D&D 4E My first taste of 4e, and what it means for 5e.

B.T.

First Post
A DM in the area is running D&D Encounters, and I figured, hey, what the hell, might as well give 4e a shot. I've been griping about it for years, so I suppose it couldn't hurt to see the system in play. I met up with a large group (7-8 players), we picked through a bunch of pregen characters, and we started the game. Now, before I go any further, let me talk about a few things that are going to be criticized once people respond.

• All the players (except the DM) are new. Sadly, despite never having played 4e, I'm the player who understands the most about the system. Having a whole set of new players is going to guarantee the game will run slowly.

• Party size is exceptionally large. I know that 4e is written for 4-5 players, and having more than that is going to make the game run less well.

• The players were not very tactically minded and did not really understand their powers. Battle went a lot less well than it should have because people did not understand the conceits of 4e (heavy emphasis on teamwork, use your encounter powers, etc.).

First, let me talk about selecting a pregen. The first character I picked was a thri-kreen battlemind because, hey, a psychic bug sounded nifty. As soon as I picked up the character sheet, however, I was inundated with powers. Despite being a fairly sharp guy--no matter what people on the Internet say!--I was overwhelmed by my character. As the battlemind, I had an ability to mark my enemies, two at-will powers (Bull's Strength and something else), a reaction that damaged my marked opponents, this ranged power called mind blast (or something, it didn't actually appear on the character sheet), Speed of Thought (encounter), the thri-kreen racial that attacks a lot of enemies, and one more encounter power. On top of all of this, I had the ability to augment these powers with my power points.

Even though I understand the basics of 4e and how the powers work, that was way too much to understand as a new player. I was also concerned with how much intraround bookkeeping there would be with my character, since my second at-will gave enemies a penalty to their defenses or something, and my mark would give them a penalty on their attack rolls. Fortunately, when it turned out that the mind blast power was MIA, the DM had me choose a different pregen. I picked the Essentials barbarian. That seemed okay, but its berserker ability wasn't explained well on the character sheet, and no powers were marked as primal (which would trigger the rage). The DM had me switch again, this time to Binwin Bronzebottom, dwarf fighter.

Well, there was no way to screw up Binwin (even though he had no ranged weapons), so that was that. Onto the adventure itself!

To my dismay, the adventure is poorly-written, and it involves a mad necromancer/nethermancer and an inn getting teleported into the Shadowfell. Fairly cheesy. We all started at the inn, in which there were some dwarves in the corner, a large and busty serving wench, a scholar, and some other NPCs that I can't name. (Greenfield?) I played the dwarfiest dwarf I could, drinking heavily (and boisterously). Meanwhile, the other players did their thing--the wizard kept bouncing colored balls of light off the wall, and the thief stole from the dwarves, and some other stuff happened--and it became clear we were supposed to investigate the ruins of the monastery because there were ghosts and dark sorcery or something.

I ran up to the scholarly fellow and yelled, "WHAT'S THIS ABOUT MONASTERIES?" The DM had me roll an Intimidate check. I didn't do very well, and the scholar charged me 5gp for the pleasure of his tour. The only real-life girl of the group (who was playing an ardent) came over and said she wanted to take the tour, too.

"IT'LL COST YOU FIVE GOLD," I shouted. The scholar informed me that the 5gp was a surcharge because my short stature would make it more difficult for him to navigate the ruins.

We went to bed and dark shadows attacked us. I think this point was a skill challenge, but Binwin Bronzebottom has no penchant for learning, so he smashed through the door and waddled down to the barroom. Everyone else joined up, and gargoyles attacked. So did shadows. ROLL INITIATIVE.

Binwin Bronzebottom was the very last to go, and the gargoyles first. The first attacked and critted, doing half my HP in damage on the first strike. The other gargoyles swarmed around us, tearing through into the other characters.

This is where I had an issue with the fighter (weaponsmaster). Because I had low initiative, I couldn't attack a monster until the end of the round. Because I couldn't attack a monster until the end of the round, I couldn't mark a monster. Because I couldn't mark a monster, I couldn't act as a defender and protect my teammates. Strongly disliked this aspect of the fighter, and I envied the knight's guardian aura that basically marked everyone around him. (The aura was also a lot simpler to use.)

Now, here came the problem with the players not understanding the conceits of 4e. I used my encounter power--covering strike--right away, because I wanted the damage boost to reduce the gargoyle's numbers right quick. The other players didn't grasp this. I tried to explain to the bard that he ought to use Ringing Strike, but he didn't "get it," and I didn't want to be That Guy, so I dropped it. The rogue didn't flank with me to get combat advantage/sneak attack, the wizard insisted on using magic missile each round, and the rest didn't do anything that I particularly remember. The poor ardent player--who knew nothing about D&D, not even how the dice worked--had to deal with the issues I faced with the battlemind, only compounded by her complete ignorance of how basic dice rolling worked. (She didn't grasp the 1d20 + modifiers or how 2d10 + 3 worked.) She defaulted to the basic attack and her healing ability.

At one point, a malign shadow started eating the rogue. He fell unconscious, so the bard ran over and attempted to make a Heal check to revive him. He failed twice (blowing an action point in the process) and finally succeeded on a third. Again, not wanting to be That Player, I didn't pressure him to use Ringing Strike to kill the shadow outright. This player also had trouble using his bard's singing abilities.

After nailing a gargoyle with covering strike (I was going to have the rogue shift to flank but he went down by that point), I finished off one gargoyle with my cleave power and smashed into another. For all the claims of "not resorting to 'I attack' each round," cleaving sure felt exactly like making an MBA, except it had something else attached to it. My thoughts were: couldn't we simplify this so that I don't have yet another power on my character sheet? I also had brash strike available, but that seemed stupid to me.

Also, due to the damage I had sustained from the gargoyle, I used my second wind as a minor action and crossed out a healing surge. As someone who has been extremely, ahem, vocal about his distaste for healing surges, I didn't actually hate this. In fact, the healing surge mechanic seemed palatable, but it did need to be renamed so it didn't suck.

Anyway, we mopped up the encounter, and the rogue almost died again due to poison (and there was some confusion about saving throws, which reinforces my irritation at tracking round-by-round stuff), at which point our allotted gametime was over, and I reflected on what I was going to write in this post. Some thoughts:

• The game is intimidating to new players. Simpler is better. Loads of mechanics to track at first level is not good; characters should "grow into" their classes as they progress.

• Round-by-round tracking needs to GTFO. Or, at the very least, be seldomly used.

• Special abilities need to do something beyond shifting numbers around. Brash strike sucks, and it will suck even more in a system of bounded accuracy. The likelihood of me caring about a +2 bonus on attack rolls is unlikely. (Likewise for "push one square.") Make mechanics feel unique and interesting. If brash strike did something like, "you get a +2 bonus and automatically crit, but your opponent gets to make a free attack against you," I might be more interested. As it stands, I don't like it.

• 4e's math seemed solid, at least at first level. Of the four attacks I made, three hit. (And I use Zocchi dice, so you know it's just not good luck.) However, I also felt that the monsters had too much HP, especially for the length of time that combat took. If I do 20 damage with an attack (especially at level one), it feels like the monster should be dead. It kind of sucks when I'm dropping that much damage and the monster is going to absorb another round or two of damage before it's toast.
 

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This is where I had an issue with the fighter (weaponsmaster). Because I had low initiative, I couldn't attack a monster until the end of the round. Because I couldn't attack a monster until the end of the round, I couldn't mark a monster. Because I couldn't mark a monster, I couldn't act as a defender and protect my teammates. Strongly disliked this aspect of the fighter, and I envied the knight's guardian aura that basically marked everyone around him. (The aura was also a lot simpler to use.)

Um, you do realize that your mark lasts until the start of your next turn, not the end of the round, right?

In 4e, nothing really happens at "end of the round".

Hope this helps if you try a 4e fighter (or other defender) again!

I do agree that 4e pcs are ridiculously overwhelming, especially to a new player. Heck, let a couple months go by between sessions and anyone would have trouble playing a mid- or higher level pc effectively.
 

Um, you do realize that your mark lasts until the start of your next turn, not the end of the round, right?
Yes, my main issue was that an aura that targeted everything around me would have worked much more effectively. As it was, I had to wait until the second round to try anything remotely effective, and even then, I could only make one AOO against one critter. Lame.
 

For your first bullet-point, I think a lot of this has to do with not having someone more familiar with the game than you at the table; IME, most games (well-built euro board games excepted) need someone who knows the particulars of the rules for the first play-through to go smoothly, or else you will run into all sorts of problems like these.

Totally agreed on round-by-round tracking; one of my pet projects used to be finding a way to eliminate that, but it can get complex, and I'm both very familiar with the rules and have access to tools to help me with the tracking, so I decided it wasn't worth it. For DDN, though, it needs to be kept in mind.

As for the other bullet points; part of the reason the math is structured that way is to avoid a high level of swinginess, but it can introduce grind if combat isn't handled carefully. For one, if as DM I feel the combat is in the "mopping up" stage, I just end the fight and move on. I also won't stat up an encounter as a combat unless I'm comfortable with it going pretty long - if I want it shorter, that's skill challenge territory.

Also, WRT new players being shy about using their powers; that is something I struggle with myself. Often, I'll be playing with fairly competetive Magic players, too, and they should understand things like opportunity cost and whatnot. Especially for non-home games like Encounters, I highly recommend to new players that they use Essentials builds, simply because they're less fiddly, and that seems to make players less shy about using their stuff.

So, yeah, DDN should have;
• a roster of clearly-marked simple-to-use classes ideal for beginners.
• either quicker combat rules, or else clearly-defined "set-piece" and "skirmish" encounter building advice.
• Little to no round-to-round tracking.
 

Yes, my main issue was that an aura that targeted everything around me would have worked much more effectively. As it was, I had to wait until the second round to try anything remotely effective, and even then, I could only make one AOO against one critter. Lame.
Combat Challenge and Combat Superiority do have other, awesome aspects that Defender Aura and Battle Guardian lack. Combat Challenge is an Immediate Interrupt, which means it can actually prevent opponents from hitting allies, unlike Battle Guardian, which only allows Opportunity Attacks after the fact. Also, Combat Superiority gives you a Wisdom bonus to Opportunity attacks. Finally, marks supersede the Defender Aura. The Defender Aura doesn't work on marked enemies, or anyone in another aura (which means two Knights can actually cancel each other out as far as Battle Guardian Attacks if they group too close, although they're still effective as a defensive wall).
 

I must agree with the main point: 4e is a simpler game than 3e, except that characters are more complex at start.

This is a huge stumbling block for new players. I run a D&D club at my high school, and starting new folks on 4e was a beast. They had so much to learn about their new characters. When I ran 3e, the characters were a little simpler at start, but the game mechanics were more complex.

In 5e, I am looking forward to the simplest system possible as the base game, like Blue Box, perhaps. I want board game rules, essentially, with roleplay. That way, new players can jump in straight away.
 

A DM in the area is running D&D Encounters, and I figured, hey, what the hell, might as well give 4e a shot.

First, let me talk about selecting a pregen. The first character I picked was a thri-kreen battlemind because, hey, a psychic bug sounded nifty.

To my dismay, the adventure is poorly-written, and it involves a mad necromancer/nethermancer and an inn getting teleported into the Shadowfell.

Is the DM running one of the old seasons of encounters because this particular one seems to be at least 3-4 seasons ago (over a year ago), or is this a play report from some time ago?

Several things come to mind.

The battlemind is definitely not a class for beginners. Pregens have always had issues, but the thri-kreen is from season 2 and that is one of the worst seasons that they ever produced, specially the pregens which were atrocious. Pregens need to be properly updated and explained to the players. Giving a new player a character and essentially saying, "here figure it out" is a recipe for player frustration.

The current season is entirely in the underdark, is narrowly focused in classes and even races and avoids some of these "traps." That is why I asked about the particular season because some of the problems with pregens have been made less problematic.

The DM really needs to "hold" the players hands specially if they are new and make reasonable recommendations so that they get accustomed to the game. One of the reason for Pregens is to simplify options and providing as many pregens as you mentioned is not a "good service" to new players. It seems like the DM was not doing a reasonable job of that. And it's possible that the DM is not too familiar with the base rules, from what you described.

This is where I had an issue with the fighter (weaponsmaster). Because I had low initiative, I couldn't attack a monster until the end of the round. Because I couldn't attack a monster until the end of the round, I couldn't mark a monster. Because I couldn't mark a monster, I couldn't act as a defender and protect my teammates. Strongly disliked this aspect of the fighter, and I envied the knight's guardian aura that basically marked everyone around him. (The aura was also a lot simpler to use.)

On the issue of the "knight's aura", the defender's aura is a minor action to activate so low initiative also affects them. If it has not been their turn at least once, none of the creatures are marked either. However, I agree that an aura is a better way to track the mark effect.

Now, here came the problem with the players not understanding the conceits of 4e. I used my encounter power--covering strike--right away, because I wanted the damage boost to reduce the gargoyle's numbers right quick. The other players didn't grasp this. I tried to explain to the bard that he ought to use Ringing Strike, but he didn't "get it," and I didn't want to be That Guy, so I dropped it. The rogue didn't flank with me to get combat advantage/sneak attack, the wizard insisted on using magic missile each round, and the rest didn't do anything that I particularly remember. The poor ardent player--who knew nothing about D&D, not even how the dice worked--had to deal with the issues I faced with the battlemind, only compounded by her complete ignorance of how basic dice rolling worked. (She didn't grasp the 1d20 + modifiers or how 2d10 + 3 worked.) She defaulted to the basic attack and her healing ability.

Once again this seems to be a DM failure. In D&D Encounters one of the roles for the DM is to guide new players. This is a program designed specifically to cater to new players. The DM should be doing a better job of explaining options to the rogue, the wizard, the bard, and particularly the Ardent which is a psionic class, and IME more difficult to use for a beginner.

At one point, a malign shadow started eating the rogue. He fell unconscious, so the bard ran over and attempted to make a Heal check to revive him. He failed twice (blowing an action point in the process) and finally succeeded on a third. Again, not wanting to be That Player, I didn't pressure him to use Ringing Strike to kill the shadow outright. This player also had trouble using his bard's singing abilities.

This once again seems like a failure on the part of the DM to explain basic class functions to the players. A bard is a leader and probably had a minor action "heal" that could have revived his ally.

After nailing a gargoyle with covering strike (I was going to have the rogue shift to flank but he went down by that point), I finished off one gargoyle with my cleave power and smashed into another. For all the claims of "not resorting to 'I attack' each round," cleaving sure felt exactly like making an MBA, except it had something else attached to it. My thoughts were: couldn't we simplify this so that I don't have yet another power on my character sheet? I also had brash strike available, but that seemed stupid to me.

The "not resorting to I attack" claim is a little disingenuous here isn't it? You are playing 1st level characters, and half the party is not making "effective" attacks. At some point you will have to use at-will powers, maybe faster than usual, you are 1st level with limited encounter and daily powers, and from your description the rest of the party are playing "keystone cops".

Also, due to the damage I had sustained from the gargoyle, I used my second wind as a minor action and crossed out a healing surge. As someone who has been extremely, ahem, vocal about his distaste for healing surges, I didn't actually hate this. In fact, the healing surge mechanic seemed palatable, but it did need to be renamed so it didn't suck.

The mechanic is sound and does what it advertises without any confusion, the "issue" people have is that it's called "healing". Rename it, something that can be very easily done by any DM that did not like a particular "terminology".

For my game, I ended up renaming healing surges to visceral reserves and all the issues with terminology went away. I don't like the terminology for AC. I mean armor is supposed to protect you not prevent you from getting "hit". However, complaining about terminology, when the mechanics work well and as described, seems like a waste of my time.

Anyway, we mopped up the encounter, and the rogue almost died again due to poison (and there was some confusion about saving throws, which reinforces my irritation at tracking round-by-round stuff), at which point our allotted gametime was over, and I reflected on what I was going to write in this post.

Lots of confusion about how things work will tend to make issues seem bigger than they are. The DM once again should have had a good grasp of the basics of the game. The game is hardly complicated. The needed rules can fit into 2-3 pages. So it's not the complexity that is causing the issue, it's that no one at that table seemed to understand the very basics of the game, the DM included.

• The game is intimidating to new players. Simpler is better. Loads of mechanics to track at first level is not good; characters should "grow into" their classes as they progress.

I agree simpler, in some respects is better. A player at first level has 4 options for attacks (2 At-Will, 1 Enc, 1 Daily). How much simpler can the game get without resorting to "I attack"? The fact that the pregens are not well explained is something the DM is supposed to be there to correct, specially for new players.

The perception that there was confusion is even more pronounced because it seems like the players didn't know what to do, and the DM took no time to even guide them a little, at least from your description.

• Round-by-round tracking needs to GTFO. Or, at the very least, be seldomly used.

I tend to agree with this, a simpler way of tracking would be beneficial.

• Special abilities need to do something beyond shifting numbers around. Brash strike sucks, and it will suck even more in a system of bounded accuracy. The likelihood of me caring about a +2 bonus on attack rolls is unlikely. (Likewise for "push one square.") Make mechanics feel unique and interesting. If brash strike did something like, "you get a +2 bonus and automatically crit, but your opponent gets to make a free attack against you," I might be more interested. As it stands, I don't like it.

So you didn't like the effects of an At-Will power on a pregen. If you had created your character you might have chosen a different power. What you describe is interesting but obviously a lot more powerful than what an at-will power should probably do. This can also become a problem with simplifying too much.

• 4e's math seemed solid, at least at first level. Of the four attacks I made, three hit. (And I use Zocchi dice, so you know it's just not good luck.) However, I also felt that the monsters had too much HP, especially for the length of time that combat took. If I do 20 damage with an attack (especially at level one), it feels like the monster should be dead. It kind of sucks when I'm dropping that much damage and the monster is going to absorb another round or two of damage before it's toast.

The lowest level gargoyle I could find in the compendium was a level 5 creature. I would not expect a 1st level character to drop a 5th level creature with 20 points of damage. Feeling like a monster should be dead is okay, but there are simply too many factors involved in a combat for me to make a general statement that when a 1st level character does 20 points of damage the creature hit should be dead.

I understand some of you "frustration" with this particular game session, but from what you have described you had a lousy experience for 2 reasons. The inexperience of the players, and a DM that didn't seem to take the time to explain options to the players.

4e does have more options for players but at 1st level those options are still very minimal. Pregens are a problem in various ways, I agree with that. However, if players choose not to use the options provided, or the options are not explained to them to make "wise decisions", the session might not be as enjoyable. How can that be a fault of the system?

D&D has always been a "different" type of game and requires "administration" by the DM, in all editions. If the DM is doing a "poor" job, how can that be a fault of the game?

I run the encounters program locally, and the problems you've described here seem to have very little to do with 4e, or the encounters program per se. Now, I might be mistaken and the DM could have been offering options to the players and showing them what would work best, but that did not come across in your description. If he was, I apologize for making that assumption based on the description. And if he was making that effort and the players were still not following his advice, how can that be an issue with the game system?
 

I agree simpler, in some respects is better. A player at first level has 4 options for attacks (2 At-Will, 1 Enc, 1 Daily). How much simpler can the game get without resorting to "I attack"? The fact that the pregens are not well explained is something the DM is supposed to be there to correct, specially for new players.

4e does have more options for players but at 1st level those options are still very minimal. Pregens are a problem in various ways, I agree with that. However, if players choose not to use the options provided, or the options are not explained to them to make "wise decisions", the session might not be as enjoyable. How can that be a fault of the system?

Just wanted to comment on this particular part of your post... you realize this isn't really true, right?

With themes and racial most 1st level characters now have 2 at-wills, 2 encounters (class and racial) one daily and then another power of a varying type for that theme. So that's six powers and doesn't include class abilities, like marking, warlock's curse, aegis, etc. that also can be powers (like the Avenger's Oath of Enemity) and have to be taken into consideration and accounted for as well.

EDIT: I'm also curious about how the DM is suppose to suggest what powers a PC should be using? There are a multitude of powers for each player, so how would the DM keep up with the available options for each PC, and/or not bring the game to a screeching halt if he has to look over each PC's sheet when they act. Whenever I've brought this up as being harder in 4e because of the multitude of powwers, I've always been told it's something the DM doesn't have to worry about and it is the responsibility of the player.
 
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Just wanted to comment on this particular part of your post... you realize this isn't really true, right?

With themes and racial most 1st level characters now have 2 at-wills, 2 encounters (class and racial) one daily and then another power of a varying type for that theme. So that's six powers and doesn't include class abilities, like marking, warlock's curse, aegis, etc. that also can be powers (like the Avenger's Oath of Enemity) and have to be taken into consideration and accounted for as well.

Pregens for encounters don't have themes, or backgrounds, and the ones he used as examples didn't. So in the particular example given that is irrelevant. But let's say I agree, so now the player has 6 instead of 4 options with one of them being a class feature and the other a racial feature.

The point still remains that a DM should be there to assist the players with their options until they become proficient/comfortable enough to make "wise decisions" themselves.

In 3.x I had a player playing a barbarian that hardly ever "raged" and a paladin that hardly ever used "smite". Not because it was not explained to him almost every single time. They just kept forgetting. By the time they were 4th level I no longer felt it was my responsibility to tell them what their class features were.

The psionic pregens were even more horrible because they didn't even show the player how many power points they had. So a player or DM that didn't know this from the beginning had to go to PHB3 and look it up.

Pregens are good to get players settled and playing almost immediately. They are bad because mechanically they usually have mistakes, and unless the DM has taken time to familiarize himself with them he can't easily explain them.

Encounters has had the same pregens for 4-5 seasons now exactly for that reason. They are familiar. The current season changed the pregens because they are all drow, but the classes are the same familiar ones from before.
 

EDIT: I'm also curious about how the DM is suppose to suggest what powers a PC should be using? There are a multitude of powers for each player, so how would the DM keep up with the available options for each PC, and/or not bring the game to a screeching halt if he has to look over each PC's sheet when they act. Whenever I've brought this up as being harder in 4e because of the multitude of powwers, I've always been told it's something the DM doesn't have to worry about and it is the responsibility of the player.

The DM is supposed to be familiar with the pregens exactly for that reason. How many powers do you think these pregens have? 4 powers is not a "multitude", and the classes for encounters are super simple.

Like I mentioned for the last 4-5 seasons, out of 10, the pregens have been identical specifically to promote familiarity. The back side of an index card easily covers what these characters have as options. This is not brain surgery to a DM. So no "screeching" halts are really necessary, and as the players become more comfortable they get better at it too, requiring less DM involvement.

I think you are conflating multiple issues into one, and that is not the case for encounters.

[EDIT]
One of my regular player groups is now at 4th level, in the current campaign. They did not start with 4th level characters. They grew into the capabilites of their characters. I had involvement with their characters when they were learning the system and were level 1, at this point they are the "experts" on their classes and I don't have to make any, or many, suggestions at all.

Another group is playing at level 17, they were already seasoned veterans when we decided to do a Paragon Level campaign, and there was NO learning curve for that group.
 
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