Thulcondar
First Post
I had the opportunity to play in a demo game of 4E today at Ubercon here in beautiful New Jersey. (Beforehand, I was able to observe portions of other demos, but you don't really get the full effect without a handful of dice in your hand.)
Bear in mind that I'm coming at this from a slightly different perspective from most of the other folks here; I've never played 3.x. I've played 0E, 1E, and 2E, and have been playing 1E for the last decade or so. I've also never played WoW (although my wife plays, so I have an idea of what's involved.) I'm also almost exclusively a DM, for whatever insight that might give.
First, a couple of housekeeping notes. No, the GMs did not have any news about the poison pill in the GSL (at least one was a real WotC employee, not just a volunteer). No, they had not seen an actual PH or DMG; they were working off some sort of notes provided to them. No, they had no idea how rituals worked. (My character sheet had rituals as a skill, so I asked-- since many people here seemed to be interested-- but no luck.)
The game was played on a battlemat, with figures, and I was told that "you really can't play it without a battlemat." Looking at how some of the mechanics are expressed, that makes sense; your movement rate is x squares (1 square = 5'), spell ranges are in squares, etc. I play with neither battlemat nor figures, so I was somewhat disheartened at the prospect. You 3.x'ers might find that puzzling, but I'm sure most of my fellow grognards are nodding sagely in agreement.
We were also told, soon into our first combat, that we would be much better off using our special skills than actually trying to use our normal weapons. This is where my grognard-sense started to tingle. The cleric was better off using "divine shield" (or whatever it was called) rather than just clunking someone with his mace, because the special power could be used at-will. Ditto the wizard's lower-level spells like magic missile and scorching burst (which I, playing said wizard, used to great effect many a time). In the particular case of magic missile, you have to roll to hit, so I suppose that makes up for being able to use it every time you're able to do an action.
Everything seemed rather out-of-scale to me, but I attribute that to an overall inflation of numbers. Several players at the table asked about this, and we were told it was done because 1st level characters died too easily.* I wondered about that, since my 20 h.p. 1st-level wizard was taking 10-15 points of damage in an average round. If you increase damage taken at the same time you increase damage takable, isn't that a wash? But it's a minor point.
There seemed to be a lot more for the DM to keep track of. But again, I'm coming from a 1E point of view, where all I need to keep track of are h.p. and initiative. The monster and foe composition might be easier than it was in 3.x, but all those special powers, even for the most mundane city guardsman, seems a trifle excessive to me. When I mentioned that particular aspect (the fact that everyone has powers that inflict more damage than normal attacks) to my wife, she made the connection to WoW right away.
We also did a sort of very abstract skill-based activity (there was a name for it, and I apologize for not remembering). We were faced with the task of escaping the town with the town guards searching for us, and we had to pick a way to elude them, roll against the appropriate skill, and if the party racked up enough successes, we got away. I must say I found this rather too abstract for my taste. One character succeeded in his roll and the DM merely said "okay, you get a lead on a safe way out of town." In my own game, that would have been a golden role-playing opportunity that might have taken half an hour or more. But here it was done with a single die-roll. Was that a function of the system or the fact that it was an admittedly combat-oriented demo game? I don't know, and won't until I get a PH and DMG in my hands. If that's the sort of thing that's at the DM's discretion, I'll certainly not be using it too often.
Don't get the idea that I hated my first 4E experience. I didn't. I've got to say that there were some really good ideas here. Divvying up powers that can be used anytime, after 5 mins rest, and after a nights' sleep could have a lot of promise. But from the perspective of a DM, I don't really see how I can "wing it" as easily as I can with 1E. Maybe that'll change once I see the actual books. I'm keeping an open mind.
Bottom line; not a game I would likely choose to DM myself. But I enjoyed this as a player, and if I had a DM who was adept at picking up the mechanics as the demo DM was, I wouldn't mind playing this at conventions. Maybe as a short-term campaign. I just get the feeling that the opportunities for role-playing are going to be overcome by the fact that the game mechanics seem very much oriented towards combat. The abstract "escape from town" challenge seemed a way for lazy DM's to roll their way out of such situations.
Joe
* Compare to the original Traveller, where your character can actually die during the process of character generation.
Bear in mind that I'm coming at this from a slightly different perspective from most of the other folks here; I've never played 3.x. I've played 0E, 1E, and 2E, and have been playing 1E for the last decade or so. I've also never played WoW (although my wife plays, so I have an idea of what's involved.) I'm also almost exclusively a DM, for whatever insight that might give.
First, a couple of housekeeping notes. No, the GMs did not have any news about the poison pill in the GSL (at least one was a real WotC employee, not just a volunteer). No, they had not seen an actual PH or DMG; they were working off some sort of notes provided to them. No, they had no idea how rituals worked. (My character sheet had rituals as a skill, so I asked-- since many people here seemed to be interested-- but no luck.)
The game was played on a battlemat, with figures, and I was told that "you really can't play it without a battlemat." Looking at how some of the mechanics are expressed, that makes sense; your movement rate is x squares (1 square = 5'), spell ranges are in squares, etc. I play with neither battlemat nor figures, so I was somewhat disheartened at the prospect. You 3.x'ers might find that puzzling, but I'm sure most of my fellow grognards are nodding sagely in agreement.
We were also told, soon into our first combat, that we would be much better off using our special skills than actually trying to use our normal weapons. This is where my grognard-sense started to tingle. The cleric was better off using "divine shield" (or whatever it was called) rather than just clunking someone with his mace, because the special power could be used at-will. Ditto the wizard's lower-level spells like magic missile and scorching burst (which I, playing said wizard, used to great effect many a time). In the particular case of magic missile, you have to roll to hit, so I suppose that makes up for being able to use it every time you're able to do an action.
Everything seemed rather out-of-scale to me, but I attribute that to an overall inflation of numbers. Several players at the table asked about this, and we were told it was done because 1st level characters died too easily.* I wondered about that, since my 20 h.p. 1st-level wizard was taking 10-15 points of damage in an average round. If you increase damage taken at the same time you increase damage takable, isn't that a wash? But it's a minor point.
There seemed to be a lot more for the DM to keep track of. But again, I'm coming from a 1E point of view, where all I need to keep track of are h.p. and initiative. The monster and foe composition might be easier than it was in 3.x, but all those special powers, even for the most mundane city guardsman, seems a trifle excessive to me. When I mentioned that particular aspect (the fact that everyone has powers that inflict more damage than normal attacks) to my wife, she made the connection to WoW right away.
We also did a sort of very abstract skill-based activity (there was a name for it, and I apologize for not remembering). We were faced with the task of escaping the town with the town guards searching for us, and we had to pick a way to elude them, roll against the appropriate skill, and if the party racked up enough successes, we got away. I must say I found this rather too abstract for my taste. One character succeeded in his roll and the DM merely said "okay, you get a lead on a safe way out of town." In my own game, that would have been a golden role-playing opportunity that might have taken half an hour or more. But here it was done with a single die-roll. Was that a function of the system or the fact that it was an admittedly combat-oriented demo game? I don't know, and won't until I get a PH and DMG in my hands. If that's the sort of thing that's at the DM's discretion, I'll certainly not be using it too often.
Don't get the idea that I hated my first 4E experience. I didn't. I've got to say that there were some really good ideas here. Divvying up powers that can be used anytime, after 5 mins rest, and after a nights' sleep could have a lot of promise. But from the perspective of a DM, I don't really see how I can "wing it" as easily as I can with 1E. Maybe that'll change once I see the actual books. I'm keeping an open mind.
Bottom line; not a game I would likely choose to DM myself. But I enjoyed this as a player, and if I had a DM who was adept at picking up the mechanics as the demo DM was, I wouldn't mind playing this at conventions. Maybe as a short-term campaign. I just get the feeling that the opportunities for role-playing are going to be overcome by the fact that the game mechanics seem very much oriented towards combat. The abstract "escape from town" challenge seemed a way for lazy DM's to roll their way out of such situations.
Joe
* Compare to the original Traveller, where your character can actually die during the process of character generation.