Mustrum_Ridcully
Legend
Quite some time ago, I created a thread asking what 4E optimists did worry about.
4E Liker - anything you worry about?
So, which of your fears have come true? Which haven't? Anything unexpected happen?
I'll start with my original fears.
4E Liker - anything you worry about?
So, which of your fears have come true? Which haven't? Anything unexpected happen?
I'll start with my original fears.
Fear didn't come true, as far as I have seen. It seems easy to get in, despite having a higher complexity in the resource management and decision-making process.Mustrum_Ridcully said:Often enough, we read criticism on 4E from people that mostly dislike it.
It often comes down to the same points repeated, and us 4E likers have to jump in and defend what we like (or so we believe).
But this thread is a chance for those that like most aspects of 4E to describe the stuff they still worry about.
Changes going to far? Changes going not far enough? Weaknesses in the design assumptions? Drawbacks we'd prefer to avoid?
Here are my concerns:
- Fear: Ease of play:
I love the idea of every class getting powers and resources to manage. It was one of the strengths of Iron Heroes, in my opinion. But with that said:
What if it gets too difficult for beginners? It was said that the easiest class to play was usually something like the Fighter - no resources to manage besides hit points, and you only have to find a way to get close to your enemy and hit him hard. It's really simple. Yes, it can get boring over time, but we're talking about a D&D/RPG beginner here.
It's as "bad" as I feared. The combat grid part of the game is a lot of fun, but it's not that I didn't expect that. But I still see this as a barrier to entry. If I consider creating a new or secondary group, I would have problems as long as I don't have the space and the material for a combat mat.- Fear: Miniatures/Combat Grid focus:
I don't think 4E is worse then 3E in this regard. But that doesn't mean it would have been nice to get more options to ignore the grid. With area effects and flanking in the game, using a battle map makes things a lot easier. But, again from a beginners perspective, this forces one to use a visual representation. Maybe graph paper and improvised tokens are enough, but it still feels like a barrier to entry.
The automatic retraining rules take care of that. I didn't foresee this, but it works great for me.- Fear: Encounter power "spamming":
People will use their encounter powers as often and as much as possible. If the number of encounter powers are limited, this will lead to repetition. Or if they are not limited enough, every attack/action will use an per encounter power, and they lose their feel of "specialness".
Not that Charge/FullAttack/FullAttack wasn't repetitive or lacked specialness, either, but the improvement might not e as big as I could hope for.
I would have expected spells with damage values like 1d6 damage per level. That didn't happen. Daily powers are powerful (especially all those stances, zones and conjurations stick out), but you want to be careful with them. Especially those powers that hit primarily one target will often be spared for a fight against Elites or Solos, and you don't want to "waste" them on regular monsters.- Fear: Daily powers to powerful/important:
Daily powers might be so powerful that, after some time of game experience, people will return to the 3E 15 minute adventuring day. It's an escalating effect: People learn that any hard encounter can be turned into a cakewalk by novaing. So adventure designers put even harder encounters in the game. Everyone novas all the time, and we're back to square 3.x.
Healing surges are a brilliant way to eat your cake and have it, too, in my opinion. Yes, healing is an encounter resource, but it's also a daily resource. The trick was simply limiting how much you can heal by the healing surges (daily resource) and the "triggers" to use the healing surge (encounter resources). Very neat.- General: Hit Points as an encounter resource:
It was already true for the most part in 3.x, thanks to Wands of Cure Light Wounds. Healing Surges might actually get us back closer to HP being a per day resource, but still, the rules seem to assume that getting to 0 hp during a combat is a common occurrence. (and not just for the enemy)
But I wonder if the whole thing shouldn't be changed even more radically. Throw away scaling hit points / HD. Throw away escalating damage. Instead of ablative hit points, use a different resource for general "nastiness protection", like "Drama Points" or "Possibilities". Spend a drama point to reduce your damage, reroll your attack or saving throw and stuff like that. A more narrative approach to modeling damage...
So far, I am happy with the game.- Fear: Irrational fear:
What if everything that looks like something I like doesn't work that great in actual play?!