D&D 4E Mike Mearls on how 4E could have looked

pemerton

Legend
Indeed. In fact, there are paragon level ogres in published 4e sources represented as minions, yet ogres also exist as heroic tier enemies classified as standard monsters.
Yes, this is all in the MM.

I haven't used many ogres myself, but have used hobgoblins as standard at heroic, and minions at low paragon, with swarms used to represent phalanxes of hobgoblins at mid-paragon.

I've used vrocks as standard at upper paragon (I think?) and then as a flying swarm for a horde of them at mid-epic.

And so on.

4e monsters are not inherent statistics of creatures. It's a fundamental idea you just have to grasp in order to understand the edition's base framework.
Yep. There's an argument that this is 4e's single biggest departure from D&D tradition.
 

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pemerton

Legend
there's a desire for a semblance of what has been called Gygaxian naturalism, for instance, which would suggest that there's a Great Chain of Monster Being but that a given monster's toughness (abstractly represented as it may be) exists separate from the PCs.
The toughness of a 4e ogre exists "independently of the PCs". I even described it arleady - it's quite a bit tougher than a town guard (or a goblin or even a gnoll) but quite a bit less tough than Sir Lancelot (or a giant or a vrock demon).

I'm pretty familiar with the Gygaxian Naturalism blog. Here's what seems to be the salient passage:

to go beyond describing monsters purely as opponents/obstacles for the player characters by giving game mechanics that serve little purpose other than to ground those monsters in the campaign world.

This naturalism can take many forms. For example, OD&D often tells us that for every X number of monster Y, there's a chance that monster Z might also be found in their lair. In the case of the djinn and efreet, as another example, we find that they both can create nourishing food and potable beverages, as well as many other kinds of materials through the use of their innate powers. In AD&D, these sorts of things get expanded upon greatly, with the Monster Manual telling us how many females and children can be found in a monster lair and giving many creatures powers and abilities that don't serve a specifically combat-oriented purpose, such as a pixie's ability to know alignment, for instance.​

Gygaxian naturalism - at least as stated - isn't a doctrine about how hit points or HD are assigned. It's a doctrine about the assignment of non-encounter-relevant abilities to creatures. Nothing stops a 4e GM using the AD&D MM figures for number appearing, demographics, etc. Nor from giving pixies an ability to know alignment.

There is also this:

you can't build a "real" world without stats for sheep and cows and horses and such, because you never know when the PCs might need to kill one.​

If we put aside the rather narrow thought that you only need mechanics when killing is in the offing (eg we could easily have a mechanical system that reflects that sheep are easier to herd than cattle), nothing prevents there being stats for sheep and cows and horses in 4e. (Horses are statted in the MM. Sheep and cows could pretty easily be extrapolated from that by someone who wanted to.)

Gygaxian naturalism (as defined in the link I provided) is NOT realistic. It doesn't pretend to be. The reason I used "secondary reality" is because there's an internal consistency to it.
There is no lack of internal consistency in an ogre being beatable only by a whole host of fresh-faced heroes, while being barely even a speed-bump for Sir Lancelot. That was my initial point to [MENTION=29398]Lanefan[/MENTION].

Thus ogres having dramatically different stats depending on the PCs' stats is quite alien and runs counter to the secondary reality established by, say, the monster stats.
Only if you don't understand the system, and so assume - contrary to the system design - that stats are an opponent-neutral description of a creature.

This is really the crux of it. Naturalism - Gygaxian or otherwise - is a property of fiction. Blade Runner has naturalism in a way that (say) the Princess Bride doesn't. It's not about mechanical methodologies.

Thus, and to reiterate, JRRT created "secondary realities" without needing game stats. Stan Lee and Jack Kirby created a "secondary reality" without needing game stats. The connection between stats and secondary reality is a prison of your own making, inherent in neither the notion of secondary reality nor the notion of RPG stats. It's either an inability or an unwillingness to think about the fiction, and the mechanics as a device for engaging and changing the fiction, outside of one particular paradgim of RPG mechanics.

4E adapted the world around them, much like a computer game that has dynamically scaled adversaries who appear roughly the same but hit differently, as opposed to having the adversaries change in some way, say getting better armor and weapons as time goes on. It would also introduce monsters like orcs that were statted at very different tiers.
What are you talking about? Whose game are you describing?

You do realise that the epic tier orcs in The Plane Above are Gruumsh's einheriar. They are not mortal orcs. That the paragon tier goblins in MM3 (I think) are drow goblin slaves, exposed to the radiations and travails of the Underdark. They are not ordinary goblins.

The fiction of 4e, its tiers of play, the correlation between creature level, creature status (minion, standard, solo, swarm) and fiction, is all crystal clear. The books don't hide it, they trumpet it!

In my 4e game the PCs opposed goblins and hobgoblins from heroic through mid-paragon, first as individual creatures but finally as phalanxes (statted as swarms). They fought gnolls at mid-heroic; at epic, the only gnoll they would confront in single combat would be Yeenoghu. At epic, the vrocks they fought were in great flights (statted as swarms); and the single foes they fought were Ometh, Torog, Orcus, Lolth, Miska, great primordial hydras, etc.

If you ran or played in 4e games contrary to every express and implied precept found in the PHB, DMG and MM; where, at epic, your PCs fought levelled-up goblins living in steadings whose pallisades required DC 30 checks to climb, and still went back to a village to collect astral diamond bounties from the mayor (or other similarly heroic tier fiction), that's on you and your GM. If you play contrary to the game's precepts, instructions and advice, it's only to be expected that the experience will fall short of ideal.
 
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doctorbadwolf

Heretic of The Seventh Circle
OK on this "I would’ve much preferred the ability to adopt any role within the core 4 by giving players a big choice at level 1, an option that placed an overlay on every power you used or that gave you a new way to use them."
Basically have Source Specific Powers and less class powers. But I think combining that with having BIG differing stances to dynamically switch role might be a better idea so that your hero can adjust role to circumstance. I have to defend this NPC right now vs I have to take down the big bad right now vs I have to do minion cleaning right now, I am inspiring allies in my interesting way, who need it right now.

and the obligatory
Argghhhh on this. " I wanted classes to have different power acquisition schedules"

And thematic differences seemed to have been carried fine.

I had the same reaction to the idea of different power acquisition schedules. I would have loved to see the option of passive abilities in place of powers, but they should be balanced for their "slot", and the choice should come on the same schedule.

Hell, I'd rather see feats cut in half, and have "major and minor feats" as part of the power acquisition. At level x, you can choose a Daily Power or Major Feat. At level y you can choose an Encounter Power or Minor Feat. Etc.
Sure. The needless symetry of all classes having the exact same number of powers, recharge, and format of powers bugged me.

The grid filling was unfortunate. Having to invent a "divine controller" and "primal defender" was unnecessarily, and the flavour of those was often weak and narrow. And having to create 60 new powers minimum for each class led to some fantastically mediocre design.

It would have been much more interesting to pick a role and have that augment your powers.
"You're the DPS barbarian? You deal an extra 1d6 damage with at-will powers. Tanking? Gain some damage resistance and when you hit with at-wills, you mark. Controller? Your At-will powers push and Encounters stun."
Having different classes recharge their powers differently feels like needless book keeping for the sake of arbitrary difference, to me. Recharging with rests is simple, and easily flavored to taste.

While I agree on power bloat being bad for the game (shared powers would have helped a lot. each class wouldn't only need defining powers that do something other classes of the same power source or role can't do), the primal defender was thematically appropriate, and an excellent class. Wardens are one of the best classes in 4e. Invokers were apparently great, according to my player who loves playing priests but doesn't like the classic armored cleric.

Yeah, I imagine we really look at that from very different perspectives. After years of running 3.5e then 4e then Pathfinder, I was really reluctant to allow improvisation from martial characters. Because there were feats and utility powers that did similar things, and short of memorising all the current powers, it was easier to just say "no". And it often meant that the latest splatbook could take away a cool trick the PCs had been doing as it became a power/ feat.
I'll never understand this, I think. Why would the feat that lets someone just do something with no "DM may I" or whatever, mean that other PCs can't also do it if it makes sense?

To me, worrying about permission being required really feels like a stop gap measure to prevent bad DMs from getting in the way of your fun. But... bad DMs are always going to be bad, and likely aren't going to entirely follow the rules anyway.
A lot of groups, not just DMs, and not just "bad" or new groups/DMs, don't like homebrewing or houseruling, and improvisation reliant games (ie, games that aren't much codified) can make them feel like that is all they're doing. It is also easier to run into snags regarding different ideas about what humans are capable of, both in real life and in terms of heroic fiction.

How many times does Mike want to redo 4e?

I'm pretty sure Mike really liked 4e, and like many of us that loved it, has many changes he'd like to make because it is frustrating close to the RPG he really really wants to play. I imagine that 5e is the same way for him, since a decent number of design choices came down to feedback, rather than what he and Jeremy wanted.
 

pemerton

Legend
Note a 1e fighter got extra attacks because his enemies were low hit die...

Sounds like an adjustment to fighting ability based on adversaries broadly defined relative
level.

Or even a maneuver he couldnt even attempt against higher level foes.
I've mentioned this before in multiple thread. But that's a naturalistic representation of the fighter's prowess, and the hard cut-off between goblins and orcs is just a rounding error!

I had played RuneQuest a before I played significant amounts of D&D the D&D people thinking they were doing anything naturalistic always made me laugh.
Yeah, there's this too.
 

pemerton

Legend
The 4E perspective (call it anti-naturalist I guess) is very much that the only value elements in the game have is how they interact with the PCs.
No. It takes it that the only time action resolution mechanics are needed is to resolve declared actions.

The Gygaxian Naturalism blog doesn't distinguish the following sorts of mechanics: AC as a shorthand notation for armour type (which is true of some MM monsters, not others), AC as simply a resolution device (which is true of some MM monsters), demographic stats and treasure types (which aren't for any sort of action resolution but rather "world building"), etc.

But they play different functions in gameplay.

Someone can play 4e and also plot out ecologies, social structures, etc. Nothing in the system will stop that, or even push against it. (Trying to play B2 in 4e will probably suck, but that's not the be-all-and-end-all of naturalism in FRPGing.)

This is an actual play report of some 4e epic tier play. Where's the lack of naturalism, or a sense that the Raven Queen doesn't exist independently of the PCs?
 

Garthanos

Arcadian Knight
I had the same reaction to the idea of different power acquisition schedules. I would have loved to see the option of passive abilities in place of powers, but they should be balanced for their "slot", and the choice should come on the same schedule.

Hell, I'd rather see feats cut in half, and have "major and minor feats" as part of the power acquisition. At level x, you can choose a Daily Power or Major Feat. At level y you can choose an Encounter Power or Minor Feat. Etc.

I had a thought that if I had designed 4e we would have amalgamated feats and powers then split them up as Feats (for active abilities) and Features ( for passive ones. ).

in effect One could categorize them further as Feats of Magic and Feats of Prowess and Feats of Might... shrug
 

doctorbadwolf

Heretic of The Seventh Circle
OK on this "I would’ve much preferred the ability to adopt any role within the core 4 by giving players a big choice at level 1, an option that placed an overlay on every power you used or that gave you a new way to use them."
Basically have Source Specific Powers and less class powers. But I think combining that with having BIG differing stances to dynamically switch role might be a better idea so that your hero can adjust role to circumstance. I have to defend this NPC right now vs I have to take down the big bad right now vs I have to do minion cleaning right now, I am inspiring allies in my interesting way, who need it right now.

and the obligatory
Argghhhh on this. " I wanted classes to have different power acquisition schedules"

And thematic differences seemed to have been carried fine.

Sure. The needless symetry of all classes having the exact same number of powers, recharge, and format of powers bugged me.

Give martials more At-will and spellcasters more and Dailies. Do things like have spellcasters "recharge" Encounter powers by doing a 1 minute ritual instead of a short rest, or martials being able to boost the damage of powers once a day rather than having entirely different powers. Or having low level wizard Daily powers becoming Encounter powers at high level.

To say nothing of simpler and more complex characters.


I think all of the coolest stuff on skill challenges was written in blogs and forums and not official books.
The WotC never seemed to know what to do with these...


The grid filling was unfortunate. Having to invent a "divine controller" and "primal defender" was unnecessarily, and the flavour of those was often weak and narrow. And having to create 60 new powers minimum for each class led to some fantastically mediocre design.



It would have been much more interesting to pick a role and have that augment your powers.
"You're the DPS barbarian? You deal an extra 1d6 damage with at-will powers. Tanking? Gain some damage resistance and when you hit with at-wills, you mark. Controller? Your At-will powers push and Encounters stun."

Yeah, I imagine we really look at that from very different perspectives. After years of running 3.5e then 4e then Pathfinder, I was really reluctant to allow improvisation from martial characters. Because there were feats and utility powers that did similar things, and short of memorising all the current powers, it was easier to just say "no". And it often meant that the latest splatbook could take away a cool trick the PCs had been doing as it became a power/ feat.

Given I'm almost always the one running, I'm okay with permission being required. Because I'm usually going to give it. And even when I am playing, I know my friends, and most of the time they'll let it slide too.


To me, worrying about permission being required really feels like a stop gap measure to prevent bad DMs from getting in the way of your fun. But... bad DMs are always going to be bad, and likely aren't going to entirely follow the rules anyway.

How many times does Mike want to redo 4e?

I had a thought that if I had designed 4e we would have amalgamated feats and powers then split them up as Feats (for active abilities) and Features ( for passive ones. ).

in effect One could categorize them further as Feats of Magic and Feats of Prowess and Feats of Might... shrug
That sounds workable, with some iteration. The main thing for me is that I want to be able to do two things 4e doesn't let me do.

a. Choose passive features in place of a power at a given level.

2. Have a number of power slots of each kind, and be able to use powers multiple times, instead of being only able to use that Encounter power once per encounter. Let me use it twice if I have 2 encounter powers, for the love of butts!
 

Lanefan

Victoria Rules
This is confused and incoherent.

Having 1 hp is not part of the fiction. It's part of the mechanics. There are no "three ogres, one elite, one standard and one a minion". There's just three ogres, all equally tough. Much tougher than (say) a town guard. But not very tough compared to Sir Lancelot.
But they're not equally tough at all!

One has a pile of hit points, one has a lesser pile of hit points, and one has one. Please tell me how that's in any way 'equally tough' in the greater not-involving-PCs fiction. Take yer time, I've got all day; but I expect your answer to be applicable to PC-facing fiction and background exactly the same as it is for out-of-sight fiction and background. If it isn't the same, please keep working until it is. Thank you.

The fiction has to - read this carefully: HAS TO - be consistent within itself. Otherwise it's useless for building a believable story on, which is the usual reason for its existence in these situations in the first place.

Saying an ogre has 100 h.p. when it's encountered by someone and then 1 h.p. when it's encountered by someone else - or even by the same person, a few years and many levels later - is not consistent. If it has 100 h.p. in one encounter it has 100 in the next*, no matter who encounters it.

* - let's just assume it had time to recover its h.p. between encounters, shall we?

Or even worse: a party of low-levels are fighting a 100 h.p. ogre and have managed to beat it down so it "only" has 73 left. An 18th-level knight rides up on her horse during the fight and asks if the PCs need any help; they say "we sure do, thanks!". The ogre still has 73, it doesn't suddenly drop to 1 just because someone more powerful showed up; yet there's no way that knight can reliably give out 73 points of damage in one attack.

Mechnaically, we stat the ogre as a solo vs a group of low-heroic PCs: only together can these fresh heroes take down an ogre. We stat the ogre as a standard vs an upper-heroic PC (the MM even gives us the stats, which is handy). And when the ogre fights Sir Lancelot (a mid-paragon PC) we stat it as a minion.
And I'm saying this is horrible awful terrible design! An ogre is an ogre; and no matter who meets it or when or why, internal consistency of the fiction absolutely demands that it still have the same stats.

Flip it around: does your 3rd-level PC suddenly drop to 1 h.p. when it walks into the Giant King's lair by mistake? Of course not. You still has whatever hit points you had a few moments ago, and the Giant King still has to get through those if he wants to kill you...which admittedly might not take long, but it gives you a bit of a buffer if nothing else.

Why aren't monsters - all monsters - given the same consideration?

If ogre 1 fights ogre 2, given that this is not an episode of gameplay, we don't stat anything. The GM can just decide what happens - or, if s/he doesn't care, can toss a coin.
Wrong. We assume, in the name of internal consistency, that the fight uses the same mechanics as it would if it were in fact played out, even though it's not in fact played out at the table.

At the table the GM can do what she wants. In the fiction, the underlying mechanics have to match. If ogre 1 is a minion when it meets the PCs then it's a minion when it meets ogre 2.

It's a terrible point which shows a complete misunderstanding of how the game works!
No, it shows an understanding that while the game might work fine as just a game, it works very badly in providing a consistency within the setting fiction and thus completely undermines itself.

How the mechanics of the game work has no bearing on how the "second reality" works. Nothing stops a 4e GM writing whole tomes of ecologies of ogres. But statting an ogre as a minion says nothing about its ecology. Statting an ogre as a minion is a gameplay decision, giving effect to the already-established fiction that the PC is considerably tougher than the ogre.

Now if there is some RPGer out there who can't establish fiction independently of game stats they may find 4e hard to work with. But that's nothing to do with "secondary realities". JRRT wrote reams of secondary reality without needing game stats to help him!
If the PC in the fiction is that much tougher than the ogre then in theory it shouldn't matter whether the ogre has 1 h.p. or its usual 100: the PC is very likely going to chop it to bits in short order. But if it has 100 h.p. two very good things happen:

1. The fight with the high-level PC will take a number of rounds appropriate for said PC to chop through 100 h.p., giving time for other things to happen and-or for the dice to do something nasty e.g. the ogre scores a series of crits.
2. The ogre remains comsistent with itself within the fiction vs any other time it's been encountered, whether by PCs or not.
 
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Lanefan

Victoria Rules
In the Harry Potter world you never see a Muggle, I mean Fighter participating at all so I am not sure that it would balance magic in the way that someone like Gar would enjoy at all!
That baker guy in Fantastic Beasts might beg to differ re the Muggle/Nomaj participation bit...
 

Lanefan

Victoria Rules
Note a 1e fighter got extra attacks because his enemies were low hit die...
Only after she'd spent a round fighting them and realized a) how pathetic they were and b) that they didn't have any tougher backup in their midst. (just a single tough-enough creature in the batch blew up this ability)

Sounds like an adjustment to fighting ability based on adversaries broadly defined relative level.

Or even a maneuver he couldnt even attempt against higher level foes.
Yeah, this one's not my favourite 1e rule by any means. That said, in 30+ years of DMing 1e with that rule in place it's probably not come up more than a dozen times all told, so I continue to live with it...
 

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