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D&D 4E A player's perspective on 4e

xjermx

First Post
Over the weekend I got some friends together for GaryCon. I had Tomb of Horrors, but I was reluctant to run it, because of its sheer brutality and level of complexity- my players are not as gleeful about death and frustrating traps and puzzles as some. Anyway, instead of Tomb of Horrors, I ran them through the 4e stuff that has been put together here. My hat is off to the people that have assembled the details. It was not so much an "adventure" as a series of unrelated combats, but my goal was to test the rules and characters that I had, and introduce my gamers to the 4e stuff. They have not been following the boards here, and as far as I am aware, it was their first time to get their hands on 4th edition stuff, or even to discuss its mechanics. One of my players posted a short review of the session, and I'm reposting it here. Remember that this is a review that is uninfluenced by any of the conversations here.


Now D&D 4th Ed. A review by a reluctant converter:

There were a number of us trying it out, and the class structure was
interesting. Our level 1 group of misfits tore a bunch of kobolds a new
one, then using the new superpowers handled a young black dragon which at
first was quite scary but Pally taunt + Warlock Sliding Nightmare power +
Quarry = Dead Dragon, then we tried our luck with some skeles. Things I
liked: Second Wind as a Last effort do not cause your charrie to die
(twice in our campaign, let's say the newb's did something stupid, like a
mage or the cleric running in front of the meatshields and getting smacked
down by the numerous kobolds/skeles, secondwind causes heroes to have at
least a few hitpoints when they get smacked down to negatives, assuming the
negative number is not negative bloodied), class powers making it so that
the mage does not cast 1 magic missle and then sit for 2 hours of combat,
every class had something they could cast, pray, throw, shoot, or swing
every round, that was cool. "Marking" or as I call it, The impact WoW
has had on D&D. Tanks can now taunt to the detriment of the mob. The
Pally taunt is BRUTAL (mob's were taking 8hp of damage everyround it tried
to attack someone NOT the pally we dropped the dragon because of it's
numerous attempts on attacks of opportunity) Maddie played a fighter
pregen, and we did not use a power of hers until the end but the fighter had
the ability to attack on 5 ft steps if the monster was trying to move to
another person and if successful, stop the mob in its track. Rangers
finally get the DPS they deserve, lol more WoW influence. New Healing
Surges rule and 5 min rest rules. New "Bloodied" rules and what that does
for MOBS that get bloodied.

Things I did not like too much: combining a daily power with an encounter
power for Maximized result and still fizzling because I rolled a 1.
Nothing is more brutal then losing two big powers on a bad role.
The rate of Action Point earning. You have to get to the third encounter
to get the next your second AP point, With the fizzling of powers, AP
points to replace the fizzle is possible but it may take awile if you have
to get to encounter 3.
The game is fun now but it does feel a little like a cross between Final
Fantasy and WoW sometimes. I'm sure that there will be mobs now with
THOUSANDS of HP maybe hundred of thousands, and you'll need a part with HP
in the several hundreds to compete with them. The whole time the Final
Fantasy fight song will be going in your head.

Overall, I thought the good outweighed the bad. It was a lot of fun and the
players only stopped because the DM was tired :). Will I buy a ton of
books to play? Not sure, but maybe if there was a good DM and a consistant
game, I just might.
 

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Mephistopheles

First Post
xjermx said:
The game is fun now but it does feel a little like a cross between Final
Fantasy and WoW sometimes. I'm sure that there will be mobs now with
THOUSANDS of HP maybe hundred of thousands, and you'll need a part with HP
in the several hundreds to compete with them. The whole time the Final
Fantasy fight song will be going in your head.

I hope you've got your full plate on and your buffs running.
 

dm4hire

Explorer
I think I'm going to house rule Divine Challenge so the 8 damage only occurs when the target makes a normal attack(s). I don't like the idea of the party exploiting the damage by just rushing a specific target and deliberately trying to provoke OA to cause damage without suffering any penalty beyond the hit chance.
 

dm4hire said:
I think I'm going to house rule Divine Challenge so the 8 damage only occurs when the target makes a normal attack(s). I don't like the idea of the party exploiting the damage by just rushing a specific target and deliberately trying to provoke OA to cause damage without suffering any penalty beyond the hit chance.
Just make sure that the monsters attack still deals more damage than the divine challenge. ;)
 


eleran

First Post
dm4hire said:
I think I'm going to house rule Divine Challenge so the 8 damage only occurs when the target makes a normal attack(s). I don't like the idea of the party exploiting the damage by just rushing a specific target and deliberately trying to provoke OA to cause damage without suffering any penalty beyond the hit chance.


When we ran this the other night and I ruled that the Divine Challenge only did damage to the target if they attacked someone other than the Paladin on the monsters turn.
 

xjermx said:
The game is fun now but it does feel a little like a cross between Final
Fantasy and WoW sometimes. I'm sure that there will be mobs now with
THOUSANDS of HP maybe hundred of thousands, and you'll need a part with HP
in the several hundreds to compete with them. The whole time the Final
Fantasy fight song will be going in your head.

I'm amused that you use "mobs" without irony, (and without nerdish anal retentiveness about it's actual meaning). For the Record, the Pit Fiend (a level 26 Elite) has 350 hp, so I while I'm sure level 29-30 Solo Monsters will have around a thousand hp, I'm fairly certain nothing else will.

Also, if you read the revised DDXP character sheets, the damage for Divine Challenge is limited to once per round.
 

eleran said:
When we ran this the other night and I ruled that the Divine Challenge only did damage to the target if they attacked someone other than the Paladin on the monsters turn.
Funny, that's exactly how I read the ability to work in the first place *scratches head* Doesn't make sense otherwise *shrugs*
 

EATherrian

First Post
MaelStorm said:
WoW and Final Fantasy!
That is so anime, so videogamey!

I've actually been thinking this about the way encounters are done. It's like moving from the world map to the battle map (in some cases literally) that happens in Console RPGs. I'm glad to see it wasn't just the insane gibbering of a fractured brain.
 

small pumpkin man said:
I'm amused that you use "mobs" without irony, (and without nerdish anal retentiveness about it's actual meaning). For the Record, the Pit Fiend (a level 26 Elite) has 350 hp, so I while I'm sure level 29-30 Solo Monsters will have around a thousand hp, I'm fairly certain nothing else will.

Also, if you read the revised DDXP character sheets, the damage for Divine Challenge is limited to once per round.
Based on the info I gathered so far, I think that Minons have 1/4 the "expected" hit points per level, Elites have double, and Solos have quadruple.

I've actually been thinking this about the way encounters are done. It's like moving from the world map to the battle map (in some cases literally) that happens in Console RPGs. I'm glad to see it wasn't just the insane gibbering of a fractured brain.
Hmm. Don't really see a strong similarity.

I think it's just that people like to think in patterns, especially in already established patterns.
If you saw a pattern in a video game, and you notice something with a certain similarity in a RPG, it's "videogamey".
If you saw a pattern in a RPG, and you notice something with a certain similarity in a videogame, it means it's based on RPGs.

This does tell us there are similarities, where the pattern actually originated from, or if it is even an "emergent" patter - something that just emerges from the needs and requirements of a game...
 

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