4th edition, The fantastic game that everyone hated.

To me, Come And Get It [SNIP]
Like I said in my post, I'm not replying to Come And Get It in this thread. Don't want to derail it. I'd be happy to discuss it in a different thread where it feels like it won't overwhelm the purpose of the thread.
With 4e they sought to avoid the "process sim=Your Fighter Sucks" problem by concentrating on results rather than process.
Two things. One, I think you're statement above is pretty accurate. Two, my Fighters in 3.5 never felt liked they sucked; the same goes for my players. But, I deeply understand why this was a concern for 4e, and for other groups.
I'm very happy with the 'result' :D of that - that my Fighter is actually cool, and plays like a movie hero.
First: sorry for parsing things into short sentences that I'm replying to. I'm not trying to be nitpicky.

Second: very recently in this thread, I commented on Balesir's "protagonism" in 4e. While that is something I get, I want to make it clear that I don't think that "movie hero" is the same thing, and it's not something I'm looking for in D&D. Though, Balesir's point about "control over one's character" definitely resonates with me. If you don't mind, can you comment on 4e and skill use, and how you feel it plays into (what I think is) Balesir's take on "protagonism"?
It's also cool needing to use skill and luck to beat the odds like the real Audie did, but for a lot of players that translates as "Your PC died again. Next!" - and that gets pretty dispiriting for the less skilled or less challenge-oriented players. That's one way in which 4e's focused play style arguably has broad potential appeal - a wide range of newbies can play it and get a satisfying (and dramatic) play experience. Their PCs are unlikely to get repeatedly crushed, Moldvay-style. You Are The Hero.
Well, that's not broad appeal if you're almost assured to be pushed to the top of every fight (since many people don't want that in a game). Though, I do see the appeal in both approaches. When I run my own fantasy RPG, I much prefer things be grittier, where getting into a fight in a dangerous proposition most of the time, and where trying to stop those 20 guys with crossbows is going to be hard to live through; on the other hand, when I play Mutants and Masterminds, I want stuff stacked in favor of the PCs (and players), so that they can overcome almost assuredly overcome most challenges.

I think, as is often the case, that this boils down to preference. I don't mind highly cinematic, movie-like elements in my M&M game, but I want something much more grounded, something much more gritty for my fantasy gaming. I've always liked low-level D&D, and I'm much happier when the game forces you to walk everywhere, rather than throwing things like teleports and portals around to get everywhere. It makes me glad that Game of Thrones is on the air, rather than the Wheel of Time series.

But like I said, it's preference. I think there's plenty of "protagonists" in the Song of Ice and Fire series, despite the "high" casualty rate, the permanent injuries, and the like. And I, personally, find that story much more interesting than most fantasy. So, while I agree with Balesir about "control over one's character", I don't think I conflate "movie hero" and "protagonist". Again, though, it's just my preference. As always, play what you like :)

(Side note: I very much prefer GDS, as far as terminology goes; it seems much easier for people to casually or even inherently understand, from my experience.)
 

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f you don't mind, can you comment on 4e and skill use, and how you feel it plays into (what I think is) Balesir's take on "protagonism"?

Very broad skills, you get better automatically at everything over time (except trained-only skill uses), and the GM is encouraged to 'say yes' to non-standard uses of skills. Pus the DCs are geared towards success. There's a step-on-up element re skill use, with a bit of that mother-may-I that some people hate: "Can I use Dungeoneering to detect traps here?" "Can I use Bluff to fast talk the merchant into paying more for the magic item?"
Personally I think the system works well, is broad and flexible, and again doesn't result in My Fighter Sucks-ism, unlike in the 3e skill system. Used right it leads to characters who feel broadly competent, like swords & sorcery literary characters, or most action movie heroes.

Edit: However re Balesir's Protagonism, I think that unlike the combat system it is relatively easy for a GM to de-protagonise PCs while sticking to the letter of the skill rules. You just have to ignore the 'say yes' advice, use level-scaled Hard DCs, disallow uses outside those specifically permitted, etc.
 

But like I said, it's preference. I think there's plenty of "protagonists" in the Song of Ice and Fire series, despite the "high" casualty rate, the permanent injuries, and the like.

I think this is a continuum, again. I've only seen Season 1 of Game of Thrones, so maybe the death rate ramps up later, but in those 10 episodes the rate of protagonist demise is not noticeably higher than the PC-perma-death rate in my recent 4e campaigns. Southlands had 2 major PCs and a guest star killed in 20 sessions (ca 3 hours, each roughly equivalent to a 45 minute TV show episode). Loudwater had a first session TPK of the entire 4-PC party - exactly like Game of Thrones. :lol: Then around 30 sessions with 2 PCs killed but raised, followed by a disaster - the PCs fought a dragon for the first time. One long-term PC perma-killed, along with 2 newly introduced PCs for whom it was their second session, the last PC standing (Arya) managed to drag out the body of her friend (Lirael) and escape through a gap in an iron grate too small for the dragon to follow.

I think I GM a lot like Game of Thrones. AFAICT the protagonists seem pretty good at surviving random encounters; they do occasionally get ganked but it's usually a result of something pretty major. GOT =/= Moldvay/Gygax Fantasy Effin Vietnam.
 

I think the role-playing aspects of the game are mostly up to the individual DM and group. A group of good role-players is going to be able to r/p in 1E, 2E, 3E, 3.5E or 4E. If your group is more interested in hack 'n' slash, you can do that in any edition as well. I do think the advent of NWPs in 2E (technically, the end of 1E) and then skills in 3E did allow somebody that is not able to r/p well (shyness, socially awkward, etc) to play a social/charismatic character with the help of the roll of the dice instead of having to talk it out at the table. In the past, that person might have decided to stick with the sullen fighter or loner-ranger type instead of having more access to the whole range of PC options.

And, I think wizards, clerics and druids being overpowered compared to other classes is also up to the DM. I ran a 3.5E campaign that had 8 PCs that went from level 1 to level 18 at the end, and never did the wizard or cleric seem overpowered compared to the other classes (fighter, barbarian, paladin, rogue and fighter). There was a time the party psion seemed a bit overpowered in the level 5/6-8/9 range, but I considered that my fault for not knowing how to handle psions as a DM.

i do think the changes introduced in 4E core rules were the biggest departure from previous edition core rules - changing alignments and cosmology, making tieflings and dragonborn core races, etc. However, 4E was also much easier on the DM than 3.5E, and it allowed me to develop more of the story aspect of the game, as opposed to 3.5E where I had to spend hours and hours building challenging and interesting encounters that weren't a repeat of previous encounters.
 

But if someone used Moldvay Basic to play Gygaxian D&D noone would accuse him/her of drifting, yet the idea of Gygaxianism really isn't present in Moldvay Basic - it's advice and tone are much closer to heroic fantasy, despite its mechanics.

4e is part of a TSR/WotC tradition, in my view.

I've posted - maybe a year or so ago - that the Foreword to Molvay Basic (about killing the dragon tyrant with the magic sword handed over by the mysterious cleric) made a promise that Basic itself didn't deliver on, but 4e does. And that's why I like 4e.

Very much. 4e delivered. There are several dimensions to that even. 4e presents heroes that are equipped to BE heroes, they won't slip on a banana peel and end their careers if you have happen to roll a 1. You can use the rules to have them do pretty close to anything or everything, depending on how extreme you want to stretch the tone of the game. But also ALL THE ARCHETYPES work as heroes.
 

I believe you're looking for the 3:50 mark.

Cute, but they certainly aren't implying sameness in a system sense. They're stating that there is a continuity, 4e D&D is fantasy characters, dungeons, dragons, etc. I just don't see the issue there. 4e has all the same trappings as any other edition. It also has improved mechanics. It isn't LITERALLY the same game, it is 'spiritually' the same game. Again, look at all the books that they published about the new game, Worlds and Monsters, etc. Maybe a lot of people failed to read them and didn't get the memo, but WotC NEVER promised that 4e's system would just be some slight variant of 3e's system. In fact I think they strongly implied that there was going to be a pretty significant break.

I think there's some real questioning that we could do about why in some ways they DID change the trappings when they didn't absolutely have to. I mean it should have been possible to keep monsters, powers, etc more reminiscent of the former versions and such. Personally I liked a lot of those changes, but I think they bit off more than most fans were wanting to chew.

Indeed, 4e makes few bones about breaking with the past. In many ways it does still remain D&D, but it isn't your grand dad's D&D and it never claimed to be.
 


Cute, but they certainly aren't implying sameness in a system sense. They're stating that there is a continuity, 4e D&D is fantasy characters, dungeons, dragons, etc. I just don't see the issue there. 4e has all the same trappings as any other edition. It also has improved mechanics. It isn't LITERALLY the same game, it is 'spiritually' the same game. Again, look at all the books that they published about the new game, Worlds and Monsters, etc. Maybe a lot of people failed to read them and didn't get the memo, but WotC NEVER promised that 4e's system would just be some slight variant of 3e's system. In fact I think they strongly implied that there was going to be a pretty significant break.

I think there's some real questioning that we could do about why in some ways they DID change the trappings when they didn't absolutely have to. I mean it should have been possible to keep monsters, powers, etc more reminiscent of the former versions and such. Personally I liked a lot of those changes, but I think they bit off more than most fans were wanting to chew.

Indeed, 4e makes few bones about breaking with the past. In many ways it does still remain D&D, but it isn't your grand dad's D&D and it never claimed to be.

That's its blessing and its curse; it tried too hard to be something new and still claim the D&D name.

The problem is that it changed much of the crunch AND the fluff at the same time. Old players had little to latch onto. It didn't play like old D&D (with its emphasis on tactical combat and power-based abilities) and it didn't share much of the same world (with the new cosmology, the changes to monsters, Eladrin/Elf split, and the new interpretations of Realms and Eberron). Sure, it had elves, dwarves, halflings, warriors, wizards, priests and rogues; but so does hundreds of D&D clones in both Table Top and Video game. Changing the mechanics is one thing. Changing the fluff and setting is another. For many, changing both so radically so quickly was more than they wished to bear.
 

From what I've seen on these boards, at least, I think it might fail when it comes to skills (and skill challenges, to a much, much lesser degree). Skills in 4e, on these boards, seem to be portrayed as rather open-ended, and to my knowledge, there isn't much there to really give players solid rules. They have some guidelines, but page 42 seems to be explicitly GM-controlled in setting the DC, some people use it auto-scaling with level, while others use it more "objectively", there aren't many skill uses listed, etc.

This is a big thing, for me, since skills in my game are used more often than combat rolls (though, admittedly, a lot of that has to do with play style). I went to great lengths to flesh out my skills, and give players ways to build on them (feats, rerolls, decreasing action times, negating penalties or DC increases, etc.). Is your experience with 4e skills different from what I seem to think it is? A lot of the anecdotes I've seen on these boards seem like it's a light game of "mother may I" (as the term is used here), in that players say what they're doing, but the GM decides how hard that is (setting a DC that hopefully remains somewhat consistent), or if that's even possible (ruling out skills in a skill challenge, the "objective" DC being too high for the PC to even make, etc.). Just curious on your thoughts on 4e and skills; I'm not trying to attack it, but since I haven't played, and I agree with you on 4e and combat "control over one's character", I'm curious what your thoughts are on it. Thanks. As always, play what you like :)
That's a very fair point, and it explains why I have said several times that I would have loved to see systems written for 4e that worked much more like the combat system does, but for social and exploration situations. I think a real opportunity to make a complete "rules as manual for the world" game was missed, there.

Having said that, though, I do find 4e to be a significant improvement on earlier editions in this respect, for two main reasons:

1) The broad skills are distinct enough for it to be pretty clear which one might apply to any given (attempted) action. In practice, I haven't found there to be overly much "mother may I?" in the sense of "can I roll this skill instead of this one?" - but there has been some. The fact that every character is at least minimally competent helps mitigate, here, too. In 3.5 the difference between the 8th level fighter with +15 or so Climb and the Wizard with +1 (if lucky) made it really crucial that the Wiz didn't (ever) have to roll Climb...

2) The structure of Skill Challenges - with xp awards and difficulty guidelines attached - I find really does help. It's far from perfect - I would have much preferred if it had been massively expanded upon and it was definitely explained poorly to begin with - but it was better than anything found in any previous edition by a country mile, IMO.

I definitely think 4e D&D is a "Does One Thing Really Well" game - as I think it was Bill Slavicsek said about 1st edition (1984) Paranoia in his design notes. Slavicsek contrasted Paranoia with AD&D as the example of a broader game that could be adapted to do lots of different things, only not so well (in his opinion).
I'm with Slavicsek, so I think I disagree with Neonchameleon when he called pre-3e D&D narrow.
I agree that 4e D&D is a "Does One Thing Really Well" game. But I also agree with [MENTION=87792]Neonchameleon[/MENTION], because I think earlier editions are pretty much the same - it's just that the "one thing" they do is what we thought was "the only way to do it" in the past.

We have discussed, here and in the "pemertonian scene framing" thread, how having the way the game world works defined by the game rules (rather than vice versa) allows for player protagonism through communicating to the player clearly what the outcomes of their character's actions might be, in advance. I really don't think that older editions support this style of play - and I don't think DDN will, either.

That's not a damning indictment of any of those editions - they support other modes of play. But, if you want rationally selected decisions from players, on behalf of their characters, informed by a clear understanding of the world physics based on a shared world model (i.e. the rules), they just don't work. It's too easy to exploit the rules in ways probably not intended; the primacy of some exogenous model of "the game world" over "the rules" is assumed - it's too ingrained to remove without substantially rewriting the rules (as 4e showed, in a way!).

So, 4e blocks off one mode of play, earlier editions block off the other - that's just the way it is. Pick the one that suits what you want to do for the campaign you're planning and enjoy!

To me, Come And Get It is me the player saying "My guy is like Neo in The Matrix, doing the beckoning hand gesture. They have to stop what they're doing and come to me..."

This is a power that the protagonist in the movie has, in-world. So it can be used entirely actor-stance. I don't even find it particularly unrealistic - I was once out hiking and found myself dragged unwillingly towards a bunch of bullocks by some inner compulsion (my wife stopped me just in time!), so I have no problem with the idea that a creature might not have full rational control of its motions even without explicit magic.
It's a bit OT and an aside, but I am soooo with you on this. I have seen people persuaded to do things much against their "better judgement" by a variety of means IRL, none of which (obviously) involved "magic". I really don't see what was happening there as very distinct from what happens when a "charm" spell is cast. Just as "pick lock" and "Knock" differ in that, for the first, a rogue fiddles with some tools in the lock and *pop*, it's open, while for the secomd a mage fiddles with a wand near the lock and *pop*, it's open, I see "bluff" and "Charm Person" as differing in that, for the first, a socialite engages in some witty wordplay, subtle body language and so on and, *pop*, the target does something unwise, while for "Charm Person" a mage fiddles with a wand near the target and makes a request and, *pop*, the target does something unwise. If powers and feats are appropriate to one of the options, there is really no reason they can't apply to the other option, too.
 

I definitely think 4e D&D is a "Does One Thing Really Well" game - as I think it was Bill Slavicsek said about 1st edition (1984) Paranoia in his design notes. Slavicsek contrasted Paranoia with AD&D as the example of a broader game that could be adapted to do lots of different things, only not so well (in his opinion).
I'm with Slavicsek, so I think I disagree with Neonchameleon when he called pre-3e D&D narrow. I find pre-3e D&D's kludgy-but robust 'AK47 rifle' design really easy to mess with and get what I want. 3e D&D is more like an M16 or SA80/L85 rifle - precisely designed, tends to fall apart if messed with (certainly our SA80s did when I was in the Territorial Army!) :lol: - but you can turn it into something else (a CAR15, another d20 game) if you know what you're doing. 4e is more like a Barratt .50 sniper rifle - it does one thing really really well; it does not take much user skill to do it, but it is not designed to do anything else.

I think the 4e designers either did not realise they were creating a specialised game, or did not understand the implications. And so it was easy to take from the 4e marketing and design a bad message: "Your old play style sucks! Play this way!"
4e is not a broad-based game. It is closer to those games like Call of Cthulu or Feng Shui or Leverage or 1e Paranoia which are well designed towards a specific play experience. I enjoy that experience, but I see it as one game in my repertoire, alongside others I can use for different experiences. For more traditional D&D play I go to other games - recently I've GM'd 1e AD&D, GM'd Pathfinder Beginner Box, played and GM'd Labyrinth Lord. Those all do things that 4e does not do well.
Incidentally, it very much seems that 5e intends to be back in that same tradition of kludgy, broad-based, 'do what you want with our D&D' games that 4e departed from. Which is fine, but I already have lots of games like that which I use and enjoy, so I'm not sure why I'd want yet another.

I disagree, 1e stops working as soon as you don't have a wizard and a cleric in your party, flat out. The system presupposes a very narrow range of structure of game with a highly stereotyped environment and party. Moreover the PCs are quite fragile. The whole thrust of the game is to keep them one tiny footstep or missed die roll from death. IMHO this is a pretty narrow game design. Nor does classic D&D allow for things like characters developing certain talents, evolving or changing their capabilities, developing new interests, etc. Class-based design in the AD&D sense is a very strict straight-jacket, ever fighter is virtually identical, will remain very similar to every other, and will follow a very strict sequence of development. I don't see how that sort of design facilitates any level of flexibility in a game. Again, this is why we never saw TSR leveraging D&D as a basis for other genre of game (maybe there were other reasons, but it seems to me one of them was that by the time you stripped out all the D&D-isms there wasn't much point in retaining what was left).

At best you could strip away all the classes, magic system, much of the combat system, etc and be left with some generic core, but at that point what's to really distinguish 1e from 4e? 4e's simpler system of defenses and more open character design tools (feats, PPs, EDs, etc) conceptually provides more ways to build a system for a given genre than 1e's basic mechanics do with their in-built fantasy assumptions. Any considerations of play style and such are practically eliminated at that level of strip-down anyway since you could as easily rebuild either game's chassis in a variety of ways at that point. You'll just have to throw away LESS to do it with 4e, and judging by examples such as a Star Wars reskins and such it is possible to do some pretty thin rebuilds and support rather different genres at least.

Honestly, I've never been a huge fan of 'core systems' that try to do everything anyway, so I'm not sure I really CARE a whole lot one way or the other, but still, Classic D&D isn't winning any prizes for flexibility in my book.
 

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