D&D 4E Thoughts on 4E after Nine Sessions

joela

First Post
This Memorial Day weekend, I attended Strategicon in Los Angeles, California. There, I participated in no less than nine Dungeons and Dragons 4th Edition sessions. I played three demo games and four delvs run by Wizard of the Coast. I also participated in two adventures based off the collected rules over at ENworld.

I confirmed my view that 4E is a different game than 3.x. Interestingly, this is not based on the new rules so much as the reaction of the various players, including myself. I saw far greater interactivity when PCs were in combat, both in melee as well as the new skill challenge system. The main example was in the use of healing. Because various PCs could heal from a distance without losing their combat effectiveness, players were constantly keeping tabs of who was hurt, who needed healing, and who needed protection. Other examples include the ability to give increased protection to allies, extra attacks, movement, etc., all without taking precious actions and resources from one's PC.

On the other hand, the game's emphasis on active cooperation from players and their PCs could prove to be a detriment to spotlight hogs, optimizers, and non-tactically inclined players. I saw this twice in game: my warlord, whose role as leader provided powers maximizing other PCs movement, strengths, etc., was a simple "I go up and try to hit him" PC when asked to corral NPCs to safety while the rest of the party fought the bad guys. And in another game, the party's striker/warlock took on undead by herself and was quickly killed in close combat.

I have more thoughts on specific game mechanics which I'll post later this week. Again, the experience validated my opinion the two are different games much in the same manner as True20's damage roll and Powers are to the D20 SRD's hit point and spell system, respectively.
 

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My thoughts are summarized as follows...
 

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Emirikol said:
My thoughts are summarized as follows...

I don't understand why everyone gets wound up by what players can do at first level. Monsters do more at level 1 now too, which I think is a fantastic change.

I'm all in favor of players doing something other than auto-swinging to attack, and monsters responding in kind. It gives more options for more tactics and more dramatic action in fights.
 

joela said:
On the other hand, the game's emphasis on active cooperation from players and their PCs could prove to be a detriment to spotlight hogs, optimizers, and non-tactically inclined players.

*chortle*
 

I haven't played any 4e yet, but I get the impression that in 4e, players can be a spotlight hogs and and optimizers, and still be a team players.
 

Mort_Q said:
I haven't played any 4e yet, but I get the impression that in 4e, players can be a spotlight hogs and and optimizers, and still be a team players.
I've played a few games now and found that by encouraging group-focused tactics, 4e mitigates some of the detrimental effects that optimizers and spotlight hogs have on games.

Good enough for me.
 

Mort_Q said:
I haven't played any 4e yet, but I get the impression that in 4e, players can be a spotlight hogs and and optimizers, and still be a team players.

By roleplaying yes. If you are talking combat, no way. Cooperation is essential. If you have someone who tries to go out on his own, he's as good as dead.
 

JVisgaitis said:
By roleplaying yes. If you are talking combat, no way. Cooperation is essential. If you have someone who tries to go out on his own, he's as good as dead.

And that's as good a reason as any for me to start up a campaign...
 

The very tactical build on the game makes for group support key. I agree, one PC can still hold the PC screen time in the non-combat roles, but in a fight everyone has to keep on their toes.

Some classes if played right (strikers) can solo most things, but not for long. Defenders are built for group fights, and leaders and controllers seem geared to do tag teams with either of the front line classes.

It feels nice.
 

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