4E is unacceptable

The thing that really stupefies me about 4E is how many people bought the books without surveying them or researching them first.

I don't like 4E. So I didn't buy the books.

Speaking for myself, I bought the books because I wanted to give 4e a personal try before rendering judgement.

I bought them. I've tried it. There are worse games sitting on my shelves. But there are better ones there too, and I doubt I'll be buying anymore 4e products. :/

When everbody touts 4e sales I wonder how many more people there are like me who've already finished spending money on 4e in month one....
 

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Speaking for myself, I bought the books because I wanted to give 4e a personal try before rendering judgement.

I bought them. I've tried it. There are worse games sitting on my shelves. But there are better ones there too, and I doubt I'll be buying anymore 4e products. :/
This, verbatum.
 

You call it bug, I call it "feature".
I guess I have a hard time understanding why, "for story purposes" you'd ever really want to gimp your character? Isn't D&D deadly enough without playing one arm tied behind your back? Do you really want a PC who can't do his job (heal, tank, nuke, trapfind) on your team? It just always seemed to me that while munchkin super-optimizers are poor examples of play, sub-optimal PCs are just as bad.

You may disagree, but once you lose a PC or two to someone's "character design", you begin to question how viable 10/10 fighter/wizards REALLY are!

I think the core of the issue here is that despite both sides owning the same books with D&D 3.5 on the cover and using the same rules, we were playing different games. Some of us played games where combat and conflict were less important then characterization, immersion, and storytelling. Others played games that focused more on overcoming challenges and defeating the environment and NPCs. This is a difference in play style. Some of us prefer mechanical underpinnings to our character's flaws and played with other people who shared that opinion, where your comments seem to imply your and your friends played in a more... well, the only word I can think of is cut throat fashion. I don't mean that as a pejorative, I honestly can't think of another phrase.
 

I also never really cared about the "jobs in a team". As a DM, I try to make sure everyone has equal "spotlight" time, not that all "jobs" are filled by PCs.

Not everyone has fun being another cog in a machine.
 

I think the core of the issue here is that despite both sides owning the same books with D&D 3.5 on the cover and using the same rules, we were playing different games. Some of us played games where combat and conflict were less important then characterization, immersion, and storytelling. Others played games that focused more on overcoming challenges and defeating the environment and NPCs. This is a difference in play style. Some of us prefer mechanical underpinnings to our character's flaws and played with other people who shared that opinion, where your comments seem to imply your and your friends played in a more... well, the only word I can think of is cut throat fashion. I don't mean that as a pejorative, I honestly can't think of another phrase.

I don't buy that.

My PCs (both the ones I've played and the ones I DM for) are JUST as developed, actualized, and story-ridden as anyone elses. They have families and backstories, fall in love, have rivalries and feuds, start guilds and orders, negotiate with kings and fools, and are as living, breathing a set of characters as anyone elses.

However, they are equally suited to go into the Tomb of Unspeakable Evil, trash some undead-demon lords, and make it out with the best loot this side of the Free City. Its not cut throat, its a matter of variety. We could be running a modules one week, playing a home-made scenario another. One week is dungeon du jour, next its nearly-diceless storytelling. Its a floor wax, its a dessert topping!

However, we play with a small group (4-5, and typically as little as 3) so everyone has to be good at their job. If We don't have a trapfinder worth his salt, then we are either going to stumble into a lot of traps blindly or the DM is going to have to handwave many of the traps he'd normally have there.

As a player, that character that doesn't do his job properly jeopardizes my PC's survival (He doesn't find the trap, he doesn't have the proper level of cure magic, he can't hit the monster, etc). As a DM, he limits my options on what I can or can't use in my game.

That is my point on 4e: My PCs are now as deep as ever, and I don't have to worry about the mechanics limiting things unnecessarily. As a Player, I know my rogue has a reasonable chance to find traps because all skills raise equally (even if he focused on social skills, he can still pick a lock). I know my cleric can heal me in battle, or that someone with the ritual caster feat can remove the mummy rot I contracted. As a DM, I can feel confident throwing those kind of challenges at my PCs knowing they have the tools to survive them (where they do is another matter, they go into battle armed). It frees me to do creative things, or to grab a module and run it because I'm short of time.

In essence, I feel free to try more because I know my PC(s) can handle it.
 

I also never really cared about the "jobs in a team". As a DM, I try to make sure everyone has equal "spotlight" time, not that all "jobs" are filled by PCs.

Not everyone has fun being another cog in a machine.

D&D is a cooperative sport. The fighter is up front hacking at foes, providing a flank for the rogue to sneak attack while the wizard holds off foes with his spells and the cleric buffs, heals, and occasionally gets a good whack in.

When one person falls short, the whole group suffers. A rogue who can't find traps drains resources on the cleric who has to patch everyone up after the lightning bolt trap. The cleric who lacks high enough spell level to cast restoration means the energy-drained fighter lost a level with no chance of getting it back. Fighter who can't hit the monster due to poor Bab drains more magic out the wizard to kill the monster.

I'm almost certain Gary had comments about outliers who don't pull their weight, but I'm not about go finding my 1e books to find it.
 



I always thought good DM's either let their players know beforehand, what the emphasis in a campaign would be ... or actually looked over their PC's sheets and let their players decisions inform the type of challenges and campaign they would run...besides, with the retraining rules from PHB II is making a wrong choice really that serious of an issue?
 

I'd even go as far as to say that if in your gaming group, the players won't help each other in making and building characters suited for the campaign ypur playing, and you need a system where every choice is roughly equal, then 4e won't really help much.

All that "team spirit" sounds rather hollow if it needs a system like 4E to keep people from making unbalanced characters.
 

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