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D&D 4E Finally, a playtest reporting there are good things from 4e in Next!!

Thanks for the writeup. However, the key question is still unanswered: Does 5E attract hot gamer chicks? Everything else can be houseruled.

If you look at the picture I included, the answer is no.

However, in my home game there are both women and men gamers.

I think that 5E may provide the answer you are looking for. Nothing impresses a woman on a first date more than telling her you are not only a Dungeon Master with years of experience in creating dungeons for your friends to enjoy, but also your pixie vampire Drinkerbell just hit Epic level.
 
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I wonder what the writer meant when he (seems to) say that he could ignore his character's abilities and gain most of his mechanical benefits from BSing. Does that just mean that his character (which sounds like a warlord) roleplayed like a warlord and told the dungeon master what his intent was, and then the dungeon master, knowing the mechanics, utilized the appropriate character skill/power/feature to make it happen... or did he just roleplay cool ideas and the dungeon master let the imagined effects happen?

The former is an interesting fix for incorporating simulationists or roleplayers into the tactical part f a game. The latter is having storytelling trump the game, and as such is not much to my liking.

Monte discussed this in the seminar on skills. The DM defaults anything a player asks to do to ability checks (thus you don't have to have that one certain skill to do something or anything). A bonus would be provided if you have the right skill. All mechanical.

Monte also talked about advantage. This rule (currently) is something the DM hands out for anything roleplayed that he or she thinks should get a small mechanical reward for.

So, using Monte's feedback on the skills seminar, I could talk to an NPC. The DM would ask for a Charisma check or I could ask to use Strength perhaps (maybe trying to intimidate). I could look at my sheet and say, I have intimidate as a skill. The DM gives me a bonus to my check. And/or I could roleplay my character as a demanding noble (with or without the skill) and the DM could give me advantage (another bonus).

According to Monte, any PC could do anything they want to try (ability check). Mechanics could help (skill bonus etc.). Roleplaying could also help (advantage). The DM might tell me what to roll or I as the player may make a suggestion.

Also from the seminar. Maybe a halfling has a -1 Str (I have no knowledge that this is so, but ability penalties are being considered). However, maybe I'm playing a fighter and getting a +1 to Str for class. So I'm not quite as intimidating as the half-orc with his +1 Str. But being a fighter helps as well, more so than if I was just a regular halfling.

Everything flows together like that pretty seamlessly and none of the bonuses will likely be too big or crazy. 4E gave a +5 to trained skills so imagine spreading that bonus out five ways and you could see how 5E could easily accomplish this. With everything written on the character sheet, it isn't too hard to follow.

The DM just needs to know what the six ability scores are and how advantage works. The player can work just off his character sheet. A player could also roleplay or offer creative suggestions but he won't be penalized unduly if he doesn't do so.

Even in rough form, the game Monte and the other designers described sounds pretty sound and fun to play. I know I enjoyed it.
 
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Thanks for responding! I didn't say you were focusing on 4e, but that notion that 4e PCs are invincible supermen keeps coming up. In a blog post on Critical Hits, Mike Shea seemed to delight in punishing 4e players who had no prior edition experience when he ran a 5e game at DDXP.

That comment really irked me. If all they know is 4e, then they are bound to approach 5e with 4e assumptions. IMO, the DM is not being fair to them if you don't prepare them for the difference in game style ahead of time.

You're welcome. And I understand your frustration.

My opinion is that D&D N will be between 3E and 4E in power. A 3E 1st-level wizard has 4 hp plus Con bonus. A 4E 1st-level wizard has 10 hp plus constitution score. That is a huge difference. I think 5E will end up somewhere in the middle.

Anyone who played previous versions of D&D 1E through 3E (wizard with max 4 hit points plus Con bonus and later maybe a feat bonus) is likely to be a bit shocked by the 4E version (10 + Constitution score). 4E shocked previous players in other ways as well and the cumulative effect left some of those players a bit unhappy with 4E.

If 5E finds middle ground between the two I think the two camps can start gaming together again. At least, that is my hope.
 


KarinsDad

Adventurer
They wouldn't be the heroes if they were just normal men.

That aside, I really think this all stinks highly of "I don't like 4e-ism" and "you're not doing it right".

Hmmm. Interesting point.

It's not that 4E-ism is bad, it's that it's not D&D. I see a distinct difference of mortal heroism and super heroism. Let me explain my opinions on the super heroism of 4E and maybe some people will see where these thoughts are coming from in our gaming community:

1) When I used to play Champions years ago (1E through 5E), nothing bad ever happened to the PCs as a general rule. They took a ton of STUN damage, but rarely took BODY damage. There were really no game mechanics for anything worse than BODY damage, so the PCs felt protected. Yes, they could and did lose fights, but nothing even close to temporary ever happened to them. This emulates the comic books quite closely in that superheroes as a general rule have problems in their personal lives, but they rarely have debilitating problems from combat itself (unless designed into the PC).

2) When playing 1E and 2E, and somewhat with 3E, semi-permanent bad things could happen to PCs. PCs could lose ability score points. PCs could get level drained. PCs could get diseased or cursed or poisoned. The gaming environment, unlike the Champions world, felt more threatening and the PCs felt heroic, but not superheroic. PCs could walk into a burrow mound and the players knowing that undead in there could level drain their PCs were extremely apprehensive and cautious. It wasn't another simple encounter where powers were spammed, it was a careful search and quite frankly (like Sunday's superbowl), a bit nail biting where anything could happen.

3) 4E doesn't feel anything near 1E through 3E, hence, it doesn't feel like D&D, even though many of the terms are the same. It feels like Champions, not like D&D. The 4E game designers wanted to bring new and preferably young people into the game. A laudable goal, but the implementation was somewhat misguided. Very few bad things can happen to PCs because one of the design goals of 4E was to remove things that bugged some players in earlier versions of the game and add in shiny new things. Player entitlement (which I'll talk about later) was added to the game. There are many examples, but I'll give a few:

a) Level Drain, temporary and permanent. This was deemed bad, so it was removed. It was one of the most dreaded aspects of something bad that could happen to a PC, so it was removed.

b) Disarm. Obviously, PCs cannot fight without their absolute best magic stuff, so it too was removed.

c) Poison. It used to last beyond just a single encounter, now it can be gone by the very next round in many cases. Huh?

d) Curses. These are not even part of the core rules. Mummy's Rot is called a curse, but it's a disease. There are a few minorly cursed magic items that eventually showed up, but for the most part, curses are mostly a no show in 4E. There is a Remove Affliction ritual, but it is hardly ever used.

e) Grabs. Grabbing in 4E is, quite frankly, a bit of a joke. It doesn't really matter too much if many PCs are grabbed or not, most can still attack normally with no penalties and with any weapon. And grabs are really easy to get out of. The many tentacled monster is embarrassed as most PCs casually get out of its mighty grab, some of them spell casters and they didn't even need magic.

f) Fear, confusion, insanity, polymorph, and petrification almost never occur in 4E. If someone is feared, they shake it off in a round or two and the main result of fear is a little bit of forced movement. The 3E versions of Shakened and Feared are watered down to practically nothing.

g) In earlier versions, some bad things that happened to PC lasted for days or weeks and sometimes even months. Now, many bad things like poison are shaken off in a round or two. Bad things in earlier versions required powerful magic to counteract them. Even diseases can be negated by 4E PCs, often with a single extended rest.

h) Maneuvers. PC maneuvers were rolled into the powers. I cannot trip a foe just because humans in real life can trip, instead, I need a power that knocks the foe down.

4) I've talked about what was taken away a little here, now it's time to talk about what was given to players to make their PCs feel more like superheroes and less like heroes.

a) Let's start off with hit points. Any PC can recover all of his or her hit points without any magic at all during a short rest. They can also self heal during combat and sometimes even if the PC is unconscious. Physical damage is gone from the game and has been replaced with the equivalent of Champions STUN. This is a level of entitlement, not asked for by players, but handed out by the 4E design team. Now, it's a major part of our D&D gaming community. Pro-4E proponents get very defensive about this, but even this core portion of the game system has been nerfed.

b) Powers. The game designers even called them powers, just like out of any comic book or Champions-like RPG. They could have called them abilities or something else, but they called them powers. Could they have been any more blatant about it? In Champions, players spam a few superpowers over and over again in combat. In 4E, players spama few powers over and over again in combat. In many ways, 4E feels closer to Champions than it does D&D.

c) Balance. While balance is a laudable goal, 4E took it out of the realm of mostly differing game mechanics for different classes and into the world of cookie cutter everyone seems the same. Everyone has their powers, everyone has the same number and levels of powers (until Essentials), and the designers tried to make the powers balanced with regard to how often they could be used. Balance became one of the new gods of 4E to the exclusion of much of what makes D&D, D&D.

d) Effects. Many effects that were D&D-like (fear, confusion, polymorph) were replaced by things like Forced Movement that most PCs have access to. Also, effects are handed out like candy so much that every encounter has multiple effects on the board on nearly every round (with the extra bookkeeping that this resulted in).

e) Action Points. Darn, I rolled bad. Let me try that again. Again, a level of entitlement was handed to the players on a silver platter.


Getting on the entitlement issue, this is NOT entitlement that players demanded of WotC. It's WotC screwing up and giving entitlement to their players in an effort to kowtow to the instant gratification of our society and hopefully bring in more gamers. Players didn't cause this mess, WotC game designers did. Granted, many players love this type of gaming and do not consider it a mess, I'm merely pointing out how it is so drastically different for many other gamers who do consider it a mess.

Now that the players have this entitlement though, like anything in life that people have, they don't want to give it up. We want our healing surges. We want our forced movement and teleport at level one. We want our self healing. We want our cake and eat it too.


4E is SO different from earlier versions of the game that players in droves fled back to 3.5, to Pathfinder, and to other game systems. 4E backfired on WotC in many ways. Yes, it did also bring in new players, but at a cost. Many players of D&D did see issues with 3E that needed correcting, but they didn't want a game of superheros with powers flung around the board like monkeys throwing poo where they would have to do a lot of bookkeeping of the vast plethora of superpower effects on a grid where the game is nearly impossible to play without the grid and without the bookkeeping.

And putting one's head in the sand and denying that D&D 4E no longer feels like D&D for many players doesn't change the fact that 5E is attempting to bring D&D feel back to D&D. It's such a major issue for such a large portion of the D&D community that the game designers even see where they foobared.


So, it's not that the players of 4E are playing the game wrong, it's that WotC turned D&D in a superhero game with a lot of heavy duty PC protection and entitlement built directly into the game system. It's not that the game system isn't gritty, it's that it cannot even be slightly gritty without house rules.

Yes, one can challenge the PCs, just like one can challenge the PCs in Champions. But, nothing physically bad (except a very rare death) can happen in 4E. One typically doesn't ever have to go to a Temple to get rid of an affliction, most afflictions get rid of themselves by the end of the encounter or the end of the day.

Using D&D terminology on these mechanics doesn't change the flavor of 4E to D&D.


And btw, this is not an attempt at an edition war. It absolutely is. Knock it off. Everyone has had enough of the "it isn't D&D" nonsense. -- Piratecat

It's an attempt to explain why the entitlement and superhero type of terminology has entered our D&D gaming culture concerning 4E. It's a matter of lack of D&D feel to the game.
 
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1) When I used to play Champions years ago (1E through 5E), nothing bad ever happened to the PCs as a general rule. They took a ton of STUN damage, but rarely took BODY damage. There were really no game mechanics for anything worse than BODY damage, so the PCs felt protected.

In Champions, players spam a few superpowers over and over again in combat.

While I find your analysis interesting, even correct on many points - although not the "this is a bad thing" vibe it has... You played a very different kind of Champions that I have - (been playing from just before 3rd, still playing now)

Given it wasn't every session and or even every adventures, but When Dr Destroyer or Mechanic showed up, we were afraid for our lives. And I've never had a character that just spams the same small groups of attacks over and over. :D

Part of the reason I like Champions is the fact that I don't fear death around every corner, and I play my D&D like that (solo games). You do fear for you life, at times, but not all the time.
 


KarinsDad

Adventurer
Given it wasn't every session and or even every adventures, but When Dr Destroyer or Mechanic showed up, we were afraid for our lives. And I've never had a character that just spams the same small groups of attacks over and over. :D

Part of the reason I like Champions is the fact that I don't fear death around every corner, and I play my D&D like that (solo games). You do fear for you life, at times, but not all the time.

I suspect that our Champions were closer than I might have indicated. Dr Destroyer and Mechanon are epic villains with powers well beyond the PCs, even a group of PCs. This became more and more prominent as each version of the game came out (we took out the 2E or 3E version of Dr Destroyer on Destruga the first time out, but it was an epic battle). The earlier versions of these NPCs were meant to be defeatable with extreme effort and luck, the latter versions, not so much. These villains were like N+5 level encounters in 4E when they first came out, more like N+8 later on.

But, it's a superhero game. If Dr Destroyer wins, he usually captures the PCs and mind controls them or sends them to an alternate universe to never bother him again, or some such. If the Dr Destroyer in your Champions games is killing the PCs, the it's a pretty gritty superhero game and not four color.

In Champions, it's not usually a TPK with actual PC death unless it is a dark campaign. Granted, 4E can have TPKs because it isn't exactly the same genre, but the effect is similar (not identical). One doesn't fear for the PC's life in either of these two game systems as a general rule, one because of the genre and mechanics, the other because of the mechanics which tends to lean away from the standard more gritty than a superhero's game D&D genre.

4E is the Four Color version of D&D which doesn't (without house rules) allow for a Dark version.


One note on Champions: People sometimes have issues with different versions of Champions, but nowhere near the magnitude of D&D. It's usually minor points here or there, not issues with a major portion of the edition. The feel stayed the same. Each version of Champions stayed well within the genre and the vast majority of players didn't really have edition wars. The same cannot be said of 3E or 4E D&D.
 
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2) Many players of D&D did see issues with 3E that needed correcting, but they didn't want a game of superheros with powers flung around the board like monkeys throwing poo
...
And btw, this is not an attempt at an edition war.

No of course it isn't. Your scataological monkeys don't give you away at all.

(I'd rebutted most of your points - but it would just be continuing the edition war)
 

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