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D&D (2024) 4e design in 5.5e ?

DEFCON 1

Legend
Supporter
Also a bit off topic, but I want to go back to 3e feats. 4 and 5e feats are too underwhelming and too rare respectively and shouldn't be connected to ASIs at all.
Heh... you think 4E feats are underwhelming but 3E feats aren't? A standard 3E feat like Dodge (+1 AC) was so blah that 5E just gave Fighters a way to get that exact same thing at 1st level for free with a Fighting Style. And in 3E fighting with two weapons required what... three separate feats(?)... to remove the penalties for dual-wielding that 5E now just says "Go right ahead from the start!" And in order to make attacks against an opponent without killing them required feats to do so rather than just making it part of the narrative that sending someone to 0 HP could kill them or just render them unconscious.

To me... that's my history of 3E feats-- the game says "Here's the stuff you can do standard, and anything you want to do beyond this standard we are going to penalize you for it. And if you don't want the penalty, take a feat to remove it." So most of them just end up being fixes to things that shouldn't have been considered broken or penalizable in the first place. :)
 

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Stalker0

Legend
When people say that 4e's presentation is not the issue it its something "more", I think that is underselling the power and importance of presentation. The difference between a bad and a good game is not always the rigor of the mechanics....but how well those mechanics tie into a specific narrative, aka do the rules enhance a player's experience or detract?

I personally do think 4e got a lot mechanically right (certainly not all), but I do think the style and narrative is a good bit displaced from historic dnd and that displacement caused a lot of strife with certain groups. It is not the sole issue with 4e, but I think its an important one.

Anyway back to the topic at hand, what can still be mined from 4e that would be useful to include in a 5.5?

  • Bloodied Condition: Simple and beautiful. A great condition to let players track their progress in a narrative way. Was a great mechanic to "change the fight" midway through, either by some monsters becoming stronger, weaker, or just changing their behavior.

  • Saving Throw Duration Tracker: 4e's "saving throw" is actually a fine idea, its just a terrible name because it caused narrative dissonance from every edition of dnd prior to it (because its NOT a saving throw!). But the idea that specific effects have a duration that is maintained by a coin flip, rather than continuously making saves, is perfectly fine and good. 5e kept it with the death save rule, and no reason it can't be adapted for other purposes.

  • Action Point: Maintained a bit in the fighter's "action surge", there is a place here with the inspiration system. Call it "greater inspiration", the ability to take an extra action through the spending of said point. Its fun and meaty.

  • Minions: One of the best rules in 4e, the ability to just litter the board with throw away bad guys. This is a rule that completes an extremely common narrative in heroic fantasy, the hero's just kicking the crap out of 20 guys before fighting the boss.

  • Running: 4e had a very simple run rule. You gained 10 feet to your speed in a round in exchange for a -2 defense. As 5e doesn't have a full run this is one way to take it up one more notch. Perhaps a bonus action that gives you +10 speed and disadvantage on attacks (and perhaps requires dash in order to use). Combined with dash we get a little bit closer to the old 3e run speed but without all of the other rules baggage.

  • Monster Classifications: Soldier, Brute, Artillery, Controller. These were very gamey names but it didn't matter because they weren't for the PCs, they were names that immediately told the DM how certain monsters behaved and what purpose they serve in a combat.

  • Monster Design: This is a big umbrella, but in a nutshell 4e had an approach to monster design that I believe is superior to 5e's. We can look at a few sub-categories.
    • 4e's understood that the best way to fight a party is with a party. It created classifications and tools to quickly put together a group of monsters as a party and use them against your PCs.
    • Distinctive Monster abilities. Many 4e monsters just had really cool abilities that were distinctly their own. One example is the lowly kobold, who had the ability to do an extra "5 foot step" in a round (for those who don't remember old 3e mechanics, this was a small move that let you avoid OAs). This ability made kobolds super slippery, they could dart in and out of combat and it was hard to actual finish one of them. Fighting kobolds was a distinctive, memorable encounter, not a "bag of hitpoints" that is the common critique of 5e. I bold this one because I think its the most important philosophy they can readapt from 4th.
    • Real Bosses. 5e adopted a philosophy that monsters don't scale up too quickly, allowing for lower level parties to still deal with higher level threats. I personally think they went too far in this direction, and now it can be quite challenging to balance a real "boss fight" that doesn't end with a whimper. Just look at the recent Epic Monster thread on this forum and you can see just how crazy high a CR it takes to "fully challenge a party". While 4e solo monsters took several iterations to get right (the MMI solos were a sloggy mess)....eventually they crafted some really fun and powerful solo creatures that truly created the notion of "boss fight". I want some of that back in 5e.
    • The Statblock is for combat. When people talk about 5e spellcasters, this is a part of what they are talking about. I don't care that my lich can cast identify. Heck I barely care what their 1st level spells are when I'm throwing 9th level ones. I want a statblock that is used for one purpose..... a fight. 4e focused its statblocks on the essentials, giving you what was necessary for the creature to fight.... and then put all of the other stuff into narrative text so you could see how the monster works off the clock. I think 4e was too light on the flavorful narrative elements, but that is an issue with the surrounding text, the statblock itself they got right.

To balance that, something I personally do not want to see come back.... Skill Challenges. Well....kind of.

I have invested a lot into skill challenges, more than most. I actually wrote the book on them.... hehe ok ok I wrote A book called the Obsidian Skill Challenge system, where I broke down the original broken math and rebuilt a new system. But suffice it to say I have invested a lot of time and energy into making skill challenges good.

What I found after all that experience was Skill Challenges can be great as a tailored experience, but are terrible as a general one. A standard skill challenge broke down into "DM describes an event, players try to rationalize why they get to use cool skill X, they roll a bunch of die and either win or lose". Its one of the worst cases of 4e mechanics getting in the way of the narrative, they feel EXTREMELY artificial when used this way.

However, I think you could build certain subsystems off of the chassis. For example, I think you could make a solid chase system using the skill challenge concept..... and chases are one of those things that happens so often in dnd tropes but often doesn't get a good rules treatment. I also think multiple checks to effect something works create in combat..... "combat skill challenges" I think are a lot of fun, and so a subsystem of that could be great.
 

Quickleaf

Legend
I got to run two campaigns in 4E and play in one short-lived campaign. I also did a fan conversion of the AD&D Dragon Mountain to a 4th edition reimagining, which was really interesting because "old school big dungeon crawl against Tucker's Kobolds" doesn't immediately scream "4E would be great at that", but my tweaks got it working pretty well.

There does seem to be a bit of a 4e renaissance. Just recently sold much of my 4E collection on Ebay surprisingly fast. Not because I'm disenchanted with the system, but because I internalized all the good things it had to offer.

For me, 4E's main strengths were/are:
  1. Very adaptive rugged mechanics, not necessarily easy to homebrew at first, but once you "grokked" the system you could do a whole lot without breaking the underlying maths
  2. Wonderfully creative & well-presented monster design
  3. Moving toward succinctness and "adventure now" design
And I'd agree with that article, at least in part, as 4E's main drawbacks were/are:
  1. Disassociated mechanics making it hard for my players to explain what they were doing narratively when they said "I use power XYZ"
  2. Combat taking forever to the point of ridiculousness (in my opinion D&D is best as a game of, to quote DMDave, "three roughly equal pillars" and not "one HUGE pillar, and two little pillars")
  3. Instances of paper-thin monster lore & ecology
 

Stalker0

Legend
Heh... you think 4E feats are underwhelming but 3E feats aren't? A standard 3E feat like Dodge (+1 AC) was so blah that 5E just gave Fighters a way to get that exact same thing at 1st level for free with a Fighting Style. And in 3E fighting with two weapons required what... three separate feats(?)... to remove the penalties for dual-wielding that 5E now just says "Go right ahead from the start!" And in order to make attacks against an opponent without killing them required feats to do so rather than just making it part of the narrative that sending someone to 0 HP could kill them or just render them unconscious.

To me... that's my history of 3E feats-- the game says "Here's the stuff you can do standard, and anything you want to do beyond this standard we are going to penalize you for it. And if you don't want the penalty, take a feat to remove it." So most of them just end up being fixes to things that shouldn't have been considered broken or penalizable in the first place. :)
And you think that's bad, check out Pathfinder 1e. I went online to pick a feat for a character, and after whifting through pages and pages and pages and PAGES of garbage feats I was like "my god this is true bloat". There are feats so bad in there if I had 4x the feats I get at base I still would never take them.

That said, I don't think 5e feats are underwhelming (at base, there are garbage feats of course but that's the exception not the norm). However, I can respect that people don't get them often enough. A typical character gets 1 feat at 4th and at 8th. 8th level..... for many groups this might be nearing the end of the game, meaning that they basically will have 1 feat for the nigh entirety of their adventuring career. There is a reason the variant human is such a popular race.

I get it.... 5e wanted to make feats more distinctive (well they technically wanted to make them optional but not sure how well that worked out). But I think they went against the grain here. People like feats, they WANT feats. At minimum I think 1st level characters should get a feat.
 

My personal take is that 3e, 4e, and 5e share superficial mechanical similarities yet are phenomenally different games with phenomenally different design philosophies. In particular wherever 5e implements something mechanically similar to 4e it pretty much removes all the context and features of the 4e implementation that matters to gameplay. Hit dice are basically nothing like healing surges when it comes down to it.
Sorry to be obtuse, but you can explain that a bit more? How are hit dice and healing surges very different, or evince very different approaches to game design?
 

Learning from 4ed one thing 5.5 should avoid is the multiplication of bonus action and reaction.
At the end of 4ed everybody was optimizing action economy, and that was giving endless table turn. Minor actions were giving not so minor effect, and reaction chaining were cutting the flow of action to an hilarious state.
 
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Charlaquin

Goblin Queen (She/Her/Hers)
So cantrips =/= at-will powers despite being able to use them...at will.

And standard caster spell slots =/= daily powers despite being able to use them...wait for it...once per day.

That's certainly a take.
No, that just isn’t what the system calls them. I’ve never hear a player refer to their cantrip as “an at-will” or their spell as “a daily.”
 

Charlaquin

Goblin Queen (She/Her/Hers)
As much of a fan of 4e as I am, I will not say that some issues were never substantive or only a matter of presentation, though this is not to say that the latter didn't have any effect. However, the challenge for me was finding the insightful critiques of 4e amidst the flaming, thread-crapping, emotion-laden, accusations, hyperbole, misinformation, etc. of the Edition Wars. I don't think I really felt like I found the better critiques until afterwards, mainly from fans of 4e who had a better grasp on the strengths and weaknesses of the system without the axe to grind.
Yep, the best critiques of 4e came from people who liked 4e but recognized it had room to improve.
 

DEFCON 1

Legend
Supporter
And you think that's bad, check out Pathfinder 1e. I went online to pick a feat for a character, and after whifting through pages and pages and pages and PAGES of garbage feats I was like "my god this is true bloat". There are feats so bad in there if I had 4x the feats I get at base I still would never take them.
Oh believe you me... I'm currently playing in a Pathfinder game and using the d20pfsrd for the options to choose from, and those feat lists are ridiculous. I'd say 95% of them are things that denote something along the lines of "If you wish for your character to have this piece of flavor and fluff, spend this feat slot to say you are it and we'll throw in a small mechanical bonus."

Pretty much every feat of mine after character creation was just me filtering the lists down to the Pathfinder PHB and taking the basic "bonus number" ones because I just didn't care. Raise my Fort save, get a +1 bonus to hit, get a +1 bonus to damage, get a +1 bonus to AC etc. etc. etc. And yet some people consider this "customizing" their character. LOL.
 

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