D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


Responding to [MENTION=6696971]Manbearcat[/MENTION] and [MENTION=82106]AbdulAlhazred[/MENTION] on 5e - I can see where both of you are coming from in your comments on 5e. I don't know if I fully agree. (With the word "fully" used literally, not just for rhetorical effect. I think I partly agree.)

Sounds good. Lets take a look.

On the PC-build side, 5e looks like a revision of Essentials. My best sense, from looking at the rules and following play reports, is that while asymmetric in its builds, it is probably relatively well mathematically balanced over a "standard" adventuring day. And it does have features (cantrips, encounter recharges of some spells, etc) to try to reduce the prospects of caster novas. (Which, if they become routine, obviously blow asymmetric balance out of the water.)

The monster stats also seem to be relative methodical in the way they're put together - though, in my view, somewhat boring compared to the best or even the middling of 4e. But it doesn't have the pseudo-simulation of 3E's "natural armour" bonuses, uncapped stats etc, which are just mechanical devices cloaked in the thinnest veil of ingame meaning.

<snip>

First, the encounter-building guidelines are not as crisp as 4e. That said, they're still there, and by all accounts 5e PCs are mechanically very robust, so I don't see why anyone would have to fudge monster hp in 5e moreso than in 4e.

Going to put these three together as they are so intimately intertwined.

I am somewhat agnostic on this issue having only playtested the final product perhaps 6 hours (which spans 2.5 adventuring days worth of play). However, I think I feel educated enough from that experience, general understanding, and past experience with AD&D and 3.x to extrapolate a meek/immature position.

Asymmetric resource suites + bottom up (adventuring day) rather than top down (encounter) balance focus (and the inevitable margin of error associated with it) + the return of the volatile CR system (in a game where primary antagonism is only going to be onscreen for 3ish rounds yet may possess all manner of or 0 daily/nova capability) just makes me terribly insecure as a GM. I think what you see in that thread is what inevitably stems from it. Even GMs who have a fair amount of experience are suffering from lack of precision (and therefore predictability) on the Cakewalk < - > Balanced < - > TPK continuum. Hence the illusionism that is coming out of it...and the inevitable advocating for the technique as if it is a virtue and "all good GMs do it when it is called for...for the sake of player fun and/or story." As if there is no alternative in system or in GMing.

I'm one of those who thinks the Stealth rules are terribly written, but I think you could just jack on the 4e rules without any problems.

Definitely agree.

Second, the non-combat conflict-resolution mechanics seem to be very thin. It offers structure for exploration, which should reduce the need for illusionism in that department compared to (say) 2nd ed AD&D, but no so much for actual conflicts/encounters which don't involve either violence or charm spells. (13th Age lacks robust non-combat conflict resolution mechanics also, but I think is cleaner in its DC presentation and its fail-forward advice.) This can produce illusionistic non-combat resolution.

I have to leave in just a few minutes so I'm not going to be able to go over the rest of your post. However, I think I agree with all of the rest of it. Let me just talk about this one a bit (as we've discussed this before).

So I've said before that noncombat conflict resolution seems to be a mash-up of AD&D NWPs and the 13th Age Background system. The GMing advice is sort of a mash-up of those two. Objectie, process-sim based DCs + fail forward/drama-based advice on resolution.

However, the 13th Age system for NCCR (while I find it somewhat lacking) is infinitely better due to its coherency and transparency. 13th Age's NCCR system is all-drama based and there is no mistaking it. You have:

a) Subjective, drama-based DCs.

b) Fail-forward advice that is basically saying success is like a 10 + in DW while failure is ALWAYS (this is key) a 7-9 in DW; success with complications/setbacks. This, of course, is also drama-based.

c) Finally, you have the "Telegraphing Intent" section so that you and the GM are both locked in on precisely what you're looking for and precisely "what you're putting up" (stakes) so if a "fail forward" result needs rendering, you're on the same page.

Unfortunately, it doesn't go the extra mile of DW's advice and give the GM a precise, thematic playbook for dealing with 7-9 (fail forward in 13th Age) results. But it did well enough.

Now 5e? 5e is all over the map. (A) above is upturned entirely as the DCs are set to model process. (B) tells the GM to SOMETIMES render the fiction based on the dramatic need of the moment (fail forward)...but it doesn't tell you when...and it doesn't tell you how. So sometimes the result is supposed to be akin to the 7-9 in DW and sometimes the 6-. But again...when and when not? Is the player supposed to have a say when the dramatic need is RIGHT FRIGGING NOW? Doesn't seem so. How does the player have any idea when it is going to happen? And what if they disagree on when the dramatic need has arisen? And then there absolutely 0 canvassing (eg no DW gamesmastering playbook) on the how for when you (arbitrarily?) decide that the dramatic need has arisen and you should fail forward (7-9) versus an outright punitive failure (6-).

As you point out (and we've both pointed out before), this is extremely fertile soil for sowing the seeds of illusionism.
 

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S'mon

Legend
First, the encounter-building guidelines are not as crisp as 4e. That said, they're still there, and by all accounts 5e PCs are mechanically very robust, so I don't see why anyone would have to fudge monster hp in 5e moreso than in 4e.

I haven't really been 'building' encounters, not anymore than I would in 1e, anyway. I'm not adding up xp pre-fight, and the size & frequency of encounters is often random, eg today we were playing Caverns of Thracia in the city ruins and I rolled 3 Deathwalkers/Human Tribesmen CR 1/8, a very easy encounter in 5e. Later they fought 3 gnolls CR 1/2 guarding the main stairs, much harder for the 2 PCs present (Barb-2 & Ftr-3) even with their npc backup (a sling-wielding shepherdess & a big sheepdog! - both hd2) assisting.

5e seems to suit the style I developed for 1e. Low level opponents hit hard and die fast, which means there's no worry about the fight having to be interesting-in-itself.

Edit: Outside of combat I method-act the NPCs according to personality & goals, with their disposition to PCs affected by CHA checks, so PC-NPC interaction is done naturalistically. NPCs may need to be improvised
- today on the way to the dungeon the mighty-thewed barbarian PC managed to sweet-talk a shepherdess slinger & her dog to join the group, I said 'the shepherds & shepherdesses watch you pass' but the specific NPC came into existence I guess as a result of that high CHA
roll. :)
 
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What if it is more like an athletic competition or a debate? Maybe factors of determination, cleverness, self-discipline, any of 50 things could factor into whether you can or cannot do something. Many of the factors could be very inscrutable, even unknowable by a PC.
I guess it's possible. It doesn't seem likely, in a world where spells are infinitely repeatably and have meticulously codified effects.
 

"I don't know if I can do it, or even if it's theoretically possible but if it is possible then I know I can do it."

Yeah, no. Not buying it. Of the various possible ways to run this, that one seems less probable than most alternatives. More likely candidates include, "I don't know if it's possible, but even if it is possible, I don't know how to do it," and "I am fairly confident that it is possible, and if my understanding is correct, then I can probably perform that task."

Edit: Actually, now that I think about it, it does kind of make sense from a dramatic perspective. Protagonist scientists are routinely doing things that should be impossible, mostly because it's more dramatic that way. So I guess that furthers the 4E agenda, at least.

You've never said "Maybe I can get to level 13 on Ms Pacman?"
 

You've never said "Maybe I can get to level 13 on Ms Pacman?"
That's what I'm saying. I'm fairly certain that it's possible, but I'm not sure if my attempt will be successful. Me not getting to that level would be like the sorcerer, in this example, failing to properly channel the chaotic energies - not because it's impossible, but because he's just not good enough.

If you define what's possible based on whether or not the check was successful, then you remove any possibility of someone failing at a task which can be accomplished.
 

pemerton

Legend
Asymmetric resource suites + bottom up (adventuring day) rather than top down (encounter) balance focus (and the inevitable margin of error associated with it) + the return of the volatile CR system (in a game where primary antagonism is only going to be onscreen for 3ish rounds yet may possess all manner of or 0 daily/nova capability) just makes me terribly insecure as a GM. I think what you see in that thread is what inevitably stems from it. Even GMs who have a fair amount of experience are suffering from lack of precision (and therefore predictability) on the Cakewalk < - > Balanced < - > TPK continuum. Hence the illusionism that is coming out of it...and the inevitable advocating for the technique as if it is a virtue and "all good GMs do it when it is called for...for the sake of player fun and/or story." As if there is no alternative in system or in GMing.
This looks pretty key.

Some people think that 5e is very robust for PCs. (Including [MENTION=463]S'mon[/MENTION], I think.) And that has been the general impression I've had from reading play reports.

But if it wobbles like Manbearcat describes in the quote, then illusionism is just round the corner.

I wonder what is happening to produce these different experiences of how robust or wobbly it is?

'Fail Forward' - I don't know about it being embedded in the system, can you point me to where? I guess I always tend to GM that way anyway, and the Conanesque tone of this campaign even moreso.
Apropos of Conan-esque games - have I pointed you to the Burning Wheel session I ran in the second half of last year? The closest I've ever come to Conan in RPGing.
 

pemerton

Legend
I guess it's possible. It doesn't seem likely, in a world where spells are infinitely repeatably and have meticulously codified effects.
There is an element of question-begging here.

In a game where a sorcerer can use Cyclonic Vortex to suck in and concentrate ambient chaotic energy so as to enchant himself and an item, - but is not guaranteed to be able to do so (Arcana check) and might get eaten by mooncalves in the attempt - spells are not infinitely repeatable, meticulously coded effects.
 

TwoSix

Dirty, realism-hating munchkin powergamer
It seems to me, then, that the illusionistic/AD&D-ish elements or tendencies come from other places.

First, the encounter-building guidelines are not as crisp as 4e. That said, they're still there, and by all accounts 5e PCs are mechanically very robust, so I don't see why anyone would have to fudge monster hp in 5e moreso than in 4e.
So far, I've seen no evidence of the need to adjust hit points. It's tuned fairly similarly to 4e, in that it seems to take about 4 hits from an equivalent level attacker to drop a PC, or 5 if they're a higher HP class and/or have a higher Con. It certainly doesn't have the fairly low hitpoints of AD&D or the drastically escalating damage potential of 3e.

Second, the non-combat conflict-resolution mechanics seem to be very thin. It offers structure for exploration, which should reduce the need for illusionism in that department compared to (say) 2nd ed AD&D, but no so much for actual conflicts/encounters which don't involve either violence or charm spells. (13th Age lacks robust non-combat conflict resolution mechanics also, but I think is cleaner in its DC presentation and its fail-forward advice.) This can produce illusionistic non-combat resolution.
Agreed, this is handled through ad-hoc negotiation and use of social skills when the DM deems relevant. Guidance is slim.

Third, and here is a contrast with 13th Age, there is no ready-made structure for enforcing the balance of encounters-per-day (especially combat encounters) that will support the asymmetric balance. 4e doesn't have this either (contrast 13th Age), but non-Essentials doesn't need it as much because if everyone novas it might make the encounter a cakewalk but doesn't create intra-party balance issues. This can produce illusionistice managing of pacing.
The DMG makes mention that the typical encounter day should range from 6-8 moderate difficulty encounters, with short rests 1/3 and 2/3 of the way through. That actually seems balanced from the small level range (3rd-5th) I've played in, typical encounters only usually see the expenditure of 1-2 spell slots for each caster. The concentration rules are a huge depowering of casters, and combining them with the relative short length of 5e combats does a solid job of making the neo-Vancian slots function more like a large pool of encounter powers.

Fourth, two and three somewhat overlap, in that if casters are using their spells to resolve non-combat conflicts, they are powering down in relation to combat, but there is no real corresponding way for non-casters to shift their effort or resources from combat to non-combat because of the aforementioned lack of robust non-combat mechanics (so eg, there is no canonical way that I know of for a fighter to use Action Surge or Second Wind to buff his/her effort in relation to an episode of non-combat resolution that is comparable even to the loose guidance on action point and surge expenditure provided by 4e's DMG2 in its skill challenge section). This can produce illusionistic management of both pacing and resolution.
Agreed.

Fifth - and building on one and two - it may be that the core mechanics (PCs + monsters + the sorts of encounters/conflicts the game tends towards, given its resolution mechanics and its build guidelines) aren't as mechanically interesting as 3E (not know well be me, but I gather pretty intricate) and 4e. So the interest has to be "injected" by the GM from outside, which favours manipulation of the story via illusionist techniques.
Yea, the best encounters in 5e are invariably ones with an outside element introduced beyond the mix of monsters. That shares DNA with most other D&D versions outside of 4e and some more complex monsters in 3e (usually spellcasters).

I wonder what [MENTION=205]TwoSix[/MENTION] or [MENTION=463]S'mon[/MENTION] (or, of course, anyone else) thinks of these conjectures?
See above. :)
 

'Fail Forward' - I don't know about it being embedded in the system, can you point me to where?

Page 58 of the basic PDF:

If the total equals or exceeds the DC, the ability check
is a success—the creature overcomes the challenge
at hand. Otherwise, it’s a failure, which means the
character or monster makes no progress toward the
objective or makes progress combined with a setback
determined by the DM
.

Bolded part is, of course, fail forward. See my most recent post to pemerton (elsewhere I've got several other posts on the subject and a pretty long evaluation of hunting and tracking through the editions) for the breakdown of my issues with the setup of 5e noncombat conflict resolution.

This brings me to an interesting thought (at least to me). I've heard many proponents wax about the rules-lite nature of 5e. I hear that and I just blink with incredulity. 5e isn't even close to rules-lite. I think what they might actually be saying is "5e requires heavy-handed GMing to make it work...and it is trim enough in the right areas *...opaque enough in most areas **...and has a few simple/elegant tools *** that the GM can provide some key decision-points to the players (provide some agency) while still having force and illusionism in their back pocket (because they are so enabled by the system) to keep the story humming along while the mechanics fade **** into the background (hear that last bit a lot)."

* bounded accuracy keeps number inflation down

** rulings not rules bulwarked by (1) "it is the GM's game, (2) natural language with mechanics intertwined, and (3) open-ended wording in a few key areas where important rules intersect allowing for multiple interpretations.

*** Basic d20 mechanics + Advantage + Inspiration + Concentration + multiple of 5 DCs

**** hopefully not into irrelevance!
 

Responding to @Manbearcat and @AbdulAlhazred on 5e - I can see where both of you are coming from in your comments on 5e. I don't know if I fully agree. (With the word "fully" used literally, not just for rhetorical effect. I think I partly agree.)

On the PC-build side, 5e looks like a revision of Essentials. My best sense, from looking at the rules and following play reports, is that while asymmetric in its builds, it is probably relatively well mathematically balanced over a "standard" adventuring day. And it does have features (cantrips, encounter recharges of some spells, etc) to try to reduce the prospects of caster novas. (Which, if they become routine, obviously blow asymmetric balance out of the water.)
I'm not a HUGE 5e expert. I've quickly read through a lot of the PHB and some sections of the DMG, and played in a campaign run by [MENTION=2093]Gilladian[/MENTION], where we've almost reached 5th level, and played a few other misc games. I will just say this here, the wizard I'm running ROCKS. I by no means optimized my character, almost the opposite, but I did pick the most effective spells I could find, just to see how potent they are. Plenty is my answer.

The thing is, you can cast any spell you have memorized as many times as you have slots at that level or any higher level, which is VERY flexible compared to 2e. You may not have as many slots, in theory, but at low levels you actually have more slots, and even the high level slots will be more useful. So far my wizard is clearly the dominant force in combat, that which turns the tide. The fighters are tough and dish out fine damage, the rogue can gank people with surprise very effectively and fight credibly even face-to-face without advantage. The cleric is a very good healer and can at least do SOME damage (and has some other reasonably useful spells, again with flexible casting from slots). Still, the wizard has put the hurt on every big bad, and done things like hold 2 owlbears largely at bay for a couple rounds so the party could take them out piecemeal etc. I'd say if they had another fighter they'd be OK, but we're still at low levels, it only gets better for me while the fighter may get some more maneuvers and feats he's not going to gain any radical new capability, just basically moar damage.

The monster stats also seem to be relative methodical in the way they're put together - though, in my view, somewhat boring compared to the best or even the middling of 4e. But it doesn't have the pseudo-simulation of 3E's "natural armour" bonuses, uncapped stats etc, which are just mechanical devices cloaked in the thinnest veil of ingame meaning.
Yeah, the monsters, so far, have been pretty vanilla. Humanoids with basically just a weapon attack, and lower level monsters with perhaps a single shtick. My impression is they are almost straight out of 2e. The otyugh we fought the other day, and the owlbears before that seemed totally bog standard 1977 Monster Manual fare. Not bad, but 4e did way better.

I'm one of those who thinks the Stealth rules are terribly written, but I think you could just jack on the 4e rules without any problems.
I don't know, but I've heard that too.
It seems to me, then, that the illusionistic/AD&D-ish elements or tendencies come from other places.

First, the encounter-building guidelines are not as crisp as 4e. That said, they're still there, and by all accounts 5e PCs are mechanically very robust, so I don't see why anyone would have to fudge monster hp in 5e moreso than in 4e.
They aren't as robust as 4e PCs and they very much lack the deep reserves. The healing model is basically straight out of 2e, the cleric is a battery. Hit Dice give you a modest amount of additional healing, but it can't be deployed outside of a 1 hour long rest, making it much less useful than 4e HS. In any case the total amount is far less, many 4e fighters have 16 HS, and they may well be worth 8 hit points each, whereas the same PC in 5e would have something around 20 hit points and 1d10 of hit dice (roughly 5 hit points total of self healing). Characters are definitely tougher than in 2e by a bit, but if you get beat up in the first encounter of the day due to bad luck or poor tactics, you're done, pack it in, the cleric is spent and maybe you can take one more encounter, but best not push it, basically the old time formula. OVERALL characters will likely last better than in 2e, but its very different from 4e where you'd really have to step in it to get into trouble in encounter 1 of the day.

Second, the non-combat conflict-resolution mechanics seem to be very thin. It offers structure for exploration, which should reduce the need for illusionism in that department compared to (say) 2nd ed AD&D, but no so much for actual conflicts/encounters which don't involve either violence or charm spells. (13th Age lacks robust non-combat conflict resolution mechanics also, but I think is cleaner in its DC presentation and its fail-forward advice.) This can produce illusionistic non-combat resolution.
Yeah, the skill system really is pretty incoherent. Its totally unclear when you would use a skill or a tool, and just generally the skill rules are murky. Many common situations don't precisely match with ANY skill, and then you have things like 'investigation', which MIGHT be handy in something like an abstract skill challenge, but has literally no use in 5e because the game focuses on means, not ends, and 'investigating' isn't a means, there's no specific ACTION associated with it. There are many other such oddities. Still, its a better skill system than 3e offered, for what that's worth.

Third, and here is a contrast with 13th Age, there is no ready-made structure for enforcing the balance of encounters-per-day (especially combat encounters) that will support the asymmetric balance. 4e doesn't have this either (contrast 13th Age), but non-Essentials doesn't need it as much because if everyone novas it might make the encounter a cakewalk but doesn't create intra-party balance issues. This can produce illusionistice managing of pacing.
definitely true, though I tend to think there isn't a huge variation in classes
Fourth, two and three somewhat overlap, in that if casters are using their spells to resolve non-combat conflicts, they are powering down in relation to combat, but there is no real corresponding way for non-casters to shift their effort or resources from combat to non-combat because of the aforementioned lack of robust non-combat mechanics (so eg, there is no canonical way that I know of for a fighter to use Action Surge or Second Wind to buff his/her effort in relation to an episode of non-combat resolution that is comparable even to the loose guidance on action point and surge expenditure provided by 4e's DMG2 in its skill challenge section). This can produce illusionistic management of both pacing and resolution.
This is true, no such mechanic/advice exists. Without any sort of SC framework there's nothing much to hang it on either.

Fifth - and building on one and two - it may be that the core mechanics (PCs + monsters + the sorts of encounters/conflicts the game tends towards, given its resolution mechanics and its build guidelines) aren't as mechanically interesting as 3E (not know well be me, but I gather pretty intricate) and 4e. So the interest has to be "injected" by the GM from outside, which favours manipulation of the story via illusionist techniques.

I wonder what @TwoSix or @S'mon (or, of course, anyone else) thinks of these conjectures?
Hmmmm, not sure. I think my character has a lot of 'stuff' on his sheet. I am not entirely sure what exactly 5e is pushing for action. I guess it wouldn't be as mechanically INTRICATE as 4e. Combat is less tactical, though you can of course still have interesting combats, it is just much more on the DM to engineer the pieces of that.

I know your skill and save changes (and have read the thread that explains how your save changes will break this most modular of games!), and I know what slow healing is.

What are your Turn Undead, spell level cap and movement changes? I think the 5e rules for combat movement are probably its most dramatic innovation on the action economy side of things.

Well, 99% of all saves are against 3 stats, so in a sense they have 'solved' the issue of having too many defenses by just ignoring 3 of them. Of course the problem is just WORSE then in a sense because some classes get their bonuses in some useless defenses. Still, 4e had 1 or even 2 'off' defenses per character and it still worked.

I'm not sure how Turn progresses. It is fairly weak but usable (once a day) at low levels. Its helped us several times. The movement changes are a mixed bag. Coupled with the once-per-round OA they create some very weird and artificial tactics, potentially, though if you don't play on a grid then its probably abstract enough that nobody will get away with it. The rest of the action economy changes are OK. I think they're more really a design philosophy change cloaked in a change in mechanics (denigrating but not really REMOVING the minor action).
 

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