4E, as an anti-4E guy ...

Jeff Wilder

First Post
MINOR SPOILERS FOR KEEP ON THE SHADOWFELL!

My buddy and I are both pretty anti-4E. We played 4E briefly at GenCon last year, and hated it, but we had a horrendous DM. Both of us wanted to give 4E a real chance, if only to be able to say that we had done so when we explain why we dislike it in the future.

So I got another buddy -- who is very pro-4E and pro-DDM skirmish game -- to agree to run Keep on the Shadowfell for us. He was enthusiastic, and aside from breaking the fourth wall a tad too much for my taste, a really good DM. Along with two other mildly anti-4E guys, and a guy who hasn't expressed any strong opinion, we made plans to play bi-weekly through 3rd level or so.

We put together a party of five. (Unfortunately, neither Neve nor Lacey showed up.) We had Flick, my razorclaw shifter archer ranger; Usjach, an extremely tough kobold warlock; Jinx, a halfling rogue; Kellyn, a gnome bard; and Ferros, a human wizard. After spending some time interweaving our backgrounds, Mike (the DM), launched into the adventure, with an ambush by kobolds on the King's Road.

I'm not going to recount the adventure, as that's not the purpose of this post.

I think all of us had a good time. I'd rank my experience as a 7 on a scale of 1 to 10, with my best 3.5/Pathfinder experiences being a 10, and my worst being a 1.

There are two major knocks against 4E that I carried into the game:

(1) The diagonal movement rule change.

I came out of the game with my view slightly altered, but still about the same on the nagativity-positivity scale. While the counting -- or, more technically, the not-counting -- didn't bother me nearly as much as I expected (as long as I didn't think about it), the EXXXXXTREEEME (cue guttural voice) movement abilities of both the PCs and the enemies was very jarring, and I didn't like it at all. This is only in part to the diagonal movement rule, though.

(2) The lack of any injury that lasts longer than six hours.

Again, this bothered me less than I thought I would, and again, that's subject to "not thinking about it." My sense of narrative style would absolutely require me to make a house rule for this, if I were DMing (but I think doing so would be both trivial and elegant), and if the lack of it creeps up on me as I expect it will, over multiple sessions, the failure to house-rule it could be a deal-breaker for me.

Most of my other dislikes of 4E are "meta-dislikes." Just for example, having separate powers for everybody, when so many of them are so similar. It would have made much more sense to have a system for building powers. (But, of course, it wouldn't sell as many books.) I call this a meta-dislike because it isn't actually the powers I dislike -- not even for martial characters -- but rather the method of presenting them, and the clear reasons for choosing that method.

One big plus I took from the experience was how effective and how much fun a wizard was, right out of the gate. I like playing spellcasters in 3.5/Pathfinder, but I dread the first three or four levels. The spellcasters are so limited and fragile. I wasn't actually playing a wizard myself, so I don't know if this trade-off would be worth the lack of ridiculous flexibility 3.5/Pathfinder wizards have, but I actually suspect it would.

Overall, as I said, I rate this first real session of 4E as a positive. I'm surprised at how much so. I'll be updating this thread with each session, and I welcome comments.
 

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Our group plays D&D like other guys play cards - as an excuse to get together every couple of weeks and drink a couple of beers and have some fun.

What we enjoy about 4E is that you can just pick up a character (we have 6 PCs and 8 players, and not everyone turns up each time), scan the powers, and let rip.

The jarring with reality isn't a big problem for us.

I'll be watching this thread to see what else you have to say about it all.
 

One big plus I took from the experience was how effective and how much fun a wizard was, right out of the gate. I like playing spellcasters in 3.5/Pathfinder, but I dread the first three or four levels. The spellcasters are so limited and fragile. I wasn't actually playing a wizard myself, so I don't know if this trade-off would be worth the lack of ridiculous flexibility 3.5/Pathfinder wizards have, but I actually suspect it would.

Not that I want to contradict any of your fun here, but when you get farther into the adventure, you might find that Wizards are still pretty fragile :)

Glad you gave it a try and kept an open mind.
 


Glad to hear you enjoyed yourselves, and I hope you'll continue to have a good time with 4e.

When my former group tried out 4e by playing KotS, the player who was most excited about the new edition played a wizard and was totally disappointed by how limiting it was. Having not played a wizard in previous editions for any meaningful length of time I couldn't offer up much input on the matter. C'est la vie, I suppose.
 

(1) The diagonal movement rule change.

I came out of the game with my view slightly altered, but still about the same on the nagativity-positivity scale. While the counting -- or, more technically, the not-counting -- didn't bother me nearly as much as I expected (as long as I didn't think about it), the EXXXXXTREEEME (cue guttural voice) movement abilities of both the PCs and the enemies was very jarring, and I didn't like it at all. This is only in part to the diagonal movement rule, though.

I'm curious to see further thoughts on this one with more games, as I have found it was one of those issues that many people hated until they played....and then realized they didn't care.
 

I'm curious to see further thoughts on this one with more games, as I have found it was one of those issues that many people hated until they played....and then realized they didn't care.
Actually, I'm guilty of this myself.

Diagonal movement was one of the very few things that concerned me about 4e---until 10 or so minutes into my first game. Then I realized that not only didn't it matter, but it kinda enabled more fluid, dynamic combats.

Since then, it's been all fried gold.
 

Well, at the very least I hope you get some good rule and houserule ideas out of 4E, and at best get another one-of-the games you play, or the next game you play seriously.
 

Most of my other dislikes of 4E are "meta-dislikes." Just for example, having separate powers for everybody, when so many of them are so similar. It would have made much more sense to have a system for building powers. (But, of course, it wouldn't sell as many books.) I call this a meta-dislike because it isn't actually the powers I dislike -- not even for martial characters -- but rather the method of presenting them, and the clear reasons for choosing that method.
This bothered me at first as well. (at wills do 1[w] damage, encounters do 2[w] + minor status, dailies do 3[w] + something nasty) but after playing a bit, the emergent differences become more apparent. The fighter's powers help to keep attacks focused on him, the bard still buffs the party, the wizard makes life tough for the other guys.
 

The jarring with reality isn't a big problem for us.

I've never quite understood the complaint that X edition of D&D doesn't model physics/history/reality well. Frankly, I don't think that any edition of D&D models those things well (which is fine, AFAIAC, because if they did model those things, I'd have little or no interest in D&D). :confused:
 

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