Why I think you should try 4e (renamed)

In a few years time I believe we absolutely should evaluate 4e on how people actually played it. Heck, we should do that now, it's been out almost a year.

That seems to be how every other edition of D&D is judged, so I think it is probably a more fair comparison.

I think how something works in practice is much more informative than suppositions of how something should work in theory based on its structure.

Though a direct comparison on intent to result within same system definitely has a great deal to offer regarding success or failure of implementation.
 

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re: 1e/2e magic item levels

I as a 2e DM used to go by two things.

1. The list of equipment that the followers of the fighter could have. If a 5th level follower had a +1 sword and +1 armour, the PCs would have at least something compareable.

2. The fact that the limitation on the paladin was 10 magic items. It obviously was supposed to be a drawback so I always assumed that a PC had to have at least 10 items by the time a paladin could cast priest spells.
 

I think people may have exhausted themselves on this topic at last (whew).

Any thoughts as to fruitful forks of the topic, or is it best to go with detente? :)
 

Monsters in fact did not get better ACs by level.
My mistake. The increased defenses of AD&D monsters were usually represented by their immunity to damage from non-magical weaponry of ever-increasing caliber (in addition to other immunities) and not by decreasing AC's.

Which leaves my basic point intact: as PC's hit harder and got harder to hurt, so did the monsters they faced.

Beholder: 0/2/7
Red Dragon: -1 (regardless of age)
Iron Golem: 3
Lich: 0
Elder Titan: -3
Vampire: 1
All of these creature are "+1 magic weapon --or more-- required to hit", yes? Which would mean their defenses are better than those lesser monsters, yes?

(Really, who is being fatuous here? You zeroed in on one technical inaccuracy in my post while ignoring the larger point being made.)
 
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I think I see where the disconnect is coming from. Hussar is arguing from a discrete perspective. That logically the only difference between a 1 hp commoner and a 1 hp minion is semantic. I see his point.

jgb and others are arguing from the perspective that it is different because a commoner has 1 hp regardless of whether they are in combat or not. A 4e minion is specifically undefined as to their existence or durability outside of combat. That is the rub for them. Its the fact that their stats are defined only in relation to combat.

I think the 3e fans like to have that concrete determination of hps as a foundation that can inform world building. The 4e fans don't think its relevant because its really only the end result that matters. For them a monster is simply a construct, its existence only relevant in its ability to challenge the PCs or the needs of the story.

For example, in 3e, if I wanted foe to challenge my PCs, I would have a power level in mind, and have a general target AC, HP, damage etc, that I feel that foe should have. Then I would build them according to the rules. Adding in class levels, templates, factoring in spell buffs etc. The 3e fans feel comfortable in having these layers defined and calculated so that if necessary they can deconstruct their villain as needed. They also use this building process as a way to round out their villain. Even if his 9 ranks of rope use never ever comes into play, they feel comfortable knowing its there in case it does come into play.

The 4e fans, have a different mindset. They also pick target numbers, but rather than feeling enabled by the system that 3e used, they view it as an obstacle to getting the result they want. In that sense 4e is completely different than 3e. In 4e, if I want to create a foe of a given power level, the system just flat out tells me what numbers they should have. From the perspective of a 4e DM, this is all I care about. Feats, skill ranks, none of that matters to a 4e and having to pick it is a time consuming burden.

One way isn't better than the other. Its simply a matter of preference.

For a 4e fan, being unconstrained by a system when creating NPCs or monsters is a liberating experience. For them its like they can get to the story without the drudge work. For them it doesn't matter how many hps an NPC has. NPCs don't exist outside the narrative framework. They are mind boggled when 3e fans try to articulate why they prefer the 3e system. They logically point out that no matter how detailed your world, no matter how many rules subsystems you use, ultimately its all just made up anyway. Better to use a rule system that makes it easier to make stuff up rather than one that constrains you with endless rules and systems. Speaking as a 4e fan myself. This is my personal feeling as well.

But I understand the 3e perspective. For a 3e fan, the 4e method would probably feel wishy-wash, nebulous, and incomplete. The system probably feels adrift, like its missing a solid foundation. The rules and subsystems aren't obstacles, but guideposts aiding them in their game prep and world building.
 


As a basic principle of gaining levels you are correct but the devil is in the more precise implementation of those principles.
Oh sure, and different people will prefer different implementations.

Magical equipment was available in 1E but the nature and power level of such gear varied a lot.
Generally true, with one notable exception: magic weapons.

Monster statistics were not designed assuming gear of a particular power level was available to the PC's. If the PC's did have powerful gear it afforded them a real advantage.
Seeing as characters couldn't damage a significant number of mid-to-high monsters at all without magic weapons, it's safe to say it was a basic assumption of the system that characters would posses them.

Find me a classic AD&D module intended for mid-to-high level PC's that didn't tacitly assume the PC's had enchanted ironmongery.
 

But I understand the 3e perspective. For a 3e fan, the 4e method would probably feel wishy-wash, nebulous, and incomplete. The system probably feels adrift, like its missing a solid foundation. The rules and subsystems aren't obstacles, but guideposts aiding them in their game prep and world building.
I could have just as much of a rewarding experience making up every single thing on the fly as I could playing 4E.

(I'd say "reference points" rather than "guideposts", just to be hyper picky)

- edit - I don't agree with a lot of the points you made. But in big round approximations this line had a ring of accuracy to it.
 
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I think I see where the disconnect is coming from. Hussar is arguing from a discrete perspective. That logically the only difference between a 1 hp commoner and a 1 hp minion is semantic. I see his point.

There is also, perhaps, a distinction to be drawn between a commoner -- or a squirrel -- with 1 hp and an ogre minion? At least, I hope there is! :lol:
 

Which leaves my basic point intact: as PC's hit harder and got harder to hurt, so did the monsters they faced.

All of these creature are "+1 magic weapon --or more-- required to hit", yes? Which would mean their defenses are better than those lesser monsters, yes?

No.

If memory serves, neither the Red Dragon nor the Beholder require magic items to hit them.

Moreover, "Magic to hit" was a yes/no switch (well, three yes/no switches of differing values), which is not the same thing at all as the sort of numbers creep one sees in 3.X+.

In 1e, the need for magic to hit was eliminated by not using specific monsters, or by adjusting them to remove this property. Easy to make a low-magic game, because that +1 was an on/off switch rather than a neccessary bump to power level. But, failing to understand this, it could cause problems. Sometimes, adventurers had to rely on spells or stealth, for example.

I do think that WotC employed a good "fix" to this problem in terms of DR; RCFG uses a similar mechanic, while avoiding (IMHO) much (if not all) of the power creep of WotC-D&D.


RC
 

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