D&D General Why is D&D 4E a "tactical" game?

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But it's modeling an actual tactical consideration.

Yes, but purely tactical. Not roleplaying, not storytelling, not anything that you can consistently explain in terms of the way things work in the world.

I feel like it's obvious as to what it's meant to be, just as it is with the Bear Totem power. But also by not being explicit, it allows other people to flavor it as they like. Also you don't answer why that makes it like a board game.

A board, tokens on the board, power "cards" and precise tactical rules.

Because not every GM they played with is like me, just as I suspect your players will have played with other GMs who are not like you. Having ways the players can have agency beyond what the GM grants them is nice when they have a GM who is less kind, or perhaps just not as experienced.

Again, it's not a question of being kind or experienced, it's ONLY in the attitude. 4e specifies first and foremost a referee, there to apply the rules of the game. Other editions insist more on the (lead) storyteller part. Nothing prevents the reverse, it's just that it's consistent with the design of the game and its rules.

I'm not, the two are related and I'm talking on both subjects. Giving the players more power and agency makes arbitrary power usage by the GM less of a concern. The two are linked, which is my point.

They are only linked because some players seem to be scared of the DM's power and the way a DM could "sabotage" them, so they feel the need to litigate. Do you realise how adversarial this attitude is on the part of the players ?

Take a DM and players with the right (and yes, I'm sorry, but in this there is right and wrong) attitude of full collaboration and there is no need to limit the DM's power, as the players know that it will only be used for their own benefit, i.e. their fun.

Yeah, I thought that for a while, too... and honestly I've come around to the other side of it. Watching my players self-limit because they aren't sure what they can do with skills got me to write up a whole list of skill usages (taken directly from 4E, in fact) so that they had a real idea of what each of their skills could do, building a foundation for them to try and expand on it. I feel like giving structure to the player experience helps foster choice with the player because they feel more empowered rather than playing the "May I" game (something I'm fairly sure @EzekielRaiden has mentioned to me before, if on another board).

That is because the more rules you have, the more you need to invent. Take it from the other direction, which is that there are almost no rules, and people will start playing in the game world rather than through the rules. I really recommend playing a few much more free form games to see the other side of the coin.

I don't think they really limit anything, to be honest. Like, the rulebook has rules for improvising things and such.

No, it has rules for improvising damage (where, strangely, you find that a simple torch fire in a chimney does more damage when in high level game than a low level one :p). I'm teasing here, but only a bit actually, because the (in)famous page 42 of the 4e DMG which is cited so often is mostly about giving a +2 circumstance bonus, using a check to resolve an action that might fail and improvising damage. And that's it for the "actions the rules don't cover".

SAC can talk about how things would "severely limit what the characters can do", but be a starting fighter with only one attack and tell me how that's better than what 4E allows. Note that any sort of improvisation with the environment can also be done in 4E, and that there are more guidelines to integrate such things.

See above how extremely limited those are. But the main reason for which 4e limits actions is the segmenting of the game. It's impossible to blend social, exploration and combat in a smooth way, because as soon as there is a hint of a power use, you need to go tactical, pull out a grid and count squares. We've tried it for years, medium+ level intrigue where people sneak in using stealth or social powers and spells is impossible, it's either extremely long rituals, or combat powers on a grid, or a ritualised skill challenge because 4e insists on codifying everything.

Of course, you can drop all that as some people say they do on these forums, but then what's the point of having all these formal trappings ? You might as well play a much more free form edition.

I think the problem here is that, like a lot of people, you think codified rules limit people. I disagree: to me, they give people an outline of how to do things within the system

But only within the system, and that is all that I need.

rather than only having a vague idea of what they can or can't do. 4E is a "Yes and..." system, but the difference is they give you a better idea of how to structure and design the "and" part of that phrase. An example would be improvised checks: 4E gives a chart that covers 30 character levels, with example DCs for Easy, Medium, and Hard along with corresponding damage rates. That's great and limits no one, instead acting to inform the GM of how to set a difficulty and damage that will be challenging. 5E... does not do any of that.

Actually it does, because there is no DC per level (bounded accuracy), it's the same chart whatever the level. Which is sort of normal, if you ask me, I don't see why climbing a ladder should be harder at level 30 than at level 1... :p

It's haphazard and you gotta eyeball that stuff. That's fine if that's your deal, but I don't think not being informed of what the designers think the proper damage progression is somehow gives one more freedom. To me, it's just more work.

This just shows that you have not really read the 5e rules. DCs (adn "world damage") are not dependent on level and, in terms of monster damage, there are clear guidelines about the damage that a monster of a certain DC does.

It's a much simpler game in terms of rules, much less tactical in terms of fights (but I can run a very exciting fight in 30 minutes max, leaving a lot of time in an evening for social, exploration and other fights, and actually blending that fight with all the other aspects of the game) - as this is clearly a strength of 4e - but most of the elements are there and a DM is encouraged to build on this rather than discouraged by a very large and closed ruleset which in turn encourages players to follow it rather than building on their imagination and view of the world.

Different game for different players if you wish, just wanted to point out that this very simple ruleset is one of the major factors of the success of 5e outside of the usual "fans/specialists/geeks" circles of historical D&D. But that's another topic.
 

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On this I mostly agree. The feel is markedly different than other editions. And different players would like different editions.
My group just started a 4e campaign after 3 years on 5e (with great success).

And it it's what rocks your boat, all power to you. Some of the players in our groups loved 4e as well, and were disappointed when we went (back) to the more "fuzzy" way of playing that we had before and found again in 5e. To each his own.

I still need more play time to pass judgment. But I think my group is extremely suited for 4e. We all loved 5e, but my players are very much tactically inclined. So far they love the whole 4e powers set up, they feel very powerful, and able to do some crazy naughty word. Also what seem to happen is that since there are a bit more rules to hang their hats on (without going overboard), it's as if I am able to pull out some more role playing. E.g. Skill Challenges seems to help in this regards.

On these, if your players like them, I encourage you to look at all the extensions and variants of these out there, there are good ideas to develop the original concept (which was actually revised a lot during the history of 4e anyway).

I can totally see why one group might find it restraining and not inducing to role playing, but for another group it might be exactly that - is my point I guess.

I think roleplaying is a dangerous/difficult topic to discuss, it can quickly become controversial. Even for me, where I found that 4e restricts my style of play, it was not in the roleplaying area, because you can (and should, at least in my view) always roleplay even around technical/tactical elements. It's more in the possibilities to model the genre and in the blending of the pillars that I found myself restricted, but it's out style of games, not a generality.
 

4E movement was also a bit more tactical. Moving 1 square whthin reach of an enemy provoked an Opportunity Attack. Trying to move into flanking position to get combat advantage was without risk if you could use your whole move action to shift 1 square into flanking position. If you were instead moving from farther away, you were facing a risk to go occupy that same flanking position.
 

I'm not claiming that, overall, it's only a boardgame. What I'm saying is that, out of all the editions, it's the one where combat is the most disjointed from the rest of the game, and where it feels the most like a boardgame, which it has most of the trappings of (a board, token and "cards"). That, in turn, also allows it to be the most tactical of the editions for that combat part of the game.

It's also the edition where the game insists the most on the DM being a referee, compared to a storyteller. That does not prevent it from being a roleplaying game, there are an incredible number of those and ways to play them anyway.
This will blow your mind...

I PLAY 4e...BY THEATER OF THE MIND.

That's right, most of my 4e play was WITHOUT a grid or board or anything, and without miniatures.

How could we do this?

Because it's not a board game...it's an RPG and as such, has the flexibility that we can play it as such.

You know what's worse...I know groups that cannot play your beloved 5e without a board and miniatures....and as per your own statements...that would mean that 5e is a boardgame according to you.

Afterall, if you REALLY look at the classes of 5e...90% of the entire class is devoted to combat and very little to out of combat situations.

Even worse, in 5e most experience comes from combat and overcoming creatures (4e had XP specifically given for overcoming challenges...which were NOT necessarily combat, but could be situations, traps, environments, etc) as per how it is done by the book. Sure, there are non-combat options given in 5e for Experience, but the focus is FAR MORE on XP from combat than even 4e had as a focus.

I've ran 4e campaigns with almost NO COMBAT at ALL (think Game of Thrones or Dune type political manipulation type games) and they all got their XP...

I can see how you play 5e (more lax on the rules), but I know plenty of people that would probably drive you insane with how strictly they run 5e "by the book" as it were, no relaxation on rules interpretations or anything else.

I find both 4e and 5e can be run very well as RPGs with someone who takes rule 0 as the top rule as being a DM who has final say...rather than having the books be the final say...but everything I've heard you say can equally be applied to 5e from what I've seen.
 

Yes, but purely tactical. Not roleplaying, not storytelling, not anything that you can consistently explain in terms of the way things work in the world.

I have totally explained it in terms of how the world works. That it is a combat technique and largely functions as such doesn't lessen it or somehow make it less a roleplaying game.

A board, tokens on the board, power "cards" and precise tactical rules.

WOTC literally sells tokens and power cards for 5E. BEHOLD A BOARD GAME!

Again, it's not a question of being kind or experienced, it's ONLY in the attitude. 4e specifies first and foremost a referee, there to apply the rules of the game. Other editions insist more on the (lead) storyteller part. Nothing prevents the reverse, it's just that it's consistent with the design of the game and its rules.

... Are you serious? Look, the DMG says first that they control the pace of the story, and referee the action. It also says they wear many hats in the story. It's similarly written in 5E, including the usage of "refereeing". I don't see hyper-parsing words to be particularly convincing.

They are only linked because some players seem to be scared of the DM's power and the way a DM could "sabotage" them, so they feel the need to litigate. Do you realise how adversarial this attitude is on the part of the players ?

Take a DM and players with the right (and yes, I'm sorry, but in this there is right and wrong) attitude of full collaboration and there is no need to limit the DM's power, as the players know that it will only be used for their own benefit, i.e. their fun.

That's great, because 4E's DMG says that D&D is a cooperative game! In fact, it leads off with that in the first sentence.

You know what doesn't? The 3E and 5E DMGs. :unsure:



But to be more serious, I feel like rules don't really block that. In fact, I think they can be helpful in structuring the cooperation, where you need to have a GM decision and where the players will have enough info to know what they are doing beforehand. It cuts down on litigating how a situation should go by allowing the players to get a reasonable idea of what they can do and the possible outcomes beforehand, rather than having to figure out all that stuff on the fly.

That is because the more rules you have, the more you need to invent. Take it from the other direction, which is that there are almost no rules, and people will start playing in the game world rather than through the rules. I really recommend playing a few much more free form games to see the other side of the coin.

I dunno, are Free League games freeform? I've played my share of those. But I find this to be meaningless when we are talking about 4E and 5E. In this case, I think having more rules to grant better structure are actually more helpful than having some rules rules because you have to adjudicate many more. If we were talking about freeform games, sure, but we're not: 5E is fairly crunchy, but to me not enough to really get the benefit of the crunch. It's like just under the threshold, where it could use a bit more structure to actually get more out of the system.

No, it has rules for improvising damage (where, strangely, you find that a simple torch fire in a chimney does more damage when in high level game than a low level one :p). I'm teasing here, but only a bit actually, because the (in)famous page 42 of the 4e DMG which is cited so often is mostly about giving a +2 circumstance bonus, using a check to resolve an action that might fail and improvising damage. And that's it for the "actions the rules don't cover".

I mean, that covers a whole lot with just a little. The mistake you are making is thinking that I want everything to have rules, but I don't: rather, I want the system to give me a good idea of how to create rules on the fly rather than just going in blind. That's useful to me. Similarly, having actual skill uses rather than vague ideas is informative because it gives players the shape of what the skills should be used for.

See above how extremely limited those are. But the main reason for which 4e limits actions is the segmenting of the game. It's impossible to blend social, exploration and combat in a smooth way, because as soon as there is a hint of a power use, you need to go tactical, pull out a grid and count squares. We've tried it for years, medium+ level intrigue where people sneak in using stealth or social powers and spells is impossible, it's either extremely long rituals, or combat powers on a grid, or a ritualised skill challenge because 4e insists on codifying everything.

Of course, you can drop all that as some people say they do on these forums, but then what's the point of having all these formal trappings ? You might as well play a much more free form edition.

The thing is that the "freeform edition" is anything but. Like, it's a system that has skills, so it's definitely not as freeform as some of the previous editions. Rather, to me it sits just outside the sweet spot of rules crunch for what it has: the lack of rules in places comes off like blindspots more than anything.

And you avoided my question of what a 5E fighter can do that a 4E can't.

But only within the system, and that is all that I need.

While not everything needs to be within the system, it's nice to have the characters be able to interact with what their characters can do in tangible ways rather than just relying on GM fiat. If you want to do that, fine, but I don't think not relying on that makes a game less of an RPG.

Actually it does, because there is no DC per level (bounded accuracy), it's the same chart whatever the level. Which is sort of normal, if you ask me, I don't see why climbing a ladder should be harder at level 30 than at level 1... :p

Bounded accuracy doesn't meant there isn't DC per level, because monsters absolutely work on that principle. It's even in the DMG when creating monsters. That it isn't outlined for you suddenly doesn't mean it doesn't exist; rather, it exists, but you just don't know what the designers themselves use.

Like, a ladder at 30th level won't be a higher DC, but if I wanted to set a DC for something that I think will be a challenging climb for them (like scaling a volcanic cliff during an eruption), I have a starting point to look at for difficulty and damage. That's the point: with a level-appropriate challenge I actually have guidance rather than haphazardly trying to slap numbers together.

This just shows that you have not really read the 5e rules. DCs (adn "world damage") are not dependent on level and, in terms of monster damage, there are clear guidelines about the damage that a monster of a certain DC does.

This is not really a reason not to give guidance on what DC a hazard should be or how much damage it should do. In fact, the fact that they give an idea of how much a monster should at a given CR really goes against your point. The whole idea is that you have a rough idea of the difficulty and how it relates to your player's level, whether it be at, above, or below it. Not having such guidance just makes things more difficult because you have to guess at how this might affect your players now or later.

It's a much simpler game in terms of rules, much less tactical in terms of fights (but I can run a very exciting fight in 30 minutes max, leaving a lot of time in an evening for social, exploration and other fights, and actually blending that fight with all the other aspects of the game) - as this is clearly a strength of 4e - but most of the elements are there and a DM is encouraged to build on this rather than discouraged by a very large and closed ruleset which in turn encourages players to follow it rather than building on their imagination and view of the world.

Different game for different players if you wish, just wanted to point out that this very simple ruleset is one of the major factors of the success of 5e outside of the usual "fans/specialists/geeks" circles of historical D&D. But that's another topic.

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Here's the thing: having less rules can make things more complex, particularly when rules aren't linked to any sort of universal system. 5E has a ton of spells and rules that are only used for one spell, action, monster, etc... that means adjudicating edge cases can be a headache. That's not to say having more rules is always the answer, but having efficient rules is better. And 4E rules are fairly efficient compared to 5E, at least in my opinion.

More than that, the lack of things certain characters can do is just stunning. You talk about lack of imagination, but the lack of mechanical interaction for, say, a fighter is just bad. I don't care what a GM can make up for them to do, the fact that they basically have to is a flaw with the rules. And I feel like there's a lot of that with 5E: there's enough rules to be fiddly, but not enough to be clear. Rather than focusing on making an efficient ruleset, they were more concerned with getting a certain aesthetic, and I think that's nice but doesn't make up for some of the simpler mistakes they made.
 
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This will blow your mind...

I PLAY 4e...BY THEATER OF THE MIND.

That's right, most of my 4e play was WITHOUT a grid or board or anything, and without miniatures.
Yeah, if anything, 4e is easier to play Theatre of the Mind because explosions that go cube are a lot easier to adjudicate than explosions that go sphere/cone. Just try to avoid powers that do tons of forced movement all the time that are problematic, such as 5e's open hand monk.

The only thing that makes Theatre of the Mind easier in 5e is the likelihood you have half the party being simple martial types and therefore no capability of forced movement.
 

I PLAY 4e...BY THEATER OF THE MIND.

Good for you. It's still strange to me that you can call it 4e and prefer it to another edition when throwing out at least 50% of the rules and design, but if you are happy doing it. As for me, it would be way more work doing this than any other edition, so call me lazy...

You know what's worse...I know groups that cannot play your beloved 5e without a board and miniatures....and as per your own statements...that would mean that 5e is a boardgame according to you.

If they play it like a boardgame, then why not, it's still a way to play the game, they are still missing power cards though. :p

Afterall, if you REALLY look at the classes of 5e...90% of the entire class is devoted to combat and very little to out of combat situations.

You should really read them, you know.

Even worse, in 5e most experience comes from combat and overcoming creatures

Again, please read the rules of 5e. Non-combat challenges, Milestone advancement or even levelling without XPs are not even options, they are core rules.

(4e had XP specifically given for overcoming challenges...which were NOT necessarily combat, but could be situations, traps, environments, etc) as per how it is done by the book. Sure, there are non-combat options given in 5e for Experience, but the focus is FAR MORE on XP from combat than even 4e had as a focus.

No, it's not, sorry, please read the rules.

I've ran 4e campaigns with almost NO COMBAT at ALL (think Game of Thrones or Dune type political manipulation type games) and they all got their XP...

Good for you, I can play 5e without any experience at all, just out of the box.

I can see how you play 5e (more lax on the rules), but I know plenty of people that would probably drive you insane with how strictly they run 5e "by the book" as it were, no relaxation on rules interpretations or anything else.

And we are speaking here about the core game design. If people are happy running a game completely against the core design, good for them, they are (probably rare) counter examples.

I find both 4e and 5e can be run very well as RPGs with someone who takes rule 0 as the top rule as being a DM who has final say...rather than having the books be the final say...but everything I've heard you say can equally be applied to 5e from what I've seen.

You can apply everything to anything (and the other way around), but if you look at answers from other 4e proponents, they usually like the rules because it allows the PCs to decide what they can do and avoid litigating with the DM...
 

Actually it does, because there is no DC per level (bounded accuracy), it's the same chart whatever the level. Which is sort of normal, if you ask me, I don't see why climbing a ladder should be harder at level 30 than at level 1... :p

Ladder is DC 0 from levels 1-30 according to PHB page 182. Stayed the same in Rules Compendium page 137.

DCs are for when you are in a skill challenge and if climbing a ladder is meant to be difficult in a skill challenge, you don't just say "Hey, we're in a level 30 skill challenge, therefore the DC of the ladder is 24 for an easy check." — you either don't bother rolling for the ladder and just use it as description only as almost everyone will auto-pass a DC 0 check at level 1 let alone 30th or you give valid reasons why someone might have to roll — yeah, sure, the ladder part would be auto-pass, but the demons flying at you, trying to pull you off, they're the reason why the DC is 24. And at level 30, you might consider describing that even those these paragon tier demons are trying to yank you off the ladder, you still don't have to roll because those paragon-tier demons are so insignificant to your party.

And Skill Challenges are worth XP. Because they actually are supposed an actual challenge to the party, not a single character. If something is not meant to be worth XP or is a narrow set of skill checks likely taken on by one PC, you don't use a Skill Challenge.
 

It got to the point I started thinking of 4E as a tactical card game. You had cards (aka powers) you could play every turn, once per encounter, once per day. Some cards could be spent out of your turn once per round to counter a power. The monsters had similar structure.

When I say cards I mean that literally. I would print out my powers, cut them up and put them in color coded sleeves people use for baseball cards and flip them over after use (except for at will cards of course).

Pretty much every PC I ran was more complex at mid-to-high levels, the fighter I built especially was much more complex to run than fighters in other editions. Whether it was a better game, more exciting, engaging, whatever, is in the eye of the beholder.
No need to print. They sold complete sets of power card packs for every class in the game.
 

More strategic I would agree with. Buffing is a strategic choice, rarely a tactical one.
Is there really a difference? Tactics require strategy, the amount of strategizing will affect outcome is part of what determines how tactical a game is. With my fighter, I was always balancing things like power attack, risking an AOO to get flanking, investing in tumbling and spiked armor. The definition of tactics that is probably closest: "any mode of procedure for gaining advantage or success."

So yes, there was more you could do in 3.5 from character builds to buffing to positioning to general strategies during combat that to me make it more tactical than 5E. Of course it's all just a fuzzy judgement call, it's not like there's a universal guideline to determine how tactical a game is. 🤷‍♂️
 

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