Xyl
First Post
Looking at the various changes we know about in 4e, I've noticed some overarching design themes. Some of them the designers have talked about, and some of them they haven't. I thought I'd share what I see, since it helps to explain why some of the controversial decisions have been made the way they have.
PROVIDE GUIDELINES, NOT RULES
The designers seem intent to put more power back in the hands of DMs. Many things that had hard rules in 3.x no longer have them. Instead, there are general guidelines which the DM is free to adapt to specific situations. Some examples:
Building a monster doesn't require a lot of math; you pick the values you want, with guidance from some sort of table.
There are no rules for what monsters can do outside of combat. A very iconic ability might be mentioned (granting a wish every 99 years), but for the most part it's left up to the DM.
The DMG will have suggestions for how to adjudicate any attempt to disarm a trap, even methods the DM didn't think of ahead of time.
INCREASE OPTIONS, NOT POWER
Character options will generally be balanced with each other. Most things that increased your overall power level in old editions will now give you extra options instead. The increase in options does make you more powerful, but only a little. Even if you make choices that don't increase your power, you can't fall too far behind other characters of your level. Some examples:
Most magic items will give extra possible actions which are roughly balanced with character options at the same level.
All the paladin smites do the same amount of damage, they just have different secondary effects.
Most feats will provide extra options. Those that provide numeric bonuses will give them to things that aren't essential parts of your character's power, such as skills.
AVOID NEEDLESS SYMMETRY
Symmetry is elegant, but it's not always the best design. The 4e designers are deliberately avoiding symmetry that doesn't actually make the game more fun. Some examples:
Rings have a minimum character level to use them. Other items don't.
Monsters aren't designed using the same rules as player characters.
DO THE MATH
We haven't seen a lot of examples, but we've heard a lot about "the math". The designers looked at what numeric relationships made the "sweet spot" of 3.x fun, and tried to make those relationships hold through all 30 levels of play. Some examples:
All characters use the same progression for attack bonuses and defenses, so the gap between "good" characters and "bad" characters stays constant.
Monster stats are set so that the average combat lasts X rounds at every level.
Monster XP rewards are assigned so that you can make a balanced encounter (hopefully) by just picking any group of monsters that adds up to a target XP number.
MAKE THREE GAMES IN ONE
There are a lot of abilities that can fundamentally change the way adventures are designed. Easy tactical flight lets players avoid many obstacles. Overland flight and teleportation bypass wildernesses entirely. Divination magic can short-circuit entire mysteries. In 3.x, all of those abilities appear at different levels. In 4e, the game is broken into the heroic, paragon, and epic "tiers", with different abilities assumed available to the party in each tier. A DM designing an adventure won't need to consider which specific abilities the party will have available; all of that information can be summed up by just the tier of play. Groups who prefer only one sort of play can start the game in the tier of their choice, and stop before they reach the next tier. Some speculation (sorry, I don't have examples):
Heroic play will feature local-scale threats. They will be heroes, ordinary people who managed to overcome extraordinary obstacles. Long-distance travel will be hard, but possible.
Paragon play will feature kingdom-scale threats. The characters will be well beyond normal; those they meet will tell their stories to their grandchildren. Long-distance travel will be easy. Planar travel will be hard, but possible.
Epic play will feature world-scale and extraplanar threats. The characters will be nearly beyond the realm of mortals; their legends will be told for generations to come. Planar travel will be easy.
PROVIDE GUIDELINES, NOT RULES
The designers seem intent to put more power back in the hands of DMs. Many things that had hard rules in 3.x no longer have them. Instead, there are general guidelines which the DM is free to adapt to specific situations. Some examples:
Building a monster doesn't require a lot of math; you pick the values you want, with guidance from some sort of table.
There are no rules for what monsters can do outside of combat. A very iconic ability might be mentioned (granting a wish every 99 years), but for the most part it's left up to the DM.
The DMG will have suggestions for how to adjudicate any attempt to disarm a trap, even methods the DM didn't think of ahead of time.
INCREASE OPTIONS, NOT POWER
Character options will generally be balanced with each other. Most things that increased your overall power level in old editions will now give you extra options instead. The increase in options does make you more powerful, but only a little. Even if you make choices that don't increase your power, you can't fall too far behind other characters of your level. Some examples:
Most magic items will give extra possible actions which are roughly balanced with character options at the same level.
All the paladin smites do the same amount of damage, they just have different secondary effects.
Most feats will provide extra options. Those that provide numeric bonuses will give them to things that aren't essential parts of your character's power, such as skills.
AVOID NEEDLESS SYMMETRY
Symmetry is elegant, but it's not always the best design. The 4e designers are deliberately avoiding symmetry that doesn't actually make the game more fun. Some examples:
Rings have a minimum character level to use them. Other items don't.
Monsters aren't designed using the same rules as player characters.
DO THE MATH
We haven't seen a lot of examples, but we've heard a lot about "the math". The designers looked at what numeric relationships made the "sweet spot" of 3.x fun, and tried to make those relationships hold through all 30 levels of play. Some examples:
All characters use the same progression for attack bonuses and defenses, so the gap between "good" characters and "bad" characters stays constant.
Monster stats are set so that the average combat lasts X rounds at every level.
Monster XP rewards are assigned so that you can make a balanced encounter (hopefully) by just picking any group of monsters that adds up to a target XP number.
MAKE THREE GAMES IN ONE
There are a lot of abilities that can fundamentally change the way adventures are designed. Easy tactical flight lets players avoid many obstacles. Overland flight and teleportation bypass wildernesses entirely. Divination magic can short-circuit entire mysteries. In 3.x, all of those abilities appear at different levels. In 4e, the game is broken into the heroic, paragon, and epic "tiers", with different abilities assumed available to the party in each tier. A DM designing an adventure won't need to consider which specific abilities the party will have available; all of that information can be summed up by just the tier of play. Groups who prefer only one sort of play can start the game in the tier of their choice, and stop before they reach the next tier. Some speculation (sorry, I don't have examples):
Heroic play will feature local-scale threats. They will be heroes, ordinary people who managed to overcome extraordinary obstacles. Long-distance travel will be hard, but possible.
Paragon play will feature kingdom-scale threats. The characters will be well beyond normal; those they meet will tell their stories to their grandchildren. Long-distance travel will be easy. Planar travel will be hard, but possible.
Epic play will feature world-scale and extraplanar threats. The characters will be nearly beyond the realm of mortals; their legends will be told for generations to come. Planar travel will be easy.
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