controversial view) that 4ed has been structured in a fashion similar to computer games, in particular WoW and other games of its ilk. Now my experience with such games is very limited--not only do I not enjoy them but, for reasons I won't get into now and have gotten into here and elsewhere, I find their influence to be overall negative, especially to aspects of consciousness that I hold most dear. To put it another way, computer games are in many ways the antithesis of pen-and-paper RPGs, at least from my perspective.

But even if 4ed is heavily influenced by MMOs, it doesn't have to be like them. It is still imagination-based, right? For the most part. But there are many areas of concern, ways in which I feel that the game is losing its imaginative vitality. Some examples:


  • Treasure, which I discuss more thoroughly here, although I would add that the feeling of it that I don't like is the similarity to video games, how you find treasure of your level that enhances your capacities, then discard them or sell them as you outgrow them. This is not totally different from previous editions, but somehow magic items have become pale in comparison to earlier editions, both because the limitations on their powers (e.g. a high level magical helm that only has a daily power) and a general sense of flat-ness. The whole approach of PCs "leveling up" their own magic items takes away some of the mystique as well. Not to mention the way that the powers of magic items has been reconfigured; for example, I understand the practicality of the vorpal weapon simply causing more damage, but what about the flavor? I suppose an imaginative DM can describe a kill blow from a vorpal weapon as being decapitation, but more and more it seems, 4ed requires this sort of "DM fix."
  • Miniatures, which I like, but don't like having to use. I have even gotten away with not using them in certain, "quick and dirty" combat situations. I am happy with DM's Discretion--or Fiat--trumping all, but again, it is another step of removal from the RAW.
  • Character Builder, which I actually like quite a lot but am extremely frustrated with the way that it discourages house rules, as I discuss here. And, as I said in that thread, it is because I like Character Builder that this is so irritating.
  • Powers. I actually liked the power system quite a bit when I first started playing. Now I've moved from like to mixed to on the verge of actual dislike. Why? Because, like Character Builder, they railroad options, and because they are all almost entirely combat focused. One of the fun aspects of the anachronistic Vancian system was figuring out which spells you might need the next day: Do you take Dispel Magic or Lightning Bolt? True Seeing or Ice Storm? But that isn't even my main issue; the railroading, or codification of actions, is what I find to be the most problematic, especially with martial characters. Maybe this is just my group, but players rarely come up with clever and complex maneuvers that I have to assign with a target number for (ala page 42 of the DMG); instead it is a formulaic approach of: First use encounter powers then re-assess the combat and, if it is getting out of hand, use your dailies; if it is winding down, just finish up the grind with at-wills.
Those are the main areas that come to mind as I write this, although there are probably more. It is hard to put my finger on it exactly, but it is the feeling that I am playing the RPG version of a computer game, rather than how it used to be: computer games being based upon RPGs.

To me the core, essential, aspect of RPGs that simply cannot be done away with is what someone termed the "free play of the imagination." Anything that impedes this limits the roleplaying experience (for me). But if that is not paramount, we might as well be playing something else. We might as well play World of Warcraft or X-Box or a collectible card game or a miniature wargame--all of which are fine activities in their own right, but don't explore the depths of human consciousness and imagination to the same degree that RPGs can. The joy of playing RPGs is the immersion into an imaginary world, inspired by the game-master and inhabited by the players. The context, the "screen" if you will, is the human imagination. An RPG rule set is meant to give a toolbox for structuring that experience, to give it something to build upon, a context. But it is not meant to pre-determine or form it.

One of the views I used to hold when reading similar complaints from others about 4ed was that "You can do what you want with the game; the DM always has Fiat, can always alter things; the rules are, no matter what they say they are, merely guidelines for your own experience--and the 4ed rules even say this." But the default mode has an enormous impact. Everything produced within a given system carries the "taint" of that system.

What am I to do? I've got a few options:


  • Plug on and enjoy the game for what it is. I've already got a group of 8+ players who enjoy the game, and none of whom invest as much into it as I do (almost all of them are "casual players").
  • Play something else. This proves more problematic with the group as they may not want to. On the other hand, I'm not sure I want to either as I love Dungeons & Dragons, I'm just not crazy about any particular edition of it! All things considered I still like 4th edition the best, although the gap between it and Pathfinder is closing rather quickly (Not to mention I'm very intrigued by Trailblazer). Which leads me to...
  • Create my own version, a self-proclaimed "5th edition" (aka, "fantasy heartbreaker"). I've kind of started doing this, and it almost seems like a natural progression for many serious DMs, especially as their interest in RPGs veers from "serious" to "hardcore." But I'm very curious about the proposition of combining my favorite elements of every edition of D&D, as well as Pathfinder, Fantasy Craft, True20, Trailblazer, and maybe others--and still being able to use published books.

I'll leave it at that for now. Please don't take this as an attack on 4th edition--I am talking about my own experience of it, which is obviously based upon my personal tastes. But I am wondering if anyone's experience resonates with my own? I've heard a lot of folks not like 4ed from the start, but not many that started liking it but gradually "fell off the bandwagon." Did you start out liking 4th edition and gradually become disenchanted? Or what about the converse--did you start out not liking it and then enjoyed it?

And please: No hating! This is not an Edition War thread; the unfortunate thing about the Edition War, imo, is that it is usually incited from areas of conversation that are extremely interesting and invigorating. If we can keep this, at most, a "cold war thread," I think we can have a very fruitful discussion.
 

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I'd argue you have a fourth option (which isn't necessarily the best one for you, I dunno, but it's there): fix the bits that are wobbly for you.

For instance, you mentioned that people are feeling locked in by their powers. One thing working well to help us avoid "power railroading" is that I had everyone make up a card that says "Do something cool." It's a constant reminder that the player can completely ignore their powers and try a stunt to gain some other result; I just adjudicate damage and effect on the fly (repeatability means less damage, as does a particularly effective special effect like blindness. I raise damage the first couple of times people try this to encourage its use.)

I also remind people that as per the PH, the power flavor text is completely and utterly optional. Their power can look like whatever they want it to so long as it has the specified combat effect. If you pull someone 2 squares, maybe you actually grab and pull them - or you yank the carpet beneath their feet - or you cut a chandelier that smashed down behind them and makes them involuntarily leap forward - or spectral demons materialize and jab them forward with tiny pitchforks. Doesn't matter to me, so long as the final effect matches the power.

Using these two rules, both of which probably deserved more space in the PH and DMG, has resulted in most of my players feeling like they have a lot of options. There are a few things I don't care for in 4e (hi, status conditions, how are ya?), but not once has it felt like a computer game to me.
 

I am a 4e fanboi (or at least that's what I am called by some), so I fall in neither of your categorizations. I just wanted to stop by and tell you that I am sorry that you have been disappointed by 4e, and sincerely hope that you find an edition (even if you have to make it yourself) that suits you and your players, so that you finally get to play and have as much fun as I do.

Cheers
 


I'm going to step away from the subject of any editions:

Having to GM a system really lets you see the nuts and bolts of the thing. As you plan for your campaign, you will likely see all the good, bad, and ugly of the game you are prepping, and sometimes, like this time, you don't like what you see.

You've detailed the problems you have with this game, it doesn't seem to be the best fit for you. So you really need to think about three things, some of which you've detailed:

1) Can I just live with the imperfections and keep playing? You've got a good sized gaming group, and if they are all enjoying it and you enjoy them more than you dislike the game, this may be the best option.

2) House Rules! The character builder may not like house rules much, but honestly, I've not played in a game without at least SOME house rules until 4e came out. Take what you don't like about the game and CHANGE it. Might be hard to do with the magic item issues you have, but see what you can tweak to bring the game more in line with your ideal game.

This doesn't need to be as extensive as creating your own version, that you mention yourself. A few tweaks can go a long way in wiggling little problems.

3) Play something else. Whether you play Pathfinder, Savage Worlds, Paladium, 3e, 2e, or FATE or even something you write yourself, you need to talk to your players about it first. Get their input, if for no other reason than determining how many players you are going to need to find if they decide that 4e is the game for them. Maybe ask some of them to help you play test some of the systems to see how they handle at the table.

I had a falling out with 4e myself, not too long ago, and I know that when you go from loving a product 110% to having doubts about it, it can feel horrible. I still waffle on whether or not I made the right choice by switching to Pathfinder so completely. So you have my sympathies, but don't forget that you are here to have fun. You don't owe any one game any more than the other and it doesn't matter what us on the internet think of your fun once you and your group are having it.
 

Merc,

I have many of the same concerns you do, but they weren't significant enough to kick me off the wagon. I'm sure my homebrew is anything but balanced in the macro sense, but it works for us at the table.

I hope you find a game that better suits your sensibilities. Life is too short to play games you don't love.
 

And please: No hating! This is not an Edition War thread; the unfortunate thing about the Edition War, imo, is that it is usually incited from areas of conversation that are extremely interesting and invigorating. If we can keep this, at most, a "cold war thread," I think we can have a very fruitful discussion.

This may not be intended to be an edition war thread, but it is the prime way one starts, (unless it is an outright troll, which luckily Enworld has few of)

Overall, I think everything in this post has been discussed before in detail, in either cold or hot-war threads.

The only response I can give is enjoy what ever game works for you. Or houserule 4E until it does work for you. There is no need to play WOTC's way, or my way, or the guy-nest-door's way, play it your way. It does seem to me, over the last 4-5 years many people seem less willing to make large changes to he game, and blame WOTC for this. From what I have seen in columns and such from WOTC folks, they probably have mroe house rules in their campaigns than the average gamer.
 

To me the core, essential, aspect of RPGs that simply cannot be done away with is what someone termed the "free play of the imagination." Anything that impedes this limits the roleplaying experience (for me).

I actually don't think this is true. Or in other words, I think your ideal is impossible :).

If I understand you, "free play of the imagination" is a system which allows you to do anything in a given game world, given the realities of that world. That's a fine ideal, but any game system with any rules depth* is going to be biased towards certain kinds of actions, given the kinds of rules they focus on. A lot of games do this deliberately, but even a "universal" RPG is going to have to make choices that affect the kinds of actions that will occur in a system. An example is PC survivability: a system with hearty, robust heroes will encourage greater in-world confrontation, while something grittier will encourage confrontation avoidance.

The consequence is that any RPG will support certain actions better than certain other actions. My limited experience with 4E suggests that it does a great job of supporting action-packed, over-the-top fantasy. It doesn't do so well with the old-school kind of fantasy where any trap can kill you. Nor does it do as well at supporting political games, or anything where encountering monsters and violent antagonists is not central (though I the inadequately-informed impression that it does a better job of that than any previous edition).

My suggestion is that if you find you are not liking 4E, it is not because it fails to provide "free play of the imagination," for that is strictly impossible. Rather, it is that you don't like the kind of activities the rules encourage.

*By this I mean anything that has deeper rules than Risus, a fun game with deliberately shallow rules.
 

Sorry to hear it's not working for you. I hope you can either fix its flaws to your satisfaction, or else find a game that better suits your tastes! I'd like to add yet another option, based on my own experiences...

(5) Play several games in rotation, and appreciate each one for what it does well.

I personally dodge any game's faults by running a few games at once. Right now, I have a 4e game that's combat-heavy, mostly using the H/P/E series; and a Call of Cthulhu d20 game that's entirely homebrew and RP-heavy. In theory, I have a 1e AD&D game, too, but that one's been on hiatus due to real-life stuff like preparing for my upcoming first child. I like all these games for what they do well - and it means I have no temptations to try and cram a square peg into a round hole, so to speak. All my (and my group's) gaming itches get scratched - just not necessarily all at the same time.

-O
 

Perram has a great point. Try new stuff and play whatever is the most fun, and don't feel bad about it. Doesn't matter whether it's Pathfinder, D&D of any edition, or a completely different game like Savage Worlds; just keep playing and having fun.

One of the things I love about gaming is that it's so easy to try new systems. Just off the top of my head, I've run or played one-shots in over 40 different game systems -- and the ones we've liked best we play more regularly. Find what works best and embrace it.
 

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