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

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Lyxen

Great Old One
That their form is so good, how it he managed to cut through your guard with such grace that even as he backed off you were still worried about him lunging back in with his rapier?

Yes, I'm an ooze, I'm very worried. Also, I'm more worried about a basic attack that almost did nothing, and actually the guy who did that just ran away from me, than about the wizard about to burn me to a crisp. This just does not make any sense.

Like, are we just talking about creating fancy justifications in-world for it? I could do that all day.

Yes, and that's exactly the same problem as with everything else, you need to justify yourself. That's not what I'm talking about, I'm talking about powers that make sense narratively and that are THEN described in game term. You are doing the exact opposite (and consistently failing), starting from purely mechanistic effects and then failing to justify how they make sense in the narrative and in the game world.

Two very different designs, and two very different games in the end.

You ask why not the rest, but why is only the Bear Barbarian the one who causes people to be at disadvantage if they aren't attacking him (unless they are immune to fear)? Why do certain martials get to attack more than others? We carve out exceptions because exceptions are how we create classes. I mean, why do Barbarians in 5E not get Fighting Styles, but Rangers/Paladins/Fighters do?

Because they don't get formal training ? Because nothing in the barbarin say that they have a martial power source ? Because actually it's primal and clearly magical in some cases ?

Both, but 4E is honest about the decades-worth of problems with adversarial GMing? Like, the first is just meaningless boilerplate. The second is actually useful in explaining what a GM does and what they are meant to do by explicitly outlining it.

I get it, everything in 4e is great, everything in 5e is crap. But at least, you recognise the difference in design, instead of continuing to claim things which are so obvious that you have to resort to the great/crap rather than admitting that you were wrong.

Again, the 5E is meaningless boilerplate while the 4E is actually useful in that it is forcefully and immediately trying to confront the misconception of the adversarial GM. You talk about how 5E is a cooperative game, but you posted two big paragraphs where 4E is hammering home the idea of how D&D is meant to be cooperative even if the GM is sometimes meant to be put against the player. 5E doesn't mention anything like that at the start. It just assumes you know what you are doing... which feels like a lot of the problems of 5E, honestly.

Why don't you actually read the rules of 5e, because, right up in the PH introduction, it states: "Playing D&D is an exercise in collaborative creation. You and your friends create epic stories filled with tension and memorable drama."

The main difference is that 5e has actually recognised that the trauma of adversarial DMing is in the past, it's collaborative for everyone, whereas 4e was mostly collaborative for the players.

I mean, it's less crunchy in certain ways and way more crunchy in others. Look at spells, multiclassing, etc. There's a whole bunch of (likely unintended) crunch in how you dive into other classes and which order to do it in.

From the crunchy perspective, there is zero difference between list of spells and lists of powers. And also, read the rules, multiclass is just an option.

That's great if you have players that do that. I've found, especially with players coming from older editions, that they are more hesitant to do such things because they are used to a more adversarial GM. You know, the misconception that 4E first addresses when talking about how to GM it. I've found giving them structure to play in is actually really helpful because having structure can help focus their ideas and imaginations in certain ways. Being able to do that stuff on their own rather than just having to ask me helps them not only feel empowered, but also allows them to prepare most of this stuff beforehand without me.

Good for you if it is what your players need. At least you admit that some players (even we are probably way older than you and come from either older editions) have no fear of an adversarial GM.

The only bad faith part here is you, because CR is absolutely a thing and I have to believe you are being deliberately obtuse to deny it. Bounded accuracy doesn't mean that you can't have enemies who aren't suitable for your party, though this is more a problem with being above their level rather than lower; just because you have bounded accuracy doesn't suddenly mean your party can take on an Adult Dragon at 5th level.

And once more, you are confusing bounded accuracy which means that DCs do not increase with level (once more, DMG pg 238) and that monsters stay relevant at whatever level and whatever their DCs with monster CR and their appropriateness not to wipe a party.

And the one in 5e is not really the same: there are 3 levels for DCs

No, sorry, that's in the very imprecise 4e, 5e is way more precise with 6 levels. :p

, which are only given by vague ideas. The damage is given by level, but it's also across many more levels: 4d10 is a very different kind of deadly to 1st than it is to 4th, just as 10d10 is very different for a 10th level character compared to a 5th level character, but they are in the same band. That's... not good design, in my opinion.

Yeah, right, unfortunately, that "badly designed game" has been what, 10 times more successful than the "very well designed one", people must be idiots.

That's not how that works, and I can't really assume you are arguing in good faith if you are making these sorts of comments. Having a DC19 is something easy for someone at 30th level, but doesn't mean every easy task is that. You'd have to be a moron to assume that. Instead, they are telling you that scaling a castle wall is an easy task at that level, while at 7th-9th level that's a hard task.

I'm just saying that if you have, in the same group, a lvl 1 and a lvl 30, and you put a ladder to climb, you will be unable to set up a DC that makes sense.

The "level DC" is meant to give an idea of how challenging something is for the players, rather than be applied to everything they do. The DC of tasks in the world remains the consistent to what they are, but now the GM has a good way of measuring their difficulty relative to where the players are. I've literally had this argument a dozen times on the PF2 forums: I am totally a believer in things having their DC set by the world. The nice thing about those tables is that I can easily cross-reference them to know exactly how difficult it will be for my players if they come across them.

Yes, so when a ladder is appropriate for your lvl 30 players, it's impossible to climb for a simple lvl 1 sailor. But it's still just a ladder.

I've seen that. That's not good as guidance, because it's generalized and vague. Like, telling me something is "Hard" versus "Very Hard" just leaves me to eyeball it in terms of who and what can do something.

This is amusing, because 4e is not more precise than 5e, and actually less precise with only 3 levels.

Those are just vague terms which can mean different things to different people and if you're not good with calculating probabilities might cause you to over or underestimate how difficult a task is. I'm good with math so this isn't much of a problem for me as it is an annoyance, but it's all over the system itself.

That's because you are mostly thinking in terms of system. I don't, I just think about what it's like in the world, say, "it's easy" or "it's very hard", and then use the DC. Some day, you will understand that there are people who do not think about D&D only in terms of rules and probability.

I do, but shouting "Bounded Accuracy, Bounded Accuracy" like an incantation doesn't really address what I'm talking about. It's not a solution for everything and can honestly lead to problems if you think it will. It's as weak an argument as boldly asserting that I need to read the rules again when I've run the system since it came out. Just because I disagree with you doesn't mean I'm missing something, it means I'm disagreeing with you.

It just means that you don't understand the concept and what it means in terms of game design. It's a solution to many problems that have plagued D&D ever since it was created to cater for low-level adventurers and interplanar heroes. Including how to have a ladder with just a simple DC to climb, whether you are lvl 1 or lvl 30.

I mean, it still is a purely-complicated geeky thing. Again, spellcasting is way more complicated than 4E, as are learning different classes and their individualized systems, as well as competently multiclassing. Heck, character building to avoid trap options is way more of a concern and demands way more system knowledge.

The problem is that you are thinking as a game master thinking that you need to know everything. For a given player, who only needs to know a bit about his character, 5e is extremely simple, he only has a few things to remember and he can simply tell what he is doing. He does not need rules, which is not the case in 4e where you need to understand all the technical rules just to be able to go through a fight.

4E's problem was not that it was complicated, but that it was different. It's a different idea, and we're in a conservative hobby that doesn't like too much change, and 4E was a whole lot of it.

Not only. The best proof of that is that 4e had exactly the same chances to convince new people to play than 5e, but it did not happen, it's still too complex and too geeky, too technical.

With 5e, the number of players has been multiplied by 10 worldwide, so I'm talking about the 90% there who are obviously not concerned at all about conservativeness, since they never played before.

I mean, I know people around here have talked about running 4E with young kids, so trying to pull that card is meaningless. Just because you don't think it can be done doesn't mean it can be, nor does it suddenly eliminate the complexity inherent in 5E's design, particularly in its character building. You can push your grandson off to a simpler class, and if he picks a trap option you can GM around that, but they still exist.

I've run initiations with every single edition including BECMI, and 4e was by far the worse (with 3e) because of the sheer amount of things that you need to understand just to move your token around the grid and understand the options available to you. It's as simple as that.

This is the point: just because there are fewer rules doesn't make something simpler: rather, when you create a bunch of individualized and unique systems for everything from spells to classes, it creates a lot of unspoken complexity there. 4E has complexity, but it's also tied to a bunch of universal mechanics and systems, so everything is tied into the same language in a way that most of 5E just isn't.

Again, read the rules. Just because other options and spells exist does not mean that you need to understand these to play. Even the DM does not need them. The core of 5e is much smaller and simpler than 4e. After that, what you are saying is still plain wrong, by the way, because each class has its own version of the powers, so in the end, although they are somewhat unified, they are still different and still need a separate read.

Ah yes, my imagination is "stinted". Totally my problem, totally my fault. I simply cannot see the majesty of the game. :ROFLMAO:

What you certainly can't see is the world that exists beyond the rules.

Yeah, no. I've played plenty of games with differing levels of complexity. My imagination is fine, but I find having guidelines to be nice because it sets expectations rather than having to negotiate them constantly. If you are someone who is naturally shy and conflict-averse, it's very nice to not have to hash out details about how things work, especially when you have argumentative players. And when you have creative players, it's nice to give them guidelines that they themselves can see rather than me having to give it to them, because then they can do that on their own rather than have me need to rule on each one.

And again, it's about players being argumentative and needing to negotiate. You do realise that there are lots of players out here that simply play the game with their DMs, and that adding tons of rules just to control a few people does not have to be part of the core game ?

That's great, but I don't really care because we are talking about 5E and 4E and not Amber. Like, you keep talking about other systems and I keep saying because I'm not talking about more freeform systems, I'm talking about a pair of fairly crunchy rules. One is crunchier than the other, but less so than you'll likely admit.

Again, very simple, the combat rules of 4e are three times more complex than those of 5e. That is really the core of it, and therefore an undisputable indicator of complexity.

After that, my reference to Amber was to show you that you do NOT need rules to play a fantasy game, a fact that you don't even want to discuss because you need your rules to control your argumentative players. Fine for you if it's what you need, but don't force rules for other players, don't even suggest that they might be good when these other players don't have the problems that you have.

Sure, I could go play Dungeonworld and I'd probably be pretty okay with that because it has a different level of crunch compared to 5E and they probably are better adapted to using that lack of crunch than 5E is. That's been my point: I don't think 5E is a good balance for that while I think 4E hits the level of crunch it wants to do in a way more satisfying way. To me, 5E is just a bunch of half-measures trying to please everyone, paying lip service to being freeform but in fact not really being that or executing on it in any sort of satisfying way. Rather, it just decides not to include things that would be useful, because it thought "less rules" simply meant not writing some of them down instead of actually designing a game that used fewer rules.

The problem is that 5e is proven to have fewer core rules, a simple fact. It's not perfect, but it's both simple enough for many people to pick up easily, and complex enough so that people with decades of experience can play it for further decades without being bored. Don't force crunchiness on people because you happen to like it, actually, accept the fact that millions of people have liked the fact that 5e was a much better balance for their taste.
 

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Undrave

Legend
(honestly, apart from doing more damage or effects over a wider area or over more targets, level 30 did not feel that different from level 1).
That's what the Epic Destinies were for. Did you ever read them? Most of them had some truly awesome abilities!
I had a count in 5e the other day, the combat rules take up 3% of the player handbook. On the other hand, in 4e, classes descriptions are ONLY about combat powers. There is nothing else in there. Segmenting the game like 4e did with such a heavy influence of combat shows off the design intent, especially considering the take on winning and the referee status of the DM, first and foremost. It does not mean that the game cannot be played any other way, but even looking at published adventures and the carefully crafted fights, or supplements like the delves which are purely about combat and winning it, it's obvious what the intent was.
I'm pretty sure the Spells section alone is more than 3% of the PHB...

And your 'partner DM' thing is super well meaning, but lacking solid rules has, historically, always penalized the martial types more than the casters. Being able to affect the world around you and not rely entirely on arguing with your DM is important for ALL characters, not just Casters.

Also, it's generally accepted that the 4e Adventures were pretty bad. A lot of them felt like they were written for 3e and just had 4e monsters slapped in with boring combat areas and not fully utilizing all the tools of the edition.

Not to mention that yes, 100% a fighter and wizard can have disparity in the amount of training required to qualify as a level 1 character. For that matter, so can a wizard and sorcerer. There are different themes and tropes surrounding each character class, and there's no reason why level 1 has to represent the same thing for each. So yeah, years of study versus "I spent a summer training with the local guards" can absolutely both result in starting characters.
Yeah, I disagree with that.

A level is worth the same XP for one class to another. If that experience isn't equivalent then it makes NO SENSE for them to be worth the same XP.
If a Fighter levelled up faster than a Wizard I'd be on board with your interpretation, but if they have the same XP requirement then their levels HAVE to be the same. It also, again, makes the Fighter feel like an inferior character, a sort of 'default guy' that other classes are built on top of rather than a class of their own.
 

I've never played D&D 4E, I quit D&D when it was released, but I have noticed it is frequently referred to as a "tactical" game, more so than other versions of D&D. Why is that? 3.x was a very tactical game, combat was pretty much designed to take place on a battle map with minis. Is something else meant by 4e being tactical or were a battle map and minis even more of a requirement?
I've just realised I haven't mentioned the other side of the table although I've been into the player's side and the environment. D&D DMs were given better guidance to make monsters work together and better and more tactically interesting monsters to do it with, while almost forcing you do do things well.

First there are the much maligned combat roles. If I look at the orc in 5e or 3.x (or earlier- I just can't legally link) I get one statblock and one set of equipment to cover almost all my orcs unless I want to make them special. The 5e orc is, in my opinion, vastly better than the 3.X orc because it has a racial trait in Aggressive that might come into play and not just be covered by a d20 roll. (The 3.X orc is in my view the worst of all orcs from all editions because it has a feat that is just named and I might need to look up if I'm a new DM; fortunately Alertness is just random skill bonuses). If I'm custom crafting a world I can and possibly should have orcs e.g. with a variety of equipment. But I need to do that work outside game time.

Meanwhile if I look at 4e Monster Vault I find that orcs also have a racial trait here in Savage Demise (one last action when they reach 0hp). I prefer this to 5e's aggressive, but it's a matter of taste. 5e took the racial traits and many of its other good points from 4e. I also find not just one orc but a collection of them that are intended to work together and give much more of a feeling of an orc tribe than just talking about one the way even the 2e monstrous manual ever did. They are variously:
  • Battletested Orc. (Soldier) The basic orc wearing scale armour and carrying a shield. Hard to kill, and sometimes going into a hacking frenzy attacking all enemies next to them.
  • Orc Savage (Minion Brute). For the non-battletested orcs, minions have 1hp so go down in a hit and the savage orc wears hide armour. No special abilities - just sheer numbers; you're intended to use four minions for every normal monster to balance
  • Orc Archer (Artillery). Nothing really needs saying here other than that if you mix in archers then the tactics get suddenly more interesting. It's a lot of space to say "mix in archers" but it's worth saying
  • Orc Reaver (Skirmisher). A fast moving hard hitting orc that throws javelins and wears hide armour - and once a fight when they hit someone with a javelin they get to charge in after it for free
  • Orc Rampager (brute). A big, hard hitting orc that when it's lower than half hit points starts berserk flailing doing damage to enemies around it. Also that hits multiple foes when it moves around unless you can keep it still
  • Orc Pummeler. (Controller). Carries a large stone maul and smacks people to the ground. Once per encounter can make an earthshaking slam
  • Orc Storm Shaman (Artillery). Because we want to know what sort of mages orcs use - and storm hsamans who bring down lightning strikes and who summon vengeful whirlwinds fit. Magic in 4e is very much a person/tradition thing rather than every cleric pulling basically from the same spell list.
Not only are these all individually more detailed tactically than the orcs in any other edition, they move differently - but all move as strong and powerful monsters. And with their forced movement and a force mix they can present a unique threat and have a unique feel.

There's nothing preventing you from having your orcs be the equivalent of a mix of battletested and artillery in any other edition with a different AC thanks to shields - you're just not encouraged to do this. But no other edition provides the tools to have the same tactics when using just a mix of orcs as 5e. And no other edition has the same reflection of how the monsters think, move, and work as a team. This depth (rather than superficial "this is how big a tribe is and how a generic tribe is organised" of the 2e Monstrous Manual) at least to me provides worldbuilding and psychology.

So in 4e the tactics are better because the monsters work together better. But what about the (Monster Vault) era solo monsters such as the dragons who shouldn't need support. Here I'll give props to 5e for again taking some of 4e and systematising and simplifying it (simplified isn't a negative at all here) to end up with Legendary Actions and Lair Actions. Lair actions (as for the black dragon) are great and 4e doesn't have a systematic equivalent. But despite that 4e solos are more tactical than other editions. For our example we'll use the Monster Vault Young Black Dragon and compare to the 5e Young Black Dragon and the 3.5 young adult black dragon. Note: I'm picking the young black dragon because it's a 4e monster vault statblock already on the web.

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We'll start with what stands out about the 4e version when compared to other editions.
  • Acidic Blood is a great ability. Very thematic and it changes the situation and tactics that should be used. Unique to 4e - and all dragons have equivalent effects but appropriate to their type. It means that in the second half things are getting real (rather than 0hp being the only part that matters). You have a lot less of the patty-cake until 0hp issue
  • Action Recovery was created for 4e. It was simplified and rolled into 5e legendary resistance - and I find the 4e version much more interesting because it means that there's a point using those spells and abilities against the dragon as it won't just no-sell them. Instead it will shrug them off but only after losing an action. 3.X dragons were relatively easy prey thanks to a lack of anything like this.
  • Instinctive Devouring is incredible (and was rolled into Legendary Actions and defanged). Each dragon gets an instinctive action - but it's different by colour; you can't just apply a coat of paint and say they have a different type of halitosis. Black dragons behave differently from e.g. blues (who fly up and lightning strike). And although it could be rolled into a claw/claw/bite combination having the dragon have a second mini-turn is just a lot more visceral.
  • Shroud of Gloom is a noxious ability that really makes the black dragon feel nastier and more unique - and offers the PCs a choice on whether they want to trade their actions to get rid of the shroud.
  • Bloodied Breath is the signal that "This just got real". Experienced players will know it's coming, but it's great thematics.
  • Tail Sweep is honestly over-fiddly (each dragon has a different trigger here). It got simplified and rolled into Legendary Actions and 5e is better for it.
The 4e black dragon is a large mean acidbreathing creature with debilitating magic who is going to rush you down and chew you up in a way related to but not entirely like other dragons.

The 5e young black dragon is saved by its lair actions. It goes claw/claw/bite or acid breath on its turn. It's a roc with halitosis. The adult black dragon actually feels like a dragon with legendary resistances, and legendary actions to use its tail and wings. That's a fight. But it's not a continually changing one with the bloodied breath/acid blood, and the dragon isn't moving and rushing you down outside its own initiative. It's simpler but not as tactical; a legit tradeoff but it does make 4e more tactical.

The 3.5 one by contrast is a bit of a mess. It doesn't get extra actions at all so loses out on action economy - and its only resistance is spell resistance (which it doesn't have before young adult). If it doesn't make those saves it's stuffed. It does get a claw/claw/bite/wing/wing/tail attack frenzy, which just feels like a lot of dice and attacks to me, with the attacks just doing damage. Alternatively it can cast spells like any sorcerer, which ends up feeling pretty samey to me. The worst thing about the 3.5 dragon is that the statblock isn't complete because you're supposed to pick feats.

The 2e one is subtly but meaningfully better than the 3.5 one; it has much better saves and is much harder to shut down with debuffs (which was just a part of the change from 2e to 3.0) and you don't have to go round picking spells.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Please describe what the combat technique looks like in storytelling tems that make sense, for example, what did you do in terms of swordplay that make someone not even seeing you and being bothered up close by all the other adversaries still bothered more than you than all the rest ?

As for the DM's role, you really, really should read the DMG of both versions. I'll just put the first words of the introductions, guess which is which:
  • It’s good to be the Dungeon Master! Not only do you get to tell fantastic stories about heroes, villains, monsters, and magic, but you also get to create the world in which these stories live.
  • 1Most games fundamentally a cooperative game. The Dungeon Master (DM) plays the roles of the antagonists in the adventure, but the DM isn’t playing against the player characters (PCs). Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she the DUNGEONS & DRAGONS have a winner and a loser, but ® Roleplaying Game is doesn’t want the player characters to fail any more than the other players do. The players all cooperate to achieve success for their characters. The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other
    players have to work to overcome them, but not so hard that they leave all the characters dead.

So guess which one is the one about telling stories and which one is about presenting challenges ?

All the rest follows from it, including the first words on the sections about being a DM:
  • A competitive sport has referees. It needs them. Someone impartial involved in the game needs to make sure everyone’s playing by the rules. The role of the Dungeon Master has a little in common with that of a referee. If you imagined that all the monsters in an encounter were controlled by one player and all the adventurers by another player, they might need a referee to make sure that both sides were playing by the rules and to resolve disputes. D&D isn’t a head-to-head competition in that way, but the DM does act simultaneously as the player controlling all the monsters and as the referee.
  • The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and also creates and runs adventures that drive the story.

So guess which edition is about the world and which is about the rules ?

After that, lots of words appear, but guess which stay in your mind ?

Once more, it's not a question of value, buit the design intent is totally obvious when you actually read the books.



5e is way less crunchy than 4e. Combat rules take 1/3 of the pages for example (10 pages in 5e, 30 pages in 4e). You obviously like crunchy and structure, I used to but I got bored by it, etc.



Again, there are blindspots because you want rules everywhere. There are people clamouring for social rules in 5e for example. I've never felt the need for that.



Or, you know, you can just let players interact collaboratively without needing someone to hold them by the hand, or rules to guide them. I should invite you to an Amber Diceless RPG or Nobilis game, some day.



And once more, you are wrong, there are no monsters per level. Bounded accuracy means that goblins stay dangerous at any level (you just probably need more of them).

In any case, this is pure bad faith on your part, you said that there was a table about DCs per level according to easy/medium/hard in 4e, I just pointed out that there is exactly the same thing in 4e, a table with DCs for easy/medium/hard, it's just that, thanks to bounded accuracy, it's not per level...



Of course it will. Climbing a ladder is easy, which means DC 5 in 5e, but which means DC 19 if you are level 30, which means that it's way harder if you happen to have a commoner with you at the time.



And, once more, this shows that you don't understand 5e rules. The guidance is there, page 238 of the DMG, actually way easier than in 4e because it's not a table per level.



Once more, you should really read and understand the 5e rules, you have no understanding of what bounded accuracy means.



Yeah, right, tell that to the 10 times more players of 5e than 4e who could actually understand and play the game not that it is no longer a pure complicated geeky things.



The problem is that, as efficient as they are, it still does not compensate for the fact that they are long, complex, prescriptive and need to be all mastered properly to play the game as written.

Whereas I can take to heart the introduction of 5e where it says "To play D&D, and to play it well, you don’t need to read all the rules, memorize every detail of the game, or master the fine art of rolling funny looking dice. None of those things have any bearing on what’s best about the game." and use the rules to run a game with my 5 years old grandson who does not even know how to read, much less apply any of the complicated. imbricated rules of 4e.




That's because, coming from a system that restricts your thinking to what the rules tell you you can do, your imagination is stinted. D&D does not have to be a mechanical, technical tactical game, it can be mostly a storytelling game with a few rules support, so you don't NEED any sort of mechanical interaction to make a character interesting.



Yeah, right. At this stage, I don't think there is anything more to add. Please try some almost ruleless games. Amber has 4 attributes and the highest one wins, no dicerolls (since it's diceless), no mechanics, and still we played extremely satisfying multiyears campaign. It's waaaay more fuzzier than 5e.
Mod Note:

How many in here remember the gentle warning about threadcrapping? Here’s the thread’s first casualty: threadbanned for several recent posts.
 


Oofta

Legend
No, they claimed noncombat magic didn't exist; the poster pointed out it existed, in the Rituals. Lxen didn't say he was aware of that until later in the chain of responses.
I'll let @Lyxen respond to that accusation. Even if true (I never saw them state that, it seems like a misinterpretation of what was stated) does it really matter if they forgot some minor aspect of the game they haven't played in years?

Again. I'm just pushing back on the claims of conspiracy and that people that disliked the game never played it. Forgetting minor details does not change the overall narrative.
 

Yeah, I disagree with that.

A level is worth the same XP for one class to another. If that experience isn't equivalent then it makes NO SENSE for them to be worth the same XP.
If a Fighter levelled up faster than a Wizard I'd be on board with your interpretation, but if they have the same XP requirement then their levels HAVE to be the same. It also, again, makes the Fighter feel like an inferior character, a sort of 'default guy' that other classes are built on top of rather than a class of their own.

And how much XP does it take to get to level 1 again?
 

Also, it's generally accepted that the 4e Adventures were pretty bad. A lot of them felt like they were written for 3e and just had 4e monsters slapped in with boring combat areas and not fully utilizing all the tools of the edition.
I'd add to this that Keep on the Shadowfell, which was the 4e opening adventure, was a significantly worse adventure than The Forest Oracle and would have been bad in any edition. It's great through Irontooth ... up until you reach the Keep itself. Inside the keep is (from memory - I did count at one point) 17 combats in a row with basically nothing between them and not even any interesting combat environments. It would be bad in any edition, but 4e makes up for the long combats with dynamism and tactics. But when all you have is cramped rooms with no fun terrain the length of 4e combats is made even more of a problem.
A level is worth the same XP for one class to another. If that experience isn't equivalent then it makes NO SENSE for them to be worth the same XP.
If a Fighter levelled up faster than a Wizard I'd be on board with your interpretation, but if they have the same XP requirement then their levels HAVE to be the same. It also, again, makes the Fighter feel like an inferior character, a sort of 'default guy' that other classes are built on top of rather than a class of their own.
I'm half in agreement; I'm entirely in agreement after level 1. But I can definitely see why different classes might get to level 1 at different starting ages. But then the most recent barbarian I played was a former wizard who'd burned himself out literally, earthing an entire summoning portal through him. Then retired to try his hand at farming so he didn't have to face the pity of his former comrades - and now these young whippersnappers need his help and the magic has been distorting his body even if he'll never cast another spell but he can let it flow through him. I don't like hardcoding starting ages at all.

On a tangent I think the spells make up a consistent 40% of the 1e, 2e, 3.0, and 3.5 PHBs. It's less in 4e and 5e.
 

Oofta

Legend
This is very much an edge case you're talking about. The mark in question is the mark coming specifically from a PHB fighter's attack - and I'm pretty sure that 100% of the fighter's inherent attacks are melee based (and if not it's close). So while it is possible for a fighter to combat challenge someone with an arrow using their ranged basic attack it almost never happens. If the fighter is regularly shooting a longbow at people something has gone badly wrong somewhere.

The fighter's mark was intended to work with a class that is all about getting in your face. And if you can't see how the fighter getting in your face is more threatening than other guys who aren't as close (pr even the stronger but less disciplined and focused barbarian) then as far as I'm concerned that's on you. If on the other hand you think that every game should be like 3.X and deal with all possible edge cases then we have a difference in design philosophy.

You must really hate bards.
Bards are explicitly using magic. 🤷‍♂️
It's a hell of a lot more realistic than the pre-4e (and especially the 3.X) approach where your fighter spams exactly. the. same. attack. every. single. round. Almost. untiringly. as. if. foes. will. never. learn. what. they. do.
I don't think any version of D&D is particularly realistic. As far as spamming the same attacks, what do you think boxers do? There are only a few different tactics and ways of throwing punches which, depending on the version of the game,
may be represented or not.
Is the 4e approach perfect? No. It's a simplification and an abstraction. But it's an abstraction that gets closer to the way a good fighter should behave and act than anything that came before it in D&D. And an abstraction that allows fighters to be masters of combat who actually (a) have versatility and (b) actually mix up what they do because foes learn.

Can I think of other ways to get fighters that do that? Yes. And some of them are more realistic than the 4e approach. But are fighters that have to pace themselves and mix up their approaches a lot more realistic and better feeling to roleplay as as well as being simply more interesting than untiring attack spammers? Also yes.

Remember. You're not comparing the 4e fighter to some abstract perfect fighter. You're comparing them to other D&D fighters. Who (basically until the battlemaster) either (a) spammed standard attacks with little variety or (b) in 3.X pulled together a single uber attack like a spiked chain trip and spammed that.

And I wish that other people were and are willing to accept that for many of us who like 4e the 4e worlds are vastly more realistic and better for roleplaying in than the previous D&D worlds with their stentorian spammy fighters that make us both (a) want to die of boredom and (b) do not even feel slightly like a master of fighting, just someone with biceps and One Trick Monsters Hate.

And to a lot of others having elements of a board game is a vast improvement over a literal hacked tabletop wargame.

And part of why I personally prefer 4e where combat wasn't mostly about two sides walking up to each other and playing patty-cake until one of them ran out of hit points and dropped. Instead you were using your brain to get an advantage by working with your capabilities as a combatant and using how they were positioned and teamwork at a level you simply don't in 5e.

And 4e is to me easier to visualise because where you are matters. It's not played against green screens.


It doesn't matter to me whether or not you enjoy 4E more than other version or think it's more realistic. I don't think my rogue buddy throwing a single dagger suddenly creates a cloud of daggers that hits and blinds multiple opponent is far less realistic than other versions of the game. Or the idea that my fighter could just flail around with his hammer and create an aura of automatic damage. If it works for you, great. I accept that you like it. Bully for you. It didn't work for me or most people I played with which is why we moved on and haven't looked back.

I rather doubt anyone would describe the majority of combats as boring in my 5E (or pre-4E) campaign whether or not they're playing fighters. There's a lot more going on than just "beat on monster until dead". Most of the 4E combats at higher levels for us? Boring hour plus long slogs or the PCs totally dominating the fight while facing little to no risk with little in between. YMMV of course, I'm just relaying my experience.

In any case I don't see any reason to continue this. You think 4E was more realistic, I don't. You don't like fighters in other editions, I do. You may like butternut squash tapioca mint ice cream, I prefer chocolate. Life would be boring if we all liked the same thing. Have a good one.
 

So, everybody here agrees that 4e was the most tactical oriented edition to date and we have give pretty solid examples of why that's the case. I believe OP's question was satisfactorily answered.

If some here loved or hated 4e is beside the point. This little edition battle taking place on this thread just goes to show how distinct both editions are.
 

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