Forked from: Rate WotC as a company: 4e Complete?
I've been watching, lurking mostly, and observing the often-heated conversations regarding the problems with the D&D game (whichever the edition). Posters have sometimes used these problems as a launch pad to discuss why X or Y edition of the game is the best or sucks the most. However, I submit that these problems (and I won't insult either camp by using quote marks around the term) are not necessarily indicative of a broken system, but rather a more telling indication of the players (or Dungeon Master) thinking in metagame terms, looking for loopholes, or otherwise going out of their way to push the envelope to get their way/to win/to control the players/whatever.
The problems (at least most recently) that I've seen commented on have been:
1. Flying
2. 15 minute Days
In addition, although it hasn't been a recent war, I've seen a great deal of commentary over prestige classes and the relative brokeness of X class.
In my mind and in my opinion, these are not problems.
Flying is a problem in some campaigns. Some game masters see it as the players attempting to avoid encounters, obstacles, and events in order to "get to the good stuff". Other gamers have never heard of this problem as their players don't tend to flit around in the air across the world, or their mages are too busy playing artillery rather than Air Force.
15 minute days? I'd never heard of the term before here, although I've seen it done once or twice throughout the years. Most of my players, however, come from the old days where they pressed grimly on until they could find a safer place, or else had to retreat a goodly distance away from the now alerted bad guys. The mages tended to think about how to be effective when low on or out of spells instead of the whole party packing it in.
My main source of confusion and dismay has come from the discussions on how X class is broken or overpowered. Usually, the discussion at that point becomes an interesting exercise in using every single book (by WOTC and 3p) to create the optimum engine of destruction. Most of the builds seem to require that the DM allows unlimited access to everything ever written, that the player will get all the magic items they need for the build, and that the DM is asleep or unwilling to say "No."
The above instances (and I am sure others) do not seem to be problems with the tools we have been given: the various editions of D&D (or whatever game you are playing. I've seen this same sort of thing go on with Shadowrun, World of Darkness, Hero, etc.) The first two are simply differences in styles of play, and might be something that the group needs to sit down and discuss (as in, Hey, it is really screwing me up that you are flying/teleporting all over the place.) The last is, IMHO, sort of like the parent who lets their child run wild and then asks everyone, "Why does my kid run all over me and cause all these problems?" Yes, anyone who has looked over a rule book or three can probably make all sorts of super builds that can do hundreds of points of damage in a swing or leap over the Grand Canyon. And they are interesting exercises. But shouldn't the DM, the other players, the group in general, try to set down some sort of guidelines on what the world has and doesn't have and make it a world rather than the equivilent of Doom on God Mode?
So, I put it to you. Are these actual problems with the game(s) or are they more problems people have in their games with some players/playing styles?
racoffin said:I gotta go with Toras on this. While I can understand that some people might abuse Fly and thus it could be a problem in some games, I'm less convinced that whichever version of D&D is broken with regards to Fly. It is one of those problems I hear about here, but I haven't seen firsthand (I daresay like many of the problems I've heard about with the various versions of the game.)
I don't think this is a 3e or 4e problem. I think this is a gamer problem/incident. I'll pause here as I'll need to fork this off to pull in a few other problems from other threads and try to tie my thoughts together coherantly.
I've been watching, lurking mostly, and observing the often-heated conversations regarding the problems with the D&D game (whichever the edition). Posters have sometimes used these problems as a launch pad to discuss why X or Y edition of the game is the best or sucks the most. However, I submit that these problems (and I won't insult either camp by using quote marks around the term) are not necessarily indicative of a broken system, but rather a more telling indication of the players (or Dungeon Master) thinking in metagame terms, looking for loopholes, or otherwise going out of their way to push the envelope to get their way/to win/to control the players/whatever.
The problems (at least most recently) that I've seen commented on have been:
1. Flying
2. 15 minute Days
In addition, although it hasn't been a recent war, I've seen a great deal of commentary over prestige classes and the relative brokeness of X class.
In my mind and in my opinion, these are not problems.
Flying is a problem in some campaigns. Some game masters see it as the players attempting to avoid encounters, obstacles, and events in order to "get to the good stuff". Other gamers have never heard of this problem as their players don't tend to flit around in the air across the world, or their mages are too busy playing artillery rather than Air Force.
15 minute days? I'd never heard of the term before here, although I've seen it done once or twice throughout the years. Most of my players, however, come from the old days where they pressed grimly on until they could find a safer place, or else had to retreat a goodly distance away from the now alerted bad guys. The mages tended to think about how to be effective when low on or out of spells instead of the whole party packing it in.
My main source of confusion and dismay has come from the discussions on how X class is broken or overpowered. Usually, the discussion at that point becomes an interesting exercise in using every single book (by WOTC and 3p) to create the optimum engine of destruction. Most of the builds seem to require that the DM allows unlimited access to everything ever written, that the player will get all the magic items they need for the build, and that the DM is asleep or unwilling to say "No."
The above instances (and I am sure others) do not seem to be problems with the tools we have been given: the various editions of D&D (or whatever game you are playing. I've seen this same sort of thing go on with Shadowrun, World of Darkness, Hero, etc.) The first two are simply differences in styles of play, and might be something that the group needs to sit down and discuss (as in, Hey, it is really screwing me up that you are flying/teleporting all over the place.) The last is, IMHO, sort of like the parent who lets their child run wild and then asks everyone, "Why does my kid run all over me and cause all these problems?" Yes, anyone who has looked over a rule book or three can probably make all sorts of super builds that can do hundreds of points of damage in a swing or leap over the Grand Canyon. And they are interesting exercises. But shouldn't the DM, the other players, the group in general, try to set down some sort of guidelines on what the world has and doesn't have and make it a world rather than the equivilent of Doom on God Mode?
So, I put it to you. Are these actual problems with the game(s) or are they more problems people have in their games with some players/playing styles?