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My first proper 4E game - Our reaction.

SweeneyTodd

First Post
Not trying to tell your group how to imagine stuff, of course, but it seems like if you ditched the Fey flavor the Eladrin could fill that gray elf niche pretty well.

I figure our group will change any fluff that bugs us, since it's sketchy enough anyway that it's worth tailoring the classes to the campaign world.
 

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Wik

First Post
Regarding Eladrin, I made them the Seelie members of the Twilight Court, and the drow are Unseelie. While the change is permanent, a drow can have Eladrin children, and vice versa, depending on which court you're in. And if you leave the court, you have elven children. Or, if either stay in the material plane for too long, and give up on their home, they slowly convert into Elves.

Now, regarding minions: I just did what the 4e book suggested. I told the PCs "these are minions". And it worked. If a monster was bloodied, I said "he's bloodied". I think things worked really well from there. There'd be description about how the minions looked different, but the players KNEW that they could take those minions out with their cleave attack. Which is fun.
 

Blustar

First Post
HyrumOWC said:
I'm becoming more and more convinced now that I've played and looked at the books, that 4e is less the child of 3e and more the child of previous editions, mainly BECMI and 2nd.

As for adventures, there's Dungeon and I also talk about some other products here:

http://savageplanet.livejournal.com/356389.html

Hyrum.


Why would you say this? I can't think of an edition further away than BECMI or 2ndEd than 4ed.

What exactly do you see that they have in common? Even a little bit in common...
 

vagabundo

Adventurer
The Ghost said:
No, we saw the Cantrips and Rituals. The Cantrips were fairly similar to what 0 level spells in 3.5. And we actually liked that they were not limited because they were such small effects. What my players had a problem with was that their ability to cast spells like: Cause Fear, Charm Person, Grease, Silent Image, etc. were replaced by spells that mostly dealt damage.

For example, I have one player in my current 3.5 game who had never done combat damage. His character has done this for eleven levels now! Some people may not mind this, but, for this player, he was very upset that he could not play the wizard that he liked. (Side Note: He did not like 4.0 in concept before; this only added to his frustration)

We only wished that that style of Wizard was available in 4.0. Everything else about the edition is pretty good. (Multiclassing aside) Since it is not, or, until it is, we will probably stick with 3.5 for that reason.

Agreed, only the Invoker specialist wizard from 3e made it to 4e, but he got a little more flexible. The others and the generalist didnt make it, unfortunately.

However I'm guessing that will change, come back in two years and I'm sure his concept will be back.

To my mind, the new Wizard is the bizz and what a DnD wizard should be able to do, magic at will.

Ther seems to be a market for a 3pp that classes out the other specialists from 3e.

WotC has bagsied the illusionist and necromancer.

What about the Transmuter, Abjurer, Enchanter, Conjurer and Diviner...
 

HyrumOWC

First Post
Blustar said:
Why would you say this? I can't think of an edition further away than BECMI or 2ndEd than 4ed.

What exactly do you see that they have in common? Even a little bit in common...

An incredibly rigid class structure for one. It's also much less of a tool box than 3e was, and almost forces you to play D&D the way WotC wants you to. Which is fine, but 4e is nowhere near as flexible as 3e was, much like BECMI and 2nd were.

Hyrum.
 

Owldragon

First Post
The Ghost said:
What my players had a problem with was that their ability to cast spells like: Cause Fear, Charm Person, Grease, Silent Image, etc. were replaced by spells that mostly dealt damage.

Have you seen this on WotC's website? It doesn't fix the lack of a non-evoker wizard (along with the druid, barbarian, etc.) but it might at least ease the pain of that lack a little bit.
 

Henry

Autoexreginated
Blustar said:
Why would you say this? I can't think of an edition further away than BECMI or 2ndEd than 4ed.

What exactly do you see that they have in common? Even a little bit in common...

I posted a longer-winded version of this elsewhere, but I figured it couldn't hurt:

* Single-classing is DEFINITELY stressed over multiclassing
* Monsters' XP rewards are listed on a solid scale (1e) instead of the floating CR scale.
* Truncated Monster stat blocks a la AD&D and Basic D&D
* Most combats will have a 5-minute rest period associated with them, analogous to the 1 turn rest after combat in 1E
* Saving throw "duration roll" targets are static numbers again, instead of variable DCs
* Magic items are more tightly controlled by DMs; players discouraged from selling magic, DMs encouraged to tailor it more to the players
* Gone are (for the time being, at least) Gyrspikes, Two-bladed swords, Orc double-axes, and other fantastic weapons that didn't exist
* Coup de graces similar to "helpless damage" in 1E

There are others that pop up at me when I read the books, but I keep forgetting to write them down. :)
 

Update:

Played more today. We tried some tougher encounters, and a bit of different stuff generally. It was interesting, because we saw a couple of things it seemed like 4E would have rules for, but didn't.

Building stuff - Not "crafting" or what have you, but in this case, knocking together a series support for an array of mirrors (don't ask). Maybe this is meant to be just assumed that we can do, but it felt wierd to do all sorts of other stuff as Skill Challenges, but we couldn't do a sort of "A-Team" Skill Challenge, because absolutely none of the skills had influence on this (apart from perhaps perception for finding the

This kind of follows on from the wierdness of not having any skill for lassoing things, I guess. I'm mean, I'm glad to be rid of Rope Use, but... I guess the best solution is to use Dungeoneering + Incorrect stat again (I seem to remember reading a blog where on of the designers used Dungeoneering for people jumping out of a cart, so I guess it's reasonable).

Prohibitive skill DCs on default traps - The group thought it was outright stupid that the default DC to disarm a single pressure plate on a trap was 25 (for a level 2 trap), and after discussion, and considering "niche protection" and so on, I must agree. Unless the trap is meant to be something of truly fantastic complexity, non-trained people should have a chance (without resorting to silly business), and Trained non-optimised people should have a good chance (like at least 30%). Still, easy enough to modify the DCs. I also allowed traps to be defeated simply by good description of how they were going to break them, seems reasonable to me though I suspect some might find it "impure".

Harder Monsters - Worked out very well. PCs were more pressed/stressed, but no-one died and the only scares were due to clear tactical errors or lucky mob rolling. The final boss went down pretty easily, but this was mostly due to a scary Brute Strike crit (after two misses - thank goodness for Reliable, eh?).

Making up Monsters - Still really easy. At one point I improvised a monster for an area I hadn't detailed simply by making it's stats up on the spot (keeping them in line with what I'd expect), and worked out nicely.

Turn Undead - Nice to see this is silly a decent ability, at least a level 1. Also kind of hilarious when you get multiple crits on it whilst facing zombies.

At-wills can seem a bit repetative - Maybe this is a level 1 thing, but it seemed that after a while, the use of At Wills was getting close to as repetative as the old default attacks. Virtually all the characters had one at will they used constantly and another they used very rarely. The Ranger finally worked out why Exploits were called Exploits though "Ooooh in that sense of exploit, I see!", says he.

Racial abilities actually useful - Saw the Elf racial get used every single fight, and the Dwarf and other ones came up pretty often.


Kwalish Kid said:
I wouldn't worry about adventures. I've found that adapting adventures from previous editions is pretty easy. I've run a couple of converted scenarios (some bits from 2E, some from 3E, some coming soon from 1E) and I've found that the scenarios there can be adapted pretty easily. More variety has to be thrown in, but it's not something hard to get the hang of. With the variety of things that PCs and monsters can do, I've found that a couple of things to give cover or to fall into may be all that's needed to make an interesting encounter setting. Plus, the old 1E adventures also seem to have interesting terrain features that can really shine in 4E in a way they never could.

I'm not sure I've got the hang of traps yet, though. Ask Holy Bovine in a month or two to see if I can get the hang of it.

Yeah, I'm not worried about converting 1e/2e stuff, to be honest, I think that'll go pretty easily. It's certainly piss-easy to build reasonable monsters in a reasonable time even if the "default" version is no longer the right level for the adventure. Indeed I'm tempted to do this simply as an interesting exercise. Hmmmmmm. Quite agree about 1E stuff, that and some early 2E stuff really seems to have more interesting terrain.

What I'm worried about is new, cool stuff like Paizo's stuff. Most new adventures are not going to be to our taste, so for my purposes, the deeper the pool to choose from, the better.

SweenyTodd - Tbh, it's not like we miss Grey Elves. We just like mocking fashion victims/"Filfalderil"-types, and Eladrin, by default have a major case of both. I like them as they are. If you've not got some kind of Elf to mock, you're not living a full life, I say! Extra elf-mocking points if the Elf in question doesn't have "Elf" in it's name. Double-plus extra elf-mocking points if the Elf has a "fancy" name with no "Earth meaning" (the Amethyst setting being discussed on the boards has to like an amazing degree, but that's a whole other thread). The new Elves who are actually called Elves recieve less mockery than usual because the Eladrin have stolen their most mockable traits, I note.

Blustar - As someone enjoying 4E, I have to say it STRONGLY reminds me of BD&D and 2e, in tone and in actual play. This is no bad thing, for my group's money. It certainly feels a lot more like 2E/RC D&D than it does 3.5E to me. The restrictiveness and speed mostly seem to work for it. The holes it has are generally the same ones previous editions had, too. Frex, we had the "no A-Team'ing rules" issue - we'd have had that in BD&D or 2E as well, but in 3.5E we'd have had rules, probably detailed ones. I'm not entirely sure which situation is better, but I know I can work through not having rules.

Henry - Yeah, I was certainly excited about they adventure I'd written, because writing it had been so much less of a chore than 3.5E could get!
 

Obryn

Hero
Through some chance of fate, I have 7 players now instead of my normal 5-6. Last night, preparing for our first non-demo 4e session next week, I went through the Keep on the Shadowfell encounters and made little notes to myself about what to do with 6 or 7 players at the session.

All in all, it took me about a half hour for somewhere around 20 decent-sized encounters. That's insane. Not only were there good, solid guidelines on how to handle bigger or smaller groups, but it went quickly, too.

In some cases, I leveled up a solo creature. This took even less time; I just made notes that they get +1's to a few things and 32 or 40 more hps (them being solo, and considering the x4 HP multiplier).

I will have to see how they balance out in play, but really - it was dead simple. I look forward to making my own adventures, because really - this will ease my DMing burden quite a bit. :)

-O
 

The Ghost

Explorer
Owldragon said:
Have you seen this on WotC's website? It doesn't fix the lack of a non-evoker wizard (along with the druid, barbarian, etc.) but it might at least ease the pain of that lack a little bit.

Nope. Had not seen that before; thanks for posting the link. Those spells seem a little more like what my players enjoy. Even if they still do damage. Hit Points meaning more than physical damage will definitely take time getting used to.

Has anyone else had this same problem?
 

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