D&D 5E You can't necessarily go back

I stand by my belief that a game built in such a way to support multiple approaches and put them on a level playing field encourages a wider variety of character types. On a personal level, I also feel it makes for a more interesting game. I believe a game which has a wider variety of 'right' answers when it comes to character creation is a better game.

I agree, I just don't want to see this turn into a situation where being good, or even exceptional at one approach trumps everyone else at that approach or at others. Your example of the fighter vs. trap comes to mind. Sucking at combat comes to mind. Or the situation where one "method" always trumps others (Magic).
 

log in or register to remove this ad

Do you realize some of the things you mentionare actually a 3e design?
Actually, everything he mentioned was changed by PF.
I'd use a 3.5 Monk over a PF monk :
a. I can TWF or not my choice. PF Monk can't (designers said Flurry is TWF, 1/2 attacks have to unarmed. You can only flurry non-TWF with unarmed strikes)
b. Can use Improved Natural Attack (another nerf from PF)
c. Actual monk boosting items (not just items for natural attackers).
Like Bloodfist (something like that name) spell that grants a ranged unarmed strike.
And arcane strike is better than weapon specialization, which is a fine feat and does +2 at 4th and still +2 at 20.
Yeah, Weapon Spec is Fighter only, no one not even PF likes them.
or Archetypes as a whole.
No Archetypes are just ACF mechanics from 3.5. They aren't new, now the number of new ones are new, but the idea is old as dirt. They were called Kits in 2E.
So far you have pointed out a few limited examples (like point blank shot), who fall under hasty generalization, and personal opinions (such as your opinion about cavaliers)

What? He didn't say PBS, he said Prone shooter which does nothing. Never did anything either (the creator said it had a attack boost, but editors removed it and changed text). It has yet to errated.
 

Arcane Strike is worse than Weapon Specialization at higher levels because it takes a swift action to activate. No quickened spells that way.
 

I will again not dispute that optimizing other things are possible. However, what I'm saying is that when one particular solution -combat in this case- is so overwhelmingly good compared to other solutions that the guy who optimizes combat is better than even the most optimized guy in another area because hacking through problems instead of bothering with those other options is a viable solution; not only that, it's sometimes the better solution.
not exactly, the difference, ussually, is that DM tend to trump non combat more than combat with the "because I say so" rule. Few DM will openly said "no, you don't crit, I don't find it right that you kill the monster so fast". But they'll deny you the chance to make the hostile Drow Queen helpful, even if you roll the needed 55+ Diplomacy DC needed. I remember a game where the bard, using Glibness, made a 65 roll in bluff to cheat the devil. It didnt work, because the DM handwaived so. So the bard and the group proceeded to demolish him with haste, wich isnt handwaived so often.

And probably you cant solve the mistery of magic with a roll of 55+ in Arcande Lore either, just like most investigations run at plot speed, no matter how overwhelmingly and godly high your character's perspicacy is.

The king of munchkinism and mixmaxing is 3e PunPun build (go google it if you havent heard about it). And it is not a combat focused char, it starts with a couple Arcane Lore checks. That's exactly why every sane DM will ban it :p Non combat minmaxing is waaaay much more campaign breaking.

I stand by my belief that a game built in such a way to support multiple approaches and put them on a level playing field encourages a wider variety of character types. On a personal level, I also feel it makes for a more interesting game. I believe a game which has a wider variety of 'right' answers when it comes to character creation is a better game.
I also think it is a much better game. I tend to like political/social games with investigation and moral troubles above any other. However there are a ton of different chars in combat focused games too. In 4e, you can have single target builds, aoe, stunlocking, nova damage, controlling, tanks, ranged, summoners... The thing is they all go around combat, ignoring the other two approachs.
 

Arcane Strike is worse than Weapon Specialization at higher levels because it takes a swift action to activate. No quickened spells that way.

That depends on the build. Lots of the chars who will use arcane strike will cast two buffing spells in the first round (one of them quickened), maybe another couple in the second, and then start to make full rounds in melee.

And even if not usable at 20, only a minority of games last that long. None of the Adventure Paths get to 20, as far as I remember.
 

That depends on the build. Lots of the chars who will use arcane strike will cast two buffing spells in the first round (one of them quickened), maybe another couple in the second, and then start to make full rounds in melee.

And even if not usable at 20, only a minority of games last that long. None of the Adventure Paths get to 20, as far as I remember.

That's not entirely true. The Savage Tide AP goes into Epic, and I believe Shackled City does as well, but, I could be wrong on that one. But STAP certainly does.
 

I have to comment even though I am feeding the fuel that is running us off the rails of this topic.

1. Everyone would buy a Rolls Royce if it cost the same as a Ford.
2. Pathfinder is approximately the same cost as D&D.

So your analogy fails. What opened my eyes was a poll on this board. There were almost as many 3.5 players as Pathfinder players. This is in fact my own personal experience. So yes Pathfinder at times is outselling 4e. Let me emphasize "at times". I would guess that overall 4e slightly outsells Pathfinder if you look at the life of D&D. But what is missed is that a TON of people are still playing 3.5. So it's hard to deny that the pool of all d20 OGL people (Pathfinder, 3.5e, retroclones) dwarfs 4e.

Popularity is what the majority likes. Some people buy both games so they may like it equally. Obviously true popularity would be how often it is played. In that case I can personally attest that I own a lot of 4e books but don't play it. For the first year I bought in heavily before I came to realize I disliked the game. But I can guarantee you that maximizing profit is all WOTC is worried about. Obviously they want to produce a "good" game. A good game is one everyone wants to own and play. That is the definition of good when it comes to games. Because being entertained is entirely subjective. There is no other criteria. WOTC's behavior is all the evidence a person ought to need to see all of this.

Back on topic:
There are two types of "improvement". The first is new better mechanics that pretty much everyone agrees is better. d20 roll high is good. Few dispute it. The second is new styles of play. This is very similar to styles of clothes. Styles do change over time but there is no objectively better. Old styles do come back too. There are a lot of different playstyles. If the group is enjoying a particular style then it's working. No need to go further.

On these boards, my only point is that the designers should not become so insulated that they forget there are other opinions and styles. 4e's design team basically told us - this is THE way and if you don't like it you just need to try it more. At least thats how it looked to me. I think 5e's design philosophy is much better. There is no right or wrong. Only fun or not. And the best design is the one that is usuable to have fun in the style you prefer. No judgments.
 

And, once again, we are mixing the terms "optimizated" and "combat optimizated".
I am not doing that. Nor, in my view, is Johnny3D3D. In the post that you quote I referred to two possible features of game play that preclude optimisation: (i) absence of a unique "solution" that can be specified independently of the way the players (via their PCs) tackle a situation; and (ii) a variety of approaches available to players (via their PCs) which, via feedbacks and synergies, make the identification and implementation of a single optimal strategy practically, and perhaps theoretically, impossible.

Sure, researching is part of the game, and acquiring aditional info might be as important, or even more, than combat prowess. But you can optimize that too. Maybe in a given RPG system, building a Half elf bard-ranger hybrid, multiclassed inquisitor, with detective background and spy theme, high int and charisma, skill mastery in perception and focus on gather info allow him to automatically sucess the game maximum DC in a given investigation, while a half orc barbarian-necromancer with weightlifter background and archer theme isn't as good at it.
When you say "in a given RPG system", I feel you mean "In 3E or one of its d20 derivatives". Other games, with different PC build rules and different action resolution rules, don't exhibit the same features of design. Even 4e differs from 3E in this respect, because complex non-combat endeavours play out via skill challenges, which aren't resolved as a single check against a single DC, and which exhibit both the complexity-engendering features I described above and in my earlier post upthread.

And once you get to more overtly "modern" RPG engines, like Burning Wheel, or HeroWars/Quest, this becomes even more evident. BW exhibits a high degree of both (i) and (ii); and HeroWars/Quest exhibits (i) to a very high degree.

I gave a link a couple post ago with a minmaxed build that allow to roll high enough to make a hostile creature frindly, needing 2+ in a d20, being able to reroll. That char sucks at combat, but is optimized for social stuff.
That PC build is designed for a particular game which is notorious for exhibiting the very features that I and Johnny3D3D are saying are not essential features of an RPG. It's social rules, in particular, are terrible.

the difference, ussually, is that DM tend to trump non combat more than combat with the "because I say so" rule.

<snip>

Non combat minmaxing is waaaay much more campaign breaking.
Again, I feel that what you are describing here is bad GMing, made "necessary" only by bad rules. Your comments have no application, for example, to Burning Wheel or HeroWars/Quest, and in my view no application to 4e either.

Unfortunately, my experience with the current iteration of D&D has been that the PCs are so powerful compared to everything around them that players start to not care about things like diplomacy and research.

<snip>

The monsters, npcs, and other things of the world weren't taken seriously enough by the players to really bother putting resources into non-combat things.
I can see that this could be a serious issue, and a frustrating one. Happily for me I haven't encountered it, I suspect in part because of the preconceptions and habits of my players, developed playing other games, and in part because of some of the GMing techniques that I use.

The player of the warrior/craft PC that I mentioned above plays the wizard/invoker in my current 4e game. That PC has the minimum mandatory combat ability of a 17th level PC, but also has multiple skill training feats, a book imp familiar, uses a lot of rituals, is a Divine Philosopher, and is planning, at epic, to be a Sage of Ages. I think the sort of PC he like to play tends to push towards the limits of what the 4e system can support, but (at least to date!) hasn't broken the game yet.

a game with more aspects that are put on even footing promotes characters who have skill in more than one area of the game. There is less often one way of building a character which trumps the other ways in effectiveness.

<snip>

I believe that is a good thing not only because it allows for a wider variety of characters to be viable, but also -and more importantly- because it allows a wider variety of player types to engage the game in a manner which evokes fun for them without feeling subpar to the rest of the table.
I agree with this, although for me the variety of characters has probably, over the course of my playing experience, been more important than the variety of player types - because building a non-combat specialist in RM or 4e still requires the same technical number-crunching skills that building a combat PC does.

I think your comment about promoting characters with skill in more than one are is especially apposite. In my early years of GMing Rolemaster I feel I really got the hang of running a game that created room for, and encouraged, non-single-focused PCs. And had a system that permitted it. (I imagine that GURPS is similar to Rolemaster in this respect). In my games, the main areas of expertise for PCs are combat, social and lore (with athletics/stealth/wilderness exploration a fourth but almost always less important area, just because I have less interest in, and less skill at, setting up that sort of challenge). And my players tend to build PCs that can operate effectively in at least two of these areas.

They also develop play techniques for shifting situations into the sort of area they are good at (as a trivial example, the paladin in my 4e game, who is weak at athletics/social, will try prayers and rituals to the Raven Queen to find his way through the wilderness - thus turning the situation into one with a lore/religion aspect). Which, in my experience, helps permit the players to express their PCs' characters, and shape the game in interesting and unexpected directions (eg if you pray to the Raven Queen to lead you out of the wilderness, and she doesn't hear you, but Orcus or Vecna does, what happens?).

Anyway, even though we have had different play experiences with 4e, I feel that we are on a similar page on these broader issues about PC build, action resolution, scenario design etc.
 
Last edited:

/snip

On these boards, my only point is that the designers should not become so insulated that they forget there are other opinions and styles. 4e's design team basically told us - this is THE way and if you don't like it you just need to try it more. At least thats how it looked to me. I think 5e's design philosophy is much better. There is no right or wrong. Only fun or not. And the best design is the one that is usuable to have fun in the style you prefer. No judgments.

Now this is da troof.

4e's biggest, single biggest problem is with how it was marketed and written. And you can see that WOTC largely learned that lesson with 5e. So much more inclusive, yet the mechanical links to 4e and later era d20 development are right there. They're not hidden, but, very little attention is being drawn to them.

IOW, we're going to get a system that is very much a modern RPG, with all that that means (dissociated mechanics, more player authority at the table, broad general rules that can be applied nearly universally vs narrow, specific mechanics with a bazillion subsystems) but WOTC is being very, very careful to take baby steps this time and get everyone on board at each step before going the next step.

When the 5e DMG finally comes out, it's going to be a lot like the 4e DMG, I think, in that it will be a guide on how to play the game, but, it will be written in such a way that very few people can pull little hills out of it to blow into mountains.
 

4e's design team basically told us - this is THE way and if you don't like it you just need to try it more. At least thats how it looked to me. I think 5e's design philosophy is much better. There is no right or wrong. Only fun or not.
Here's my take on this issue.

The 4e rulebooks, like the 1st ed AD&D rulebooks, tell me how the designers think their game should be played. I can play it that way or not, as I choose, but if I play it differently and it doesn't play very well I can hardly blame the designer, can I!

Whereas, so far, D&Dnext doesn't tell me how the designers think it should be played. Though I can draw some inferences from their use of Caves of Chaos as an introductory module.

(And anyone who thinks that AD&D embraced, in its rulebooks, some kind of pluralism about play agendas, clearly hasn't read them recently.)
 

Remove ads

Top