Zelligars Apprentice
Explorer
Partially in response to this thread, I wish to ask the assembled ENWorlders this: How could one create a game with the feel of AD&D 1e while still using the 4th edition rule set? Is it even possible?
Characters in AD&D were just off the farm, they were barely more competent than an random peasant and that was part of the fun. A lot of your experience was your gear, which was commonplace. Lanterns and poles and chalk and pitons and rope.
D&D4 is like the exact opposite of this. Your character is already a hero, he's head and shoulders about random peasants. And he's got a hero's motivation, by which I mean he wants to go save the world and doesn't really care about accumulating magic items. That's by design, the overwhelming majority of his effectiveness in a fight is based on his Powers, not his Items, which confer regular, small bonuses.
That's true. Consider also what Gary says in the 1e DMG about the ongoing campaign -In AD&D, PCs were cut from the Conan template. They were motivated by what I call "enlightened self-interest," by which I mean they wanted to go find bad guys, kill them, and take their stuff. They wanted to accumulate magic items and levels and go build a keep and eventually retire as a powerful landed noble, and then make new characters.
Furthermore, there must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples. This need not be evident at first, but as play continues, hints should be given to players, and their characters should become involved in the interaction and struggle between these vaster entities.
Thus, characters begin as less than pawns, but as they progress in experience, each eventually realizes that he or she is a meaningful, if lowly, piece in the cosmic game being conducted. When this occurs, players then have a dual purpose to their play, for not only will their player characters and henchmen gain levels of experience, but their actions have meaning above and beyond that of personal aggrandizement.
Unlike 3e, 4e doesn't give the stats of the typical peasant. He might be a level 1 minion, he might be a level 2 brute. In 4e, whether the PCs are heroes (in the sense of competence) is dependent upon whether the DM uses minions. He may choose not to.D&D4 is like the exact opposite of this. Your character is already a hero, he's head and shoulders about random peasants. And he's got a hero's motivation, by which I mean he wants to go save the world and doesn't really care about accumulating magic items. That's by design, the overwhelming majority of his effectiveness in a fight is based on his Powers, not his Items, which confer regular, small bonuses.
If you choose an alignment for your character, you should pick either good or lawful good. Unless your DM is running a campaign in which all the characters are evil or chaotic evil, playing an evil or chaotic evil character disrupts an adventuring party and, frankly, makes all the other players angry at you.
Generally evil characters, particularly chaotic evil ones, are prone to be troublesome and hurtful to the party. They should accordingly be shunned when possible. Selfish neutrals are similar to evil characters, but their price is usually easier to meet, and it is therefore easier to integrate them into an expedition which will depend on co-operation for success.
The character of good alignment who is basically unco-operative - often acting as an evil or (selfish) neutral would - is another matter, for such players usually join under the pretense of being helpful and willing to act in the best interest of the party.
Undoubtedly the best way to take care of such players is to expel them from the group as soon as circumstances permit. Do this as often as is necessary to either change the player's mind about co-operation, or until he or she becomes tired of having their characters consigned to oblivion because of their attitude.
Isn't that the exact same question as the post you linked to?
I've said this elsewhere, but I feel like the critical issue is one of motivation and I don't see a way to solve it without releasing a 4.5E.
In AD&D, PCs were cut from the Conan template. They were motivated by what I call "enlightened self-interest," by which I mean they wanted to go find bad guys, kill them, and take their stuff. They wanted to accumulate magic items and levels and go build a keep and eventually retire as a powerful landed noble, and then make new characters.
Characters in AD&D were just off the farm, they were barely more competent than an random peasant and that was part of the fun. A lot of your experience was your gear, which was commonplace. Lanterns and poles and chalk and pitons and rope.
D&D4 is like the exact opposite of this. Your character is already a hero, he's head and shoulders about random peasants. And he's got a hero's motivation, by which I mean he wants to go save the world and doesn't really care about accumulating magic items. That's by design, the overwhelming majority of his effectiveness in a fight is based on his Powers, not his Items, which confer regular, small bonuses.
I can't express to you how different I find these two styles of play.