Neonchameleon
Legend
How about starting with, I don't know, a class that actually does get me there like every other edition of D&D before 4e. Then I don't have to waste feats on stuff the PC should already have.
Where do you think "There" is?
How about starting with, I don't know, a class that actually does get me there like every other edition of D&D before 4e. Then I don't have to waste feats on stuff the PC should already have.
Would this be a viable character in 3e without any feats?Except maybe he doesn't want to spend his feats to get up to heavy armor or any of the other bits that come as a package deal with a class-based system. In that case, your solution is not what he wanted.
Would this be a viable character in 3e without any feats?
AD&D, I'll give you.![]()
-O
Would this be a viable character in 3e without any feats?
AD&D, I'll give you.![]()
It's not a question of being without feats. It's a question of having to divert feats to make up for what you're missing and want because you had to build as a different character class.
Or, you know, you just build a Ranger with heavy armor, etc. that is exactly the character type you wanted but just doesn't say "fighter" on the tin.
I had a long reply to this last night - and then the forums crashed. A lot of WotC adventures do suck, especially the early ones (I've never played a DCC module). And not to put too fine a point on it, I don't think I could design a module more effectively than Where the Wild Roses Grow to turn 4e into a snoozefest. It's not that the abstract design is bad - it's just that it's a complete mismatch for 4e.
I've mentioned one thing earlier that really makes 4e combats to be dynamic - terrain that encourages movement (pits, things to throw people onto/off/over/away from/towards). There is precisely none of that in the entire catacomb. And there's the one thing that kills any attempt at dynamic combat - no space. Those corridors are all tiny.
There's also the monster selection. There's only one actual bad monster in there (the Wraith is one of the three suckiest monsters in the Monster Manual; the three are The Dracolich (stunning everything leads to pure frustration), the Purple Worm (what idiot thought that a solo with no interesting aspects that does only the damage of a standard monster was a good idea?) and the Wraith (insubstantial so it takes half damage, weakening touch so the damage is normally halved again, and then regenerates). For the record Monster Vault Wraiths don't weaken and don't, I think, regenerate. Instead they turn invisible whenever someone hits them with an attack that doesn't bypass their insubstantiality - and they do extra damage when invisible (and the attack makes them visible again). Much, much more interesting and incites paranoia especially when they can walk through walls.
But even beyond that with two exceptions (Deathlock Wight, Human Mage) I think every single monster wants to get into melee and stay there. The ones that get bonus damage for combat advantage aren't going to get flanking because of the incredibly cramped spaces. Which means that in five of the IIRC seven fights in the catacombs there are either four or five melee monsters who, because they have no room to move, are best off walking into melee with the enemy and trading blows until someone falls. (The two exceptions to the 4-5 monsters per fight are, naturally enough, the Dark Cabal and the Deathlock Wight). There's no room to maneuver and no incentive to maneuver. The combats are never going to be dynamic and interesting.
And then there's the skill challenges. WotC are entirely to blame here for their presentation of them (the biggest problem being that the example actions should be indicative rather than "choose your own adventure"). Unless you get them, it's better to pretend they don't exist.
I think if I were looking for an example of what not to do in 4e I don't think I could come up with a better adventure. No interactive terrain and no space anywhere, and almost every single monster being a melee fighter. Doesn't mean it would be a bad adventure in e.g. Swords and Wizardry or Dungeon World - but it completely misses any of the strengths of 4e and zeroes in with almost laser-like precision on the weaknesses right down to the final boss being a double hit point MM1 Wraith.
Mostly it says to me that it's a shame we won't get a 5e that's a "lessons learned" upgrade of 4e.If you were looking for why 4e started out a glaring failure, I can think of no better adventure. Using only the three core books as they were printed in October of 2008 (Halloween adventure) a veteran DM of 16 years (at the time) couldn't make a playable adventure. The 4e Monster Manual was a train wreck, the DMG offered NO usable advice, and trying to build adventures "like the designers did" created a boring grindfest. WotC had no business releasing 4e in the condition it did, from the nonexistent DDi support to the books so errata-prone the three Core Books were practically unusable.
And 4e did get better. I'm sure you could redo the thing today using the Monster Vault, Essential's treasure, and a redrawn, 4e friendly map to make it a great adventure. The fixed rules for skill challenges, the revised monster math, the revised PC powers, all would make that thing great. However, those tools and insights weren't there when a group of players some (like myself) so wanted to this thing to work (seriously; search EnWorld for me @ 2008, I was an ardent 4e supporter). It just failed me on so many levels.
The fact this module could probably be rewritten for D&D, AD&D, 3e, Pathfinder, or a score of retroclones with little change and work, yet fail so spectacularly in 4e I think says volumes.
Its pretty typical of my gaming style: adventure seed, investigation, mini dungeon at the end. To be honest, I was trying to emulate 4e's style which came from those early awful 4e modules.
The DCC was worse; it was a module written for 3.5 and then retrofitted for 4e; it had ogres in rooms too small for them and a combat that involved facing two sets of duergar AND a trap without a short rest between them at 1st level. It was nearly a TPK.
Which creates a weird situation for me; 4e can't handle realistically proportioned dungeons.
It sucks at dungeon crawls.
Its amazing at set-pieces (one of the best adventures I ran was a white-dragon solo in an abandoned banquet hall, with tables and windows and stuff) but not every dungeon room is 160 by 160 foot with pits and traps.
The map was culled from Heroes of Horror, published by WotC in 2005. Funny how they're idea of dungeons changed in 3 years? BTW: I don't think there was a single map in WotC's Map a Week gallery that would have been better.
Yet further proof WotC released a half-baked edition?
Technically, the corruption zombies were artillery but why argue details. Yeah, the dungeon had a lot of melee creatures. IT WAS A 2nd LEVEL DUNGEON NEAR A POPULATED CITY. There wasn't a lot of options. Ghouls, zombies, skeletons, bandits, bats, rats, oozes, wererats and some spooks. All stuff I could glean out the of the Monster Manual. My options for keeping them within 4 levels was fairly limited.
In earlier editions 90% of that stuff would have been cannon fodder, quickly cleared away. In 4e, there is no such thing.
Again, I was using what the DMG told me to do. Skill challenges were the "kewl" new thing and I wanted to try them. I'm 90% certain we dumped them with a session after this.
The fact this module could probably be rewritten for D&D, AD&D, 3e, Pathfinder, or a score of retroclones with little change and work, yet fail so spectacularly in 4e I think says volumes.
Well for one thing, I don't want the ranger theme and secondly I don't want the hunter's quarry mechanic.
Pathfinder fighter's and their awesome customization do me just fine.
Wow, so apparently I'm doing badwrongfunusing 1E modules converted to 4E on the fly. Those guards to sneak up on and silence? Minions. Those room-after-room fights where the monsters just sit and wait for the adventurers while they killed his buddies 10' down the hall? They're dynamic wave battles that make a lot more sense and work a lot better than they did back in the day when run logically. Or they're skill challenged if they're just space-making gimmes where failure costs them HP/surges.The fact this module could probably be rewritten for D&D, AD&D, 3e, Pathfinder, or a score of retroclones with little change and work, yet fail so spectacularly in 4e I think says volumes.