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D&D 4E 4e players, why do you want 5e?

B.T.

First Post
I start this thread with no trollishness or malice, but after reading a thread in which one poster was lamenting the return of save-or-dies and Vancian casting, I have to ask: why are 4e players so interested in 5e?

As far as I can tell, 4e D&D diverged significantly from previous editions of D&D, in essence putting the game on an easier difficulty setting. (No snark intended.) Gone was the resource management and brutally unforgiving combat of earlier editions, instead replaced by balanced encounters. There are a whole host of changes to the game that 4e players generally see as positive that are a drastic move away from traditional D&D.

Hit point mechanics. The introduction of healing surges and overnight healing negated the resource management aspect of HP. With players able to heal themselves (in combat, of all things) and a large pool of "reserve HP" to draw from, it was the expectation that the PCs would start their combats at full health. This greatly contrasted with previous editions where players were expected to manage their HP and healing over the course of an adventure (ignoring the 3e wands of cure light wounds nonsense).

On top of this, the introduction of "easy healing"--minor action ranged healing that did not consume resources outside of the combat encounter and healing that triggered off another action (such as an attack)--exacerbated the divergence of healing mechanics until they no longer resembled traditional HP models.

AEDU power structure. Prior editions of D&D did not have a power structure at all. There were classes, some of which cast spells, some of which received sort-of spells (such as a paladin's remove disease), some that received skills (such as a thief's hide in shadows), and some that received passive bonuses. It was, in essence, a messy system. (And if you go back far enough, there weren't skills at all!) 3e attempted to remedy this by giving everyone skills and allowing them to access feats (some of which granted passive bonuses, some of which modified actions, and some of which offered new actions).

It was still a mess. A imbalanced mechanical nightmare of a mess, but, at the same time, a lovely, wonderful mess of which I have fond memories.

4e took that mess and streamlined it significantly, for better and for worse. Rather than having some players with "powers" (such as spells or smite evil) and those without, 4e gave everyone powers, and the developers made sure that everyone had about the same amount. They also tried to eliminate the fifteen-minute workday by giving everyone renewable powers--no more forcing the fighter and rogue to rest after one fight because the wizard and cleric cast all their spells.

This was a complete departure from prior editions. It had its benefits, of course, but it was a completely different beast.

Non-Vancian Spellcasting. This ties in with the above. Some people love Vancian spellcasting, some people hate it. D&D, however, has always had Vancian spellcasting. There were problems with it; balance issues cropped up because spellcasters were potent at the beginning of the day and their power waned as they expended their high-level spell slots and were forced to rely on weaker and weaker spells (and eventually their crossbows). 4e attempted to remedy this by leveling out the power curve. Once a spellcaster (or, indeed, any other class) expended their daily resources, they were weaker, but not without power, as they had backup spells at their disposal: at-will powers and encounter abilities.

Coupled with this was the drastic reduction in spellcasting power. While spellcasters needed to be powered down in 3e--as certain designers removed the limitations of spellcasting in previous editions and drastically increased their power and versatility--4e did this by ripping the guts out of the Vancian spellcasting system, as noted above.

No save or lose effects. They exist in the most technical sense possible. Usually, you must fail several consecutive saving throws to die, which puts the odds firmly against the effect sticking. Compounding this are the plethora of effects that allow you to make a saving throw to throw off said effects. Certain builds (orb of imposition wizard) could stack huge penalties to saving throws and stunlock monsters, but the danger of a medusa's gaze was, shall we say, neutered from previous editions.

Treasure parcels. Depending on the edition of D&D that you are playing, the treasure gods have a significant impact on your character's power. In pre-3e, you rolled for treasure all the time. In 3e, you rolled for treasure but could have a spellcaster craft your magic items if you really wanted that +3 sword. In 4e, you give the DM a wishlist and, if you didn't like what he gave you, you could break down magic items and convert them to what you really wanted in a short period of time.

Long gone were the days of gambling on the loot tables and getting something you didn't want. You had only to ask and you would receive. Everything was precisely configured to give you want you wanted, when you wanted.

That last sentence summarizes 4e versus prior editions of D&D: you get what you want. And for the 4e players, 4e does what they want. It gets rid of the pesky D&D tropes that bothered their games. No more cleric healbots. No more sitting in a swamp for three days waiting to heal. No more wizards running out of spells. No instant death. Heck, no alignment restrictions or paladins falling or clerics losing their spells.

It seems that 4e is everything that 4e players wanted. On the other hand, 3e was not everything that I wanted. 3e was a mess that I would like to see simplified and clarified. Thus, my edition of choice needs revising beyond what Pathfinder offers. I am invested in 5e because 3e wasn't all it was cracked up to be.

Thus, it seems that 4e must not have been what 4e players want, or else they wouldn't be invested in 5e. So my question to you, 4e players, is what you didn't like with 4e that you hope to see in 5e?
 

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slobster

Hero
So my question to you, 4e players, is what you didn't like with 4e that you hope to see in 5e?

Streamline combat. Fiddly conditions and repeated interrupts take too much time, as does chipping away at large hp numbers for even inconsequential enemies. (minions notwithstanding. I love minions.)

Remove feat taxes! In general make feats more interesting and less based on throwing more math onto your character sheet.

Fewer abilities. High level characters got way too many powers to chose from, and it used up yet more time and complexity.

More opportunity for creativity. Technically 4E had a pretty good chassis for improvisation in play, but practically speaking I rarely saw people attempt things that weren't coded into a power. People have written pretty well why a defined set of options tends to result in this sort of retreat into the character sheet.

Get rid of +x weapons and armor, except maybe for +1 or +2. +6 weapons ruin the math of the game unless you adjust enemy stats to compensate, and once you adjust enemy stats in reaction you A) make it necessary for PCs to get access to certain magical items at certain levels and B) get rid of the reason you wanted that + to hit in the first place.

Support more "old school" feel, optionally. Not every one of my games is going to be a gritty old-school dungeon crawl, but I should be able to run one if I want to.

Have different character class types represented differently mechanically, to reinforce that they are different in the fiction of the world. Vancian, at-will, mana, cooldown, and more should have a place at the table.

If I think of more stuff, maybe I'll come back and post it. Remember, this is from someone who does like 4E quite well. There is also a lot of good that I want them to learn from 4E, but this isn't the thread for that.
 

Doug McCrae

Legend
So my question to you, 4e players, is what you didn't like with 4e that you hope to see in 5e?
1) It's new, and I'm a neophile.
2) No battlegrid.
3) Degree of combat fiddlyness/combat speed will be highly adjustable.
4) Although I really, really like class balance, I don't need classes to all be equal in combat. 4e's solution to balance, while in no way a problem for me, went further than I need.
5) New ideas, to think about, talk about, and maybe use. It's a new rpg, and I'm interested in rpgs.

Also, you seem to think there's One True Game for everyone. That's not necessarily the case. Tastes change over the years, and also on a finer timescale. One weekend you may be in the mood for X, the next weekend you may have had enough X and want some Y. You also may wish to try running roleplaying games in different styles, using different systems, to improve the range of your GMing techniques, and broaden your experiences.
 
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Tallifer

Hero
I have to ask: why are 4e players so interested in 5e?

I am not. Just as players of the Third Edition were unhappy with the Fourth and turned to Pathfinder, even so most players of the Fourth Edition would prefer continued support for and revision of their beloved Fourth Edition.

I have downloaded the Playtest package and it is extremely boring. It is like trying to read yet another retro-clone. The same old spells, the same old fighter doing nothing but swing and hit, random hit points, monsters with spell lists, inelegant action economy, wordy descriptions which obscure the meaning.

I will continue to play Labyrinth Lord with the old schoolers and the Fourth Edition with my other friends. I might have to suffer some Pathfinder. But I can see that none of those groups will be enticed to play the Fifth Edition.
 

mlund

First Post
AEDU power structure. Prior editions of D&D did not have a power structure at all.

Frankly, while I welcomed the balance, the uniformity that came with it was undesirable. The great leaps the Essentials line introduced later on were a very welcome change.

This was a complete departure from prior editions. It had its benefits, of course, but it was a completely different beast.

It was completely different and yet the same all at once. It lacked the nostalgia of the annoying quirks of badly designed legacy "features" but it also lacked the aggravation at the same time.

No save or lose effects. They exist in the most technical sense possible. Usually, you must fail several consecutive saving throws to die, which puts the odds firmly against the effect sticking. Compounding this are the plethora of effects that allow you to make a saving throw to throw off said effects. Certain builds (orb of imposition wizard) could stack huge penalties to saving throws and stunlock monsters, but the danger of a medusa's gaze was, shall we say, neutered from previous editions.

A lot of boring die-rolling in 4E to create the illusion of danger if you ask me. Meanwhile point-click player death was something OD&D and AD&D and 2nd Ed and even 3rd Ed just relied on the DM to use the kid-gloves to keep the game moving. A ruthless "killer dungeon" was a nice motif to have, but I really like the ground 5E is staking out on this front. "Killer Dungeon" and "Save or Die" can totally be ramped up using modularity.

Treasure parcels.

Just easier guidelines for a faster DM experience, which is appreciated. On the other hand, expected item bonuses from equipment was just as lame as having to same up massive cash reserves for the "Big 6" items in 3E.

Long gone were the days of gambling on the loot tables and getting something you didn't want. You had only to ask and you would receive. Everything was precisely configured to give you want you wanted, when you wanted.

Actually, nothing in 4E forced or instructed the DM have to include a Battle Ax in the treasure instead of a crossbow. It was just one of those unwritten "don't be that guy" rules.

That last sentence summarizes 4e versus prior editions of D&D: you get what you want. And for the 4e players, 4e does what they want. It gets rid of the pesky D&D tropes that bothered their games. No more cleric healbots. No more sitting in a swamp for three days waiting to heal. No more wizards running out of spells. No instant death. Heck, no alignment restrictions or paladins falling or clerics losing their spells.

As far as I can see, 5E does all that too - and possibly better. That's conceptual evolution right there. It's also has the potential to stick to the 4E elegant encounter design, and that's a huge plus.

Thus, it seems that 4e must not have been what 4e players want, or else they wouldn't be invested in 5e. So my question to you, 4e players, is what you didn't like with 4e that you hope to see in 5e?

Frankly, I could play and run 4E w/ Essentials indefinitely at this point, but I like to keep my eyes open for the next iteration of things. I'm most attracted by the ideas of modular complexity (non prior version of D&D does modularity well) and the ability to play a functional game off-grid (4E can't) along with the polishing of some 3E and 4E ideas that were too rough around the edges (daily spells, at-will powers, healing surges). I'm also a big fan of flatter math and less +X gear overload than the 3E/4E explosions gave us.

- Marty Lund
 

hafrogman

Adventurer
So my question to you, 4e players, is what you didn't like with 4e that you hope to see in 5e?
Freedom.

4e designed a mechanically functional game, but at the cost of character design freedom. In order to balance the game, they removed a lot of variables that were available in 3e. There was still more freedom than in OD&D through 2e, sure, but still not enough, and even 3e wasn't enough for me in the end.

Every 4e fighter is strength based. What if I want to create a melee combatant who is quick and nimble? Well then I get to play rogue. But in 4e, every rogue is a thief, because someone decided it must be so. In the rogue thread there were so many people that were mad about the rogue being a functional combatant, but that was a direct result of them lockstepping the fighter back to 2e-ville.

Every ranger must dual-wield or be an archer, to the point where if you wanted to make a dual-wielder (at least until Martial Power came out) or an archer you played a ranger, whether or not you wanted anything to do with being a survivalist/outdoorsman type.

So if you'd asked me before I heard about 5e what I wanted I would have said I wanted a system that took the design lessons learned from 4e, lifted some of the more non-nonsensical restrictions, and cleaned up the clutter that started to affect the system post-Essentials. But since the discussion has started, I've realized one more thing that I want from 5e.

Unity.

I enjoy 4e, yes. That doesn't mean all my friends do. Some of them like Pathfinder, I find it needlessly fiddly. Some of them like 2e, I find it binding. But if we could have one edition that worked for all of us at once, that would be great.
 

FireLance

Legend
Unity.

I enjoy 4e, yes. That doesn't mean all my friends do. Some of them like Pathfinder, I find it needlessly fiddly. Some of them like 2e, I find it binding. But if we could have one edition that worked for all of us at once, that would be great.
Yes. I don't like the vitriol and infighting that seems to be so pervasive in online discussions about the game in the last few years. I hope 5e can deliver mechanics that are able to bridge the gap, such as Hit Dice instead of healing surges or fighter daily surges instead of fighter daily attacks.
 

Balesir

Adventurer
I'm not looking to move away from 4e - but I might be interested to move towards 5e.

I love 4e - it is the edition that executes best (though by no means perfectly) the promise that has been in D&D since OD&D, to my mind. But as to "real D&D"? I don't really give a fig about all the messy, kludged, nonsensical and problematic but atmospheric and nostalgic elements many seem to love. And that includes the name "D&D". I would be deliriously happy if WotC continued/sold/republished 4e under some other name, to be honest - "DragonQuest", maybe, since they own the trademark etc.

The issues I have with 5e are (1) it means 4e support will almost certainly cease - possibly even to the extent of pulling the electronic support (which is what they did with all previous editions - one area I really have 100% sympathy with those who prefer 3.X edition), and (2) this likely means that the advances, ideas, philosophies and approaches that made 4e such a superlative system for me will die on the vine. All of that potential will be, well, not so much "lost" as "locked in a drawer and allowed to fester and die". I have heard some express delight that 4e should die; wishing for an alternative I can completely understand, but wishing for someone else's preferred system to die strikes me as just needlessly nihilistic and mean.
 

I don't care much about the playtest rules, but if I play it it will be because it is simple, I don't like complex systens as I liked when I had 18 years :-D So if it is d&d simple as savage worlds I can play it.
 

Raith5

Adventurer
I agree with the points raised above. I have a 4 th Ed campaign that is 18 months or so from finishing, so I will be playing this edition for some time to come. Fortunately for me 4 th Ed is the best edition that I have played.

I am not drawn to the style of DDN in this initial stage. I played that style 25 years ago and I have no desire to go back. 4 th has changed my expectations of what d&d can be and what characters can do. Some of those elements are in DDN but not all. So I will be waiting to see how the modularity kicks in to include more tactical options.

I also want to see some new aspects and developments in DDN , I am not convinced that nostalgia is a good basis to set up a game. Whether the designers learn from the mistakes of all versions of d&d is a big issue for me, not just react to sometimes inaccurate and overblown impressions of 4 th Ed
 

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