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Do you consider 4e D&D "newbie teeball"?

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Majoru Oakheart said:
In 3e, you take a base creature, then ...

Even in the context of writing "official" adventures, that's a fundamental change from how Gygax, et al (maybe even Cook, Tweet and Williams) viewed the game. This whole notion of the DM playing some sort of solitaire puzzle-game, thereby adding hours to preparation for the real game -- and making the books such severe constraints on creativity -- is a basic problem that remains central to 4e.

Having such helps available as an option is one thing. If anything is a "newbie crutch", it's the belief that such a thing is necessary to (or even capable of) delivering a good D&D game.
 
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How in the world do you get that
it says that?
All it says is that the game lived and was enjoyed for a full life. Which disputes your prior claim. It in no way whatsoever says that no game can compare to it and trying to force that bizarre spin onto it is putting words in to my mouth.

Doesn't history show us otherwise? That DMs stopped running games when using 3.5 or this 'deep end'?

I didn't say that the game was abandoned. I said that DMs stopped running games when using 3.5. Too much prep time. Several 'fixes' for it, several of them spun out as their own game including True 20, Trailblazer and Pathfinder among others. No where do I say that no game can compare to it. I did say that 4e was designed listening to the people's issues with the previous edition.
 

Yes. Sometimes 3 or 4 times a round. As soon as one of the extremely powergamed characters says "I hit AC 35" and I say "Miss", they immediately say "WHAT? I hit 35. There's no way that missed. How did it get that?"

And then I have to say "Well, it is a creature who started with a +12 natural armor. Then it got a template that adds a +2 deflection bonus. It is wearing +3 Fullplate designed for its size. Then it gets +1 from Dex."

Then they say "Wow...I can't believe you cheesed up the monster by adding a template and giving it custom +3 armor. Most of the monsters we fighter have around AC 25. It's a full 11 points higher than usual."

Because, if I'm off by one point, they'll notice. They'll call me on it. After all, the only way the game is fun for them and for me is if we play "fair". If the rules let you make something, it's fair. If it's just made up, then they might as well not play. After all, it's easy to beat them if you can arbitrarily make a monster AC 36. It's hard if they have to follow a set of rules to get to AC 36. At least, that's how they look at it. Or how they did look at it in 3.5e.

Now, in 4e, I simply say "It's a level 10 monster, it has appropriate defenses for it's level. There's no rules for what AC it can have. This one is higher than normal."
Wow.

1. 4e has rules for what AC a monster can have, there are guidelines in the DMG for ranges of AC based on monster role and level.

2 3e does not. It has rules on what things add to AC and in what ways, but no rules on how much AC to give a monster. There are no limits on how much natural armor a monster can have for example, only examples of what some exemplar monsters do have in the MM.

3 Majoru, your example is not that you did not play by the rules and therefore did not play fair, your players are complaining that you played by the 3e rules legally and they don't like it. They want you to stick to core MM stat blocks apparently. You played "fair" by your example of what you say your players required in 3e. 3e rules allow a ton of arbitrary flexibility while still playing by the rules.

NEw monster at AC 36. 10 base, +8 full plate, +2 shield, +16 natural. Done. Legal according to the rules of 3e. And they will only get non magical full plate and a shield as loot.


Pretty much this. I won't say that my players are this critical, but they all really understand the rules and have an encyclopedic knowledge of monster stats. As a result, if things do go outside the lines, they'll know about it.

Beyond that, what happens when your group sends a dispel magic over at your "made up on the fly" creature? How does that affect its stats. My group also had a spell from (I believe...it's been a while) the Spell Compendium that did damage to you for each spell that was currently affecting you. So I had to keep track of the number and kind of buff spells that I gave my creatures pretty much all the time.

In 4E, I can design much more to taste.

I know a lot of people must read a post like this and say "what the heck?" but if you say that you're likely not playing with a lot of "system mastery" type players. They do exist, and in my group's case are some of the best friends and roleplayers you'd ever want to meet.

What the heck? :)

Your players memorize monster stats but apparently ignore the parts about adding levels, advancing by HD, adding templates, and the ability of the DM to create their own monsters.

In 3e you can't say "oh its just an orc" with confidence. You don't know if it is the sample level 1 warrior from the MM, a level 20 barbarian, some type of 4HD monstrous humanoid mega orc variant race from a weird monster or race book or some black orc super unholy templated monstrosity from the Book of Templates Deluxe Edition 3.5.

My high system mastery face to face players know this very well. :)

I assumed most players with system mastery and an understanding of the 3e rules would realize it too.

Or that a DM who understood the rules could communicate that.
 

Beyond that, what happens when your group sends a dispel magic over at your "made up on the fly" creature? How does that affect its stats. My group also had a spell from (I believe...it's been a while) the Spell Compendium that did damage to you for each spell that was currently affecting you. So I had to keep track of the number and kind of buff spells that I gave my creatures pretty much all the time.

In 4E, I can design much more to taste.

In that case you have to make a spot decision, are there any spells affecting this monster, how many, and what caster level. My AC 36 Ankylosaurus? No. My AC 36 wizard, yeah more than a few and it should be adjudicated.

Dispel magic is a definite speed bump nit picky problem spell. I like the pathfinder variant much better where it only knocks out one spell.

4e only solves the problem by yanking out the 3e style dispel magic.
 

I know I'm late for the party in this thread: after reading through it I saw a lot of posts to which I wanted to respond, but I can answer the OP's question more succinctly:

I was talking to someone who has been out of D&D for four or five years, but with whom I've played since 1990, and he asked me what I thought of 4th Edition. I told him that the whole system was more "crunchy" and that I didn't like some of the choices made with regards to the core setting and race/class options for 4E. I told him that 4E moved closer to video game territory than I would have liked and that some of the convention games I had played reminded me more of M:tG or a board game than I would have liked.

My friend thought for a moment and asked, "But we'll still play our game right?' And I said "Oh yeah, definitely!" By "our game" he meant that, assuming he came back to the table, I would still run a deeply-layered, story-oriented campaign with lots of opportunites for roleplaying, character growth and setting development.

"Yeah," he said, "we'll always play our game."

I told him about how balanced game mechanics have become. I told him that the crystallization--call it simplification, if you like--of the rules took some of the pressure off of me in terms of judgment calls and made it easier for me to focus on being a good DM. I told him how much I liked the skill challenge system because it provides a commonly understood, reward-centric structure to non-combat encounters.

I could easily run a 3.5 game, of even a 2E game, tomorrow and have plenty of fun...but the 4E system has its advantages. There's nothing about it that keeps me or my players from playing our game.
 
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I told him about how balanced game mechanics have become. I told him that the crystallization--call it simplification, if you kike--

I know its a typo- oddly, one missed by the board's censors- but you might want to edit that one before someone takes offense!

*shakes fist*

Too late! GRRRR!
;)
 

By "our game" he meant that, assuming he came back to the table, I would still run a deeply-layered, story-oriented campaign with lots of opportunites for roleplaying, character growth and setting development.
See, now this is what separates 'advanced' D&D from 'T-ball D&D'. Rules ain't got nothing to do with it...
 

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