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D&D 5E cancelled 5e announcement at Gencon??? Anyone know anything about this?

Mournblade94

Adventurer
If you saw no problem with fighters, there was nothing for pathfinder to fix.

However if you did, Pathfinder fixed nothing. That was one of the big things I looked at in the Pathfinder rules, but it was not there. Fighters got more tricks, they might be better, but the base problems I saw in every group I ran in 3.5 was not fixed.


Of course your opinion and my opinion, but I'll bet a lot more people share my opinion fighters needed help.

Right I basically just posted that as if there was a problem. The problem I beleive for Pathfinder players is a minor one. The 'fix' they gave was as you say cool tricks to fighters. They did not even them out, but I do not beleive that is what the players of Pathfinder wanted.

Pathfinder also helped by nixing just about all save or die, but it is not as drastic as 4e. For example DISINTEGRATE does a #die worth of damage. If you fail the save you take full damage, if it is enough to kill you then you are indeed GONE like the original spell. If you save you take less damage, but you are still GONE if that damage reduces you to 0.

I did not like the ideas of save or die, but I have since come around to it because I think the way PAizo set it up was good.

That also goes into nerfing the wizard a bit.

The disparity was not and is still nto a problem for me. It is still there, it is not fixed, but I am ok with the tweaks they made to narrow the gap.

The tweaks paizo made will not satisfy those that perceived this problem.
 

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Dire Bare

Legend
It's funny since if this is true it supports my position even more... But could you provide examples of this (because I am genuinely curious, and honestly am not sure if you are right or wrong)... what locations or events were canon that didn't exsist in or contradicted Greyhawk canon? I defiitely believe stuff was added, but if it didn't contradict the lore in the Living Greyhawk Gazetteer then it would just be 3.x's version of Greyhawk... right?

EDIT: Honestly I took the 3.x setting to be Greyhawk because I had never played in Greyhawk before and had nothing, except the Living Greyhawk Gazetteer, to go by.

What???

The 3.5E core books had the exact same religions/deities as the 3E books (all Greyhawk by the way - though some did crossover with other campaign settings), and the same "named" spells - all named incidentally for Greyhawk Wizards...(Tenser, Nystul, Melf, Leomund, Evard, Otiluke, Mordenkainen, Rary, Bigby, Dramij, Otto)

In the core books, the default campaign was Greyhawk in both 3E and 3.5E.

I really don't understand why you think it isn't...

No, I think he's mainly right. Greyhawk was still the default setting in 3.5. Greyhawk deities receive focus in Complete Divine and Complete Champion. Though I admit that I too had an impression of drift from canonical Greyhawk, and in more ways that just rejigging St. Cuthbert's alignment. I just can't quite put my finger on the source of it right now.

Yup, I'm still right! :) Maybe there are some Greyhawk grognards in this thread who also collected all the 3E books so they can back me up. Notice how many of the Greyhawk names you mention are also in 4E, yet noone will of course argue 4E is Greyhawk. I've sold off all my 3E books, so can't quote you journal article quality sources. Ah well.

At the beginning, 3.0, the core books offered us Greyhawk Lite, and more detail quickly followed with the two Gazetteer products that fleshed out Greyhawk. Also, in early products and Dragon articles, an effort was made to set the fluff in Greyhawk, even if some stuff was newly invented and details were sometimes light.

Can't remember when exactly the shift occurred, before or after 3.5. Now, Greyhawk Lite was never left behind, we see the same deities and well, mages, in the 3.5 core books. But at some point all effort to set later products in Greyhawk ceased, also can't remember if it was gradual or abrupt. Good, obvious examples are the series of D&D novels that featured our heroes the "iconics", such as Redgar . . . and were decidedly not set in Greyhawk. Another good example are the "Races of" books, such as Races of the Wild, where WotC tossed out the classic demihuman pantheons (except for their respective "king" gods like Corellon and Moradin) and established entirely new ones that had no connection to Greyhawk. There are other smaller examples I can remember too, such as example cities that were not set in Greyhawk (they weren't set anywhere, but didn't fit into established Greyhawk). Later 3E D&D became a mish-mash of Greyhawk and generic fantasy with no effort at a coherent setting.

Compared to the 4E cosmology, which borrows elements from several classic D&D campaign settings, but retains (so far, at least) a consistent world.

Not saying that this is a good or bad thing, and if you aren't familiar with Greyhawk you'd have missed it, but there it is.

Believe me or not, it's all good. Greyhawk is awesome, and there was also a lot of good ideas in the latter 3E days.
 

Mournblade94

Adventurer
Heh. I beg to differ.

Best 3e character I ever had was an arcane caster, single-class; my attempt to make a 1e illusionist using 3e rules.

Party's about 10th-11th level, she pissed off one of the party's fighters once too often and he turned on her.

Losing that initiative roll was the last thing she ever did.

He put her down unconscious in one round, killed her in the next, and she never came back.

In the greater game she certainly had more answers and things she could do than he did, but when it came down to party infighting it was pretty much 50-50 - win initiative and you survive.

Lan-"RIP Appppil Pagey"-efan

I would have to fully agree with you there. It was often a matter of initiative even if the mage was prepared. I can only give you an XP no prize. And I am not as cool as Stan Lee.
 

Abraxas

Explorer
Ok, fair enough. A few questions:

1. What levels did you usually play at?
2. Did anyone actually play a straight caster - particularly one of the big three (cleric/wizard/druid)?
3. What supplements were allowed?
Just thought I'd pop in here.

We played from 1st to 20th level more than once - running the Paizo APs : Shackled City, Age of Worms, Savage Tide.
We had single classed wizards, druids and clerics.
I allowed absolutely everything from WoTC.


The only time I had a problem was when one player went to the char op boards to create his Druid - he no longer games with us.

Honestly, other than that incident - and really he overshadowed everyone not just martial classes, I have never before or since run into a problem with the martial classes being overshadowed (with the exception of the rogue - I have yet to see a situation where one is really needed). That being said - I like what Pathfinder did for the fighter not because he needed help but because more toys are always fun.
 

pemerton

Legend
those would be cultist, followers, clerics, etc. of Heironeous. You see S&S is much more humanocentric in it's feel. This is one fo the things that gives 3.5/Greyhawk a more S&S feel than 4e.

<snip>

Not if you are using the default world of Greyhawk. If you are doing this then there is the same transparency you speak of concerning 4e.
I know Greyhawk fairly well. I own the 1st ed versions (both the gazzeteer and the boxed set), From the Ashes, the City of Greyhawk boxed set, the Sargent stuff (Iuz, City of Skulls, Fuyrondy and Nyrond), the later 2nd ed elements (Ruins, Adventure Begins, Return of the 8, etc), the 3rd ed Living Greyhawk volume and Castle Greyhawk supermodule, etc.

I ran a Greyhawk game (using RM rather than AD&D as the system) from 1990 to 1997.

If I was to run Greyhawk again, I would almost certainly try and get my group to adopt Burning Wheel as the system for doing so. One reason for that is that Greyahwk, in my view, doesn't come with the same built-in conflicts that 4e does. The Scarlet Brotherhood are cool martial-artist slavers, for example, with plenty of colour, but what sort of PC build is an enemy of their's right out of the box? I think BW's Belief mechanics would help add the "oomph" into the situation to really make the game go. At least as I have experienced it, 4e PC's have more "oomph" built into them simply via the mechanics, and as a result the situations come alive without the need for a Belief or similar mechanic to drive them forward. (In just the sort of way that Worlds and Monsters talks about.)

As for narrativist games, I do enjoy them and I have played Heroquest, in the Nameless Streets campaign setting (where the DM defines all kinds of secrets that the players investigate), I don't know if I necessarily prefer them over other styles of play but they are enjoyable with the right group.
OK. Should I infer from this that you don't play narrativist D&D?

As to alignment, It really only affects those classes that have chosen it as a thematic definer such as clerics, paladins, druids, barbarians and monks
OK, so this is some indication of how you drift AD&D to get narrativsist Planescape. But what about the planes themselves? Isn't alignment inherent too them?

I honestly don't have the time to post something like this permeton, especially as I am playing 4e right now and not Planescape it would be mostly from memory.

And I, in turn, am puzzled by how someone that has never read the Planescape campaign setting can have such strong opinions and feelings on what it is and what it isn't good for.
Fair enough if you don't have the time. Between what I've read, what I've heard and what I own I personally think that I have a pretty good sense of Planescape, but you may be right that I'm mistaken. As no one (including you?) is actually claiming to have played narrativist Planescape, nor talking about what techniques were used, I guess it remains an unsettled question how much drifting would be required.

For me, though, there is a bottom line. 4e is a different game from 3E. It has different PC build mechanics. It has different action resolution mechanics. It has a different approach to setting. It has a different approach to alignment. It has a different cosmology.

One school of thought would be that none of these differences actually makes any difference to 4e's capacities as an RPG, except to make it less suitable for roleplaying than 3E.

Another school of thought would be that these differences make 4e better suited to doing different things than was 3E (and earlier editions of D&D).

I subscribe to the latter school. My subscription is based on my experience. And there are plenty of actual play reports, by me, on these forums, to illustrate what my experience consists in.

I've never seen an actual play report from anyone explaining how they used 3E to run a narrativist game. Likewise for Planescape. In fact, as best I recall I've never even seen anyone assert that they were running narrativist Planescape or narrativist 3E. Absent such accounts, and based on my own knowledge of these various RPGs, my view is that they are not as well suited to narrativist play as is 4e. And this is precisely because of 4e's changes to rules and setting. I mean, I've looked at the other stuff, I can see the obstacles to narrativist play that aren't present in 4e (of which mechanical alignment is the most obvious, but just one), and I can see how 4e differs in those respects.

It seems to matter to you that I have this view about 4e's particular suitability for narrativism, because every time I mention it you post to contradict me. But if you want to persuade me that I'm wrong, you're going to have to show me. It may well be, as you have suggested, this is just down to my preferences in genre tropes. But theorycrafting about how 3E or Planescape is no different from 4e in this regard isn't enough. Because I'm not working from theory, I'm working from actual play experience.
 

pemerton

Legend
These conflicts were often established in individual campaign settings. I agree it was not established in the default rules, but the older editions tended to leave alot of fluff to campaign setting material.
Agreed.

I am missing how the point of light in your example is not simulationism.
Points of light - especially in light of Worlds and Monsters - is, at least for me, first and foremost a vibe. It's a mythical history, and then a series of fallen empires - the giants' empire, the illithid empire, the dragonborn empire, the tiefling empire, the minotaur kingdom, fallen Nerath, and probably others I've forgotten. And many of the races are defined very strongly in terms of this history - elves and eladrin in terms of the mythic history of the Feywild, dragonborn, dwarves and tieflings by their place in the sequence of empires, humans by the (comparatively) recent fall of Nerath, bringing dreams of a cosmopolitan civilisation to an abrupt end. Of the core PHB races, only Halflings have no real location in the history of the setting. (Which, to my mind, makes them the weakest race in the PHB. I'm glad none of my players plays a halfling PC.)

Various elements of this history are then referenced and brought into play by choices of class and power. (Again, some bits are weaker than others. Avandra as a god doesn't seem to bring as much with her as some of the others, for example. And some classes are inherently more boring than others, in terms of the way they engage a situation - ranger archers, for example. A party of halfing Avandra worshippers, consisting of archer rangers, laser clerics and an Essentials knight would strike me as at the more boring end of what 4e has to offer.)

As [MENTION=48965]Imaro[/MENTION] noted, there is a map of Fallcrest and the Nentir vale in the DMG, but it is pretty peripheral to the history that is presented in the PHB, and that players bring into play by building their PCs. I regard this as a feature, not a flaw. When the players build their PCs (assuming they're not the above-mentioned boring party), they bring the history and "vibe" of the setting into play. Straight away, the GM knows what has to be done to engage them. Whether Fallcrest and the Nentir Vale, or some other setting, is used as the backdrop for this, is very much a secondary matter - to put it crudely, all that is needed is a place for the goblins to come from to threaten the frontier homesteaders who are the frontlines of civilisation following the fall of Nerath (in my case, I'm using the old B/X module Night's Dark Terror, which has a different configuration of settlements, forests and goblins from the Nentir Vale, but ticks all the boxes that the setting history needs).

So anyway, that's the setup for play in which the focus is not exploration, but rather hurling the PCs headlong into conflicts that resonate with the thematic concerns of the players. This is what I think 4e does better than any previous version of D&D.

But suppose, instead, that a group wants to run a game more oriented towards the exploration of a fictional setting - where "immersion, as if in a fantasy novel" is the key. Well, PoL doesn't support that very well at all - becaue the stuff that the PCs are most obviously suited to explore isn't in the material provided to the GM. Where was Bael Turath? What about Akhosia? Where, exactly, are all the fey crossings? The sorts of details that don't matter if the map is just a backdrop for play that is concerned with something else, suddenly turn out to be missing once exploration of the setting becomes the main focus of play.

Whether or not the GM uses the Nentir Vale as a starting point, I think a lot of work would be needed to run an exploration-based PoL game.

(And if doing it in 4e rather than 3E or AD&D, other issues may well come up too, like demographics, economics, levels and capabilities of NPCs, etc - all the stuff that it is well known are not matters that 4e is particularly concerned with, but that tend to matter in moer exploration-oriented play.)

Pathfinder did not FIX it in the way 4e did. They made fighters cooler, where 4e nerfed wizards completely, and in fact made everyone a wizard. just some spells are called powers.
I think there is a misapprehension here, or perhaps an implicit expression of a strong preference for simulationist rather than metagame mechanics.

It's true that the player of a 4e fighter has powers to use in the game, just as does the player of a 4e wizard (and putting Essentials to one side for the moment). But it doesn't follow that within the fiction, the fighter PC has "powers" like the wizard PC does. The wizard PC is casting spells that are (in at least some cases) inscribed in a spellbook, and presumably were learned as distinct techniques from a mentor wise in the ways of arcae formulae. Within the gameworld, people would look at what the wizard is doing and say "Look at the spells she knows! She has mastered many magical powers!"

The fighter, on the other hand, is using a variety of techniques. And observers within the gameworld could well say "Look at the range of techniques she has mastered!" But the game does not assume - and indeed, tends to deny - that there is any one-to-one correlation between the techniques that the fictional persona has mastered, and the powers listed on the character sheet, to which the player of the fighter has access as part of the action resolution mechanics. In this respect, the rules for fighters are very different from those for wizards, which do assume excactly that sort of one-to-one correlation.

The fighter PC in my game, who is a halberd specialist, has powers including Footwork Lure (at-will, on a hit shift and then slide enemy into vacated space), Sweeping Blow (encounter, close burst, like Whirlwind Attack in 3E), Come and Get It (encounter, pull nearby enemies within melee range and then close burst) and Passing Attack (encounter, on a hit attack a second target, and if desired shift 1 square between attacks). Mechanically, these are all different things. But in the fiction, they can sometimes be different things and somtimes not. All of them reflect the fictional persona's ability to handle a polearm with great deftness, taking advantage of its length and reach to wrongfoot opponents, while himself moving about the battlefield with great facility. But they don't correspond to discrete techniquest that the fictional character has mastered. So his ability to attack multiple opponents with quick polearm work can be reflected, on different occasions, by any of Sweeping Blow, Come and Get It or Passing Attack. His ability to strike at reach is sometimes reflected by Footwork Lure (which has a range equal to the weapon's reach) and sometimes by Come and Get It (which pulls distant foes adjacent, and then allows them to be attacked). The pull in Come and Get It itself models different things on different occasions - the reach of the polearm, the ability of the character to wrongfoot his opponents (which is also sometimes represented by Footwork Lure), and in the case of this PC only very occasionally by any desire on the part of an enemy to rush in attack him (despite what the name of the power might suggest).

It follows from this that when the player of the fighter says "I use Come and Get It" he is speaking out of character. He is telling us what he, as a player of the game, is doing. A further step is required to explain what is happening in character, in the imagined world of the game.

It's not the same when the player of the wizard says "I use Magic Missile" - this both describes what is happening at the play table, but can also be interpreted as an in-character description of what is happening - the wizard PC is casting a particular spell, namely, Magic Missile.

So 4e's "solution" to the fighter/wizard problem is, in fact, similar to that adopted in the Buffy game (as I understand it) - namely, wizards get magical powers, but the players of fighter PCs get access to metagame benefits to compensate. It's just that in 4e those metagame benefits are mechanically encoded in the same fashion as are the wizard's spells. The difference between them is not expressed at the mechanical level - it can only be appreciated by thinking about the contrast between what is happening, mechanically, at the table, and what this means for the fiction.

This is another reason why 4e is not particularly well-suited for the exploration-heavy play that many D&D players seem traditionally to have gone in for, because that sort of play is undermined by a strong separation of the mechanics from the fiction. The flip side is that it is precisely this greater use of metagame mechanics in 4e that suits it for non-simulationist, overt-agenda-driven play - because these metagame mechanics give the players points of leverage in the game to inject their own priorities and thereby shape the fiction, rather than just immersing in the fiction and seeing where it takes them.
 

Imaro

Legend
It seems to matter to you that I have this view about 4e's particular suitability for narrativism, because every time I mention it you post to contradict me. But if you want to persuade me that I'm wrong, you're going to have to show me. It may well be, as you have suggested, this is just down to my preferences in genre tropes. But theorycrafting about how 3E or Planescape is no different from 4e in this regard isn't enough. Because I'm not working from theory, I'm working from actual play experience.

Eh, you can play however you want, the thing I don't like is how, without the actual experience in 3.5 or Planescape you came into this thread and make a claim that 4e's cosmology is objectively superior to Planescape's for narrativist games.

You are theorycrafting because you make wide sweeping generalizations about things, such as Planescape, without ever having read or played in the actual Planescape setting so please don't try and paint this like only one of us is theorycrafting. Over and over again in our conversations you ignore or dismiss all evidence in 4e that contradicts your views and then cite obscure sidebars in supplemental books or better yet cite preference as evidence. I try to stay away from the absolutist statements so I don't think the burden of proof is on me. You state that something is superior and I would hope you have the actual experience and knowledge of both things to support that kind of statement. You can dance around that fact as much as you want but you've admitted you don't.

EDIT: Here's a prime example of what I'm speaking of...

As @Imaro noted, there is a map of Fallcrest and the Nentir vale in the DMG, but it is pretty peripheral to the history that is presented in the PHB, and that players bring into play by building their PCs. I regard this as a feature, not a flaw. When the players build their PCs (assuming they're not the above-mentioned boring party), they bring the history and "vibe" of the setting into play. Straight away, the GM knows what has to be done to engage them. Whether Fallcrest and the Nentir Vale, or some other setting, is used as the backdrop for this, is very much a secondary matter - to put it crudely, all that is needed is a place for the goblins to come from to threaten the frontier homesteaders who are the frontlines of civilisation following the fall of Nerath (in my case, I'm using the old B/X module Night's Dark Terror, which has a different configuration of settlements, forests and goblins from the Nentir Vale, but ticks all the boxes that the setting history needs).

In the above you never address the fact that 4e has tons of fleshed out exploration sites and details throughout it's books, adventures, etc. Instead you address a single map... ignoring the entire writeup of Fallcrest and the Kobold Hall adventure site in the DMG which takes up way more of the page count than the the cosmology or history section. You then give your opinion that Fallcrest is less important than the vague and sparse background history presented. But again what about all of the fleshed out sites for exploration? Address the actual point and evidence that has been brought up
 
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MrMyth

First Post
Moar denial.

Oh, come on. Your experiences are not universal. I am confident than many groups have played through a decade of 3rd Edition without encountering the fighter/caster imbalance. Maybe because of the classes being played, maybe because of how those classes are played - nonetheless, it is totally possible, just as it is possible for other groups to have encountered those issues but satisfactorily resolved them on their own.

The issues definitely existed. The system as a whole was in need of fixing, and I'm glad that WotC attempted to do so. But that doesn't mean that those who didn't encounter the problem are somehow in denial, or that you need to try and dismiss their own experiences.

The issue gets exagerated when the noise on the internet often ran, that if you were the player that played the fighter you were having ABSOLUTELY NO FUN. It was HORRIBLE... EVERYONE else has fun except for me. That all seemed over exagerated to me, and was not the way I associated with other players. It would have been more of an issue in a player vs. player game I suppose.

Oh, come on. Your experiences are not universal. The fact that you never had a problem is great, but it doesn't somehow negate the experiences of others.

When folks talk about not having fun with their fighters, having horrible experiences due to the imbalance, it isn't because they are trying to deceive you or to support some sort of secret agenda. It is because they didn't have fun playing fighters.

Saying that others accounting of their own experiences was over-exaggerated - basically, accusing them of lying - just shows an unwillingness to even acknowledge the opposing point of view.

Come on, folks. Feel free to disagree about what elements needed improvement or how much, but trying to dismiss that the opposing viewpoint even exists is just not conducive to a reasonable discussion.
 

pemerton

Legend
4e has tons of fleshed out exploration sites and details throughout it's books, adventures, etc.
It has setting, yes. As Shemeska pointed out upthread, most of this setting is not primarily for exploration. It's for "killing things" - or, more charitably for 4e play, it's for situation. The setting is a backdrop.

The fact that Shemeska - the biggest Planescape advocate on these boards - can see the difference between the role of setting in Planescape and the role of setting in 4e doesn't make me inclined to change my mind!

Eh, you can play however you want, the thing I don't like is how, without the actual experience in 3.5 or Planescape you came into this thread and make a claim that 4e's cosmology is objectively superior to Planescape's for narrativist games.

<snip>

Address the actual point and evidence that has been brought up
I've done my best to explain my reasoning. With regard to the maps in the DMG, for example, I've tried to explain how they provide a background but - as the game is presented - seem not to be presented as a basis for exploratory play - because the PHB locates the PCs in situations of conflict in which the Nentir Vale and Fallcrest play no part. The place on the DMG map are relevant to PCs built out of the PHB only because they contain story elements that do engage those PCs - elves, goblins, giants, undead, forests, steadings on the edges of civilisation, etc.

Of course, I guess any group could ignore the PHB stuff, and make Nentir Vale and Fallcrest the focus of play. In which case they'd be exploring a boring setting using a ruleset that isn't well suited to it. Why not play RQ in Glorantha instead, or AD&D or 3E in Greyhawk?

Anyway, I see plenty of people on these boards posting about narrativist approaches to 4e - Neonchameleon, Pentius, ardoughter, LostSoul, and others. I don't see anyone talking about narrativist play in Planescape. And when I look at Planescape material, I think I can see why. To my eye, it's written to support the sorts of posts I read about it - participating in the Great Modron March, exploring the intricacies of the alignment system, grappling with the backstory of the yugoloths and the Blood War, being dazzled by the Lady of Pain as a story element.

I'll take seriously the suggestion that 3.5 and Planescape are as well suited to narrativist play as is 4e when I start to see the actual accounts of narrativist play using that system and that setting. Or even theoretical accounts of how they might be drifted in that direction. But I'm not expecting too, because all the stuff in 4e that makes those who dislike it dislike it - the "player entitlement", the focus on the encounter as the unit of play, healing surges and other metagame mechanics, skill challenges, the lack of setting detail, the changes to the alignment and the cosmology, etc, etc - is precisely what enables it to support narrativist play better than other editions of D&D.
 
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Herschel

Adventurer
Pathfinder did not FIX it in the way 4e did. They made fighters cooler, where 4e nerfed wizards completely, and in fact made everyone a wizard. just some spells are called powers.

So if Pathfinder "fixed" anything they did it in a more acceptable way. Paizo did an acceptable fix. Wotc did not.* That is all there is too it.
* Not saying that as a universal statement

Paizo never really "fixed" anything, they threw on some minor patches and a fresh coat of paint. The core problems still exist but that was enough for some because they found comfort in those inequities and structure.

WotC actually fixed most of the issues by making a better playing system. In doing so they made the game more socially balanced, which also didn't appeal to some but did to many others.

Saying they "nerfed wizards completely" is ridiculous to anyone who has actually ever played the system who isn't a sociopath. Wizards still do really awesome things, they just don't dominate the game over other characters any more and they need other characters to succeed.

As for "making everyone a wizard", again that's a statement made by someone who has never played or knows anything about the actual game. Just because they give you some tricks pre-defined doesn't make them play anywhere near the same. Try playing a Wizard like a Fighter and the rapid result is Dead Wizard.
 

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