Removing homogenity from 4e

"It's homogeneous!"

"How?"

"Stop being close minded!"

You are welcome to your opinion. But, if you state that opinion and don't back it up with anything, and others offer an argument with more, well, argument, expect to not be taken seriously. You need to actually explain WHY you think what you do.
 

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"They're not really the same! It's all in your head! You're doing it wrong! Everything has immense variety!"

...not exactly a helpful response to the very real problem of same-ness present in a lot of 4e. I'm a player and DM of 4e, and I have experienced it. Often, frequently, and annoyingly (now, no one has played the psion yet, but I do like how the psion and monk start to loosen up the strict powers system). Saying "Clearly, you don't know what you're talking about!" is not a very constructive discussion point, and basically just ends up making you sound like a condescending jerk.

Now, that same-ness might not be a huge problem for you -- people want different levels of variety, and it's entirely possible that 4e is diverse enough for you, but that certainly doesn't mean that it's very diverse. True 20, for all it's keen-ness, isn't very diverse (to put in another system that isn't as edition-warz-y). You can play almost anything with the system -- giant fighting robots or intrigue-based spy games, or even a passable Call of Cthulu, or whatever. But it isn't extremely diverse.

4e is more diverse than that, but less diverse than 3e. It is far less accepting of things from out of left field -- the crux the balance teeters on is much narrower than it was before (if it even was before).

It's okay to say "4e is plenty diverse for me! I get diversity in areas X, Y, Z, Q, and R! Maybe try to focus your attentions there?"

It's less helpful to say "4e is diverse, and if you think otherwise, clearly you are wrong."

See the distinction?

Now, about the OP, I agree that 4e certainly could stomach totally non-powers-based design. It's true that we probably won't see it from WotC, and we probably won't see it under the GSL, but there are ways it could be done (an alternate "level advancement" keyed to these other abilities instead of powers, for instance).

But without anyone actually doing anything about the problem of same-ness in 4e, it will remain a problem, and other systems that handle diversity better will be a better choice.

It won't always be a problem for everyone, of course, and trying new things within that system (like with the psion) is a good idea that might broaden the variety significantly. It seems the 4e designers are aware of the issue, and would like to alleviate it a little bit.
 

Lets break this down...

"They're not really the same! It's all in your head! You're doing it wrong! Everything has immense variety!"

Never said anything about immense variety. I said that homogenity was a misnomer, coming from a jaded point of view.

...not exactly a helpful response to the very real problem of same-ness present in a lot of 4e. I'm a player and DM of 4e, and I have experienced it. Often, frequently, and annoyingly (now, no one has played the psion yet, but I do like how the psion and monk start to loosen up the strict powers system). Saying "Clearly, you don't know what you're talking about!" is not a very constructive discussion point, and basically just ends up making you sound like a condescending jerk.

I said exactly what I was talking about, in one sentence actually. I said that the variety in 4E lies in tactics, not mechanics. Tactically, 4E makes 3E look like Rock/Paper/Scissors, or at the very least the Rocket Tag it tends to become at high levels. If you require variety in your mechanics, thats a problem, but varied mechanics didn't really amount to much in 3E when it came to actual game play.

Now, that same-ness might not be a huge problem for you -- people want different levels of variety, and it's entirely possible that 4e is diverse enough for you, but that certainly doesn't mean that it's very diverse. True 20, for all it's keen-ness, isn't very diverse (to put in another system that isn't as edition-warz-y). You can play almost anything with the system -- giant fighting robots or intrigue-based spy games, or even a passable Call of Cthulu, or whatever. But it isn't extremely diverse.

This all depends on how you define variety. Variety of build or variety of outcome? If you are hell bent on only accepting variety of build as the definition of variety, than variety of outcomes won't mean anything to you, and brings close mindedness into the other side of the discussion.

4e is more diverse than that, but less diverse than 3e. It is far less accepting of things from out of left field -- the crux the balance teeters on is much narrower than it was before (if it even was before).

One, your bringing in the "I'm a special snoflake" mentality here. People tend to miss that this can have a negative impact on the rest of the table. The other is modularity, and I would argue that modularity isn't what D&D has ever been about, and is not what most people want.

It's okay to say "4e is plenty diverse for me! I get diversity in areas X, Y, Z, Q, and R! Maybe try to focus your attentions there?"

It's less helpful to say "4e is diverse, and if you think otherwise, clearly you are wrong."

See the distinction?

I'm not arguing with the OP, or his opinion. I'm arguing with his terms, and the fact that the word homogenity and 4E as a system have no correlation.

Now, about the OP, I agree that 4e certainly could stomach totally non-powers-based design. It's true that we probably won't see it from WotC, and we probably won't see it under the GSL, but there are ways it could be done (an alternate "level advancement" keyed to these other abilities instead of powers, for instance).

OGL talk here. I eagerly await the day when people who don't want to play D&D can find innovative and unique systems that serve them, instead of some d20 clone. If you want to play D&D, play D&D. If you want to play something else, play something else.

But without anyone actually doing anything about the problem of same-ness in 4e, it will remain a problem, and other systems that handle diversity better will be a better choice.

It won't always be a problem for everyone, of course, and trying new things within that system (like with the psion) is a good idea that might broaden the variety significantly. It seems the 4e designers are aware of the issue, and would like to alleviate it a little bit.

If you want variety of mechanics, you should most likely play something other than 4E. If you want variety of an unspecified nature, 4E provides that just fine.
 

If he wasn't talking about PCs being different from each other, then I'm afraid I didn't understand the initial post.

Could I get a few examples of "diverse" vs. "homogeneous"?

Thanks, -- N
 

Oh no, I agree completely. The fighter and the wizard play quite differently.

I also think that the numbers 7 and 12 are very different. But when I'm used to comparing 1 and 100, the space between 7 and 12 seems much smaller.

Look at it this way:

The numbers 7 and 12 are very different, as are the numbers between them. If all of these numbers have their own unqiue result, you have six outcomes.

The numbers 1 and 100 are more different, and the space between them is vast. But yet if the outcomes of these numbers is simply based on whether the number is even or odd, you only have two outcomes despite all the options.


The results of options are more important than the options themselves.
 

Ok, here's why things feel "samey" to some.

You roll up a first level fighter. You pick out 2 at-wills, 1 encounter power, and 1 daily. You note down a couple of class specific abilities, choose 4 skills from your class list, buy a weapon and some armor, and fiddle with the math until you have a first level fighter, ready to go.

Your fighter suffers a terrible fate brought on by Irontooth. Time to roll up a new PC. "Screw tanking" you think, I'm gonna play a wizard.

So you roll up a first level wizard. You pick out 2 at-wills, 1 encounter power, and 2 dailies (of which you can only have one at a time). You note down a couple of class specific abilities, choose 4 skills from your class list, buy an implement and cloth armor, and fiddle with the math until you have a first level wizard, ready to go.

See what just happened? The steps feel EXACTLY the same. Sure, your powers have different parameters (1[W]+Str vs. 1d6+Int), your weapons and armor is different, and your class abilities are different to fit your role, but in the end, both classes are the same skeleton with different clothes thrown on them.

The feeling gets worse as you level up. No class has new exclusive class abilities to look forward to; just another encounter or daily power at the EXACT same level as everyone else. In 3e (and earlier) classes gained unique powers at different levels (rogues get evasion at 2nd, rangers at 9th) or spells were different levels depending on class (Animate Dead: 5th level MU, 3rd level Cleric). Now? You get rituals at the same level no matter if your a wizard, cleric, warlock, or a fighter with Ritual Caster.

When all you have staring down the pipeline are more/better attack powers and a 1/2-dozen utility powers (most of which are just combat abilities minus the attack roll) The classes seem to blur. Who cares if the daily power you got was Fireball or Flame Strike; they're both Atk vs. reflex cubes that deal Xd6 + stat amount of fire.

It also doesn't help that every class gets better at fighting, casting magic, skill-use, AC and defenses at the EXACT SAME 1/2 level rate. Sure, it makes for easier math, but before the fighter had the best to-hit, the rogue had the best reflex save (by miles, not by +2) etc.

"But Remathilis." you say, "What about roles? Clearly a fighter doesn't share the same role as the wizard, ergo he doesn't share the same play-experience?" True, to an extent. Sure D&D has four roles (and they've always had them, more or less) but while a wizard might be in the back rolling to hit with magic missile and a fighter up front rolling to hit with tide of iron, another lingering element bubbles up:

Each role feels exactly the same. All defenders have a mark. Each mark might do a different effect, but at the end of the day it doesn't matter if your a swordmage, warden, or fighter, your main purpose is to run-up, attack, mark, and repeat. Same with leaders: Every leader has a XXX Word-like power that, as a minor action, gives healing surge + extra hp back. The individual amounts and methods vary, but sure as the sun is hot, if it says "leader" you'll find it has some variant on the Healing Word power in its class list.

Oddly, one role has avoided this straight-jacket: Strikers. Some deal Xd6 damage, some grant 2 or more ability score mods to damage, some just have insane [W]s to each power. A barbarian DOESN'T feel like a rogue because if D&D did anything, its created hundreds of permutations on ways to deal damage. Its also the reason controller doesn't feel unified; it lacks a strong-enough mechanical element (heal, tank, damage) to keep it unified. "Crowd Control" doesn't work well on its own.

Lastly, I originally thought getting rid of different "subsystems" would streamline the game and make it easier to play. Why learn a new mechanic just to play a wizard, psion, warlock, etc? Well, here's why. They played different so the game FELT different. A fighter could be a crafty tactician, or he could run up a kill-kill-kill. A wizard needed careful resource management and a more patient player (at least to be effective). A rogue needed to know the ins-and-outs of the skill system, etc. In essence, they were all little mini-games. Those mini-games are gone, and every class is poorer for them.

I think no one (except the most stubborn h4ter) would argue you could roll up a elf druid an play him EXACTLY as a dwarf fighter, but there is a lot of sameyness in the new "one class frame to rule them all" method of advancement. Classes like the psion (which eschews encounter powers for PPs) earlier would have fixed I think a number of complaints (for example, making wizards more daily-heavy while making fighters masters of encounter-powers).
 

thecasualoblivion said:
Never said anything about immense variety. I said that homogenity was a misnomer, coming from a jaded point of view....I said exactly what I was talking about...

Notice how I didn't quote anyone? Yeah, that was intentional. The general "You're just wrong" argument doesn't help anyone run a better game. The argument itself -- no matter who is espousing it -- doesn't actually address the issue. No one is going to go "Oh! Well, I guess I'm just wrong then!" It's just gonna degenerate into a pointless internet debate about subjective perceptions. That's not a conversation that is generally worth having.

Meanwhile, the "where can diversity be found?" discussion and the "how much diversity do we need?" discussion and the "how is Wizards adding diversity even now?" discussion are pretty useful.

If you think I'm talking about you when I dismiss that kind of argument, then you should probably stop making that kind of argument. If you don't think I'm talking about you, then, guess what, I'm probably not. ;)

An example of a pretty good conversation?

thecasualoblivion said:
I said that the variety in 4E lies in tactics, not mechanics.

I mean, I don't really understand what that means ('cuz tactics are mechanical), but at least it is a "Here is somewhere that I have found diversity!"

Now, I haven't seen it in my experience. 4e combats are more tactical (what with the moving and the shifting and the big rooms and the traps and whatnot). This doesn't necessarily translate into added variety. Anyone using a lot of terrain in any other edition or game could also achieve this tactical variety. 4e combats are tactically various, but I haven't found them to be exceptionally different than any other game. 4e certainly doesn't lack variety there, but I would hesitate to argue that it's MORE diverse.

Since that's just my experience, I suppose I could be doing it wrong.

If you are hell bent on only accepting variety of build as the definition of variety, than variety of outcomes won't mean anything to you, and brings close mindedness into the other side of the discussion.

Man, I don't know why we're degenerating into semantic rabbit-holes with this. Variety is a broad, over-arching effect of the entire game system from character build to play at the table over the course of a campaign. And, yes, 4e feels largely homogeneous. I'm sort of under the impression it kind of wanted to. It's more consistent that way. It's easier to balance the combats. Nothing is swingy, nothing is out of left field, nothing is weird or unusual or incompatible with the core system. It's like how you know no matter what McDonald's you visit, the hamburger is going to taste the same, but if you go to some local burger joint, you might hate it. Consistency has it's advantages and disadvantages, and given how binary 3e combats could be, 4e wanted to integrate more consistency. Generally, I'm a fan of the goal, though I think they might have gone too far, because it does seem kind of dully similar to me in a lot of ways.

One, your bringing in the "I'm a special snoflake" mentality here. People tend to miss that this can have a negative impact on the rest of the table. The other is modularity, and I would argue that modularity isn't what D&D has ever been about, and is not what most people want.

Now you're just arguing with yourself. ;) Read what I write and try not to get caught up in what that might mean about my inner psychology. You don't know me. I didn't make any case for specialness or modularity. What I said was 4e is less accepting of more exotic options. This is true. For instance, in 3e, I could play a character who could not be magically healed except with a special niche spell designed specifically to heal only my character. In 4e, that would not be allowed -- healing heals everyone equally. There are advantages to this (no one needs to play a special "heal that guy" class), and disadvantages to it (my ability to reflect a totally different biology, mechanically, is more limited, since one size fits all).

I'm arguing with his terms, and the fact that the word homogenity and 4E as a system have no correlation.

Semantic arguments are just about as useless as "you're just wrong" arguments, mostly because they are "You are just wrong, because you're not defining your terms in this way that I've set up to understand them." Maybe more useless because then the argument becomes about esoteric linguistic rabbit-holes and not about the actual dilemma of people who think 4e is too "everything's the same" for them.

OGL talk here. I eagerly await the day when people who don't want to play D&D can find innovative and unique systems that serve them, instead of some d20 clone. If you want to play D&D, play D&D. If you want to play something else, play something else.

What's this soapbox have to do with anything? The OP says we're not likely to see diversity added through the GSL, and I agree, I don't think we will. Do you disagree? If so why, if not, why not? If you'd like to talk about the OGL and d20 clones and what people who "want to play D&D" actually play, and keep a hawkish eye on any seditious "OGL talk," there's another thread with your name on it somewhere. ;)

If you want variety of mechanics, you should most likely play something other than 4E.

Part of the OP's case seems to be that mechanical variety is not necessarily incompatible with 4e, but that the designers have chosen to avoid it. I agree with that assessment. 4e could theoretically have diverse mechanics. It's not likely to, however it has been making some progress. Maybe we play something other than 4e, or maybe we keep talking about it so that WotC designs future supplements with an eye toward adding variety while still playing and trying to add variety to 4e through house rules, or maybe we do both at the same time. Abandoning 4e is one solution, though it might not be the most rewarding solution for everyone (particularly if they mostly enjoy 4e, and just have niggling problems like this).
 
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Everything is relative. There are games out there with vastly more variety built in to the mechanics. Compared to those games, 4E is quite homogeneous.

Homogenous mechanically, maybe. Homogenous in play? Not so much.

I understand 4E very well. And the homogeneity is shining bright.

Perhaps, if you wish to actually contribute to a solution oriented discussion, you will quit offering shallow preconceptions of your own regarding other people's experience with the game you enjoy. Because, you are wrong. Deeply wrong.

People who like 4E should play 4E. People who do not like 4E should play something else. Problem solved.

People who do not like 4E and wish that another system was the big dog, or that there were OGL/GSL satellites which can bask in the glow of the big system(currently 4E), I don't know that anybody can solve that problem. I'm happy playing 4E and when I'm so inclined, playing not-4E.

I think you claim regarding mechanics vs tactics is pretty sketchy at best. But even with that, why can't we have both?

Its called unnecessary complexity. If you can accomplish X with one system, accomplishing X with 12 systems is unnecessary complexity. 12 systems is what we in the RPG world tend to call clunky.

Also, I'll clarify that it is the game I referenced as homogeneous, not specifically the classes.

Classes being homogenous is what the OP focused on, which is what I replied to.
 



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