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D&D General New Interview with Rob Heinsoo About 4E

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MwaO

Adventurer
What part of "skill challenges replaced out of combat" did you not understand? Yes, too many rules for out of combat activities is not a good thing in my opinion.
Yeah, a big problem with skill challenges, which even in DMG are designed to be fast and loose and reward creativity, was that a significant chunk of the adventures didn't understand that in year one.

As an easy example, in a skill challenge, you can use any skill you want — roll hard DC and you get a success. Yet you'd have a Fighter with an 8 Cha winning initiative in year 1 skill challenges and the only relevant skills listed for success were say Diplomacy and Bluff in a scene. According to DMG, that Fighter can use say Athletics to impress the people — do a feat of strength or clear a blockage or do something helpful, etc...yet many DMs wouldn't have read the DMG Skill Challenge section, look at the adventure saying nope, only these two skills count, and force the 8 Charisma Fighter to roll Diplomacy.
 

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Undrave

Legend
No level drain (which was already weak in 3ed, and weaker in PF, I prefer the 3ed version)
What's this fascination with level drain (and ability drain for that matter) anyway? You're not the only person I see lamenting the lack of this mechanic. What's so great about it? It feels like such a gamist concept to me because a level is just a game mechanic. What even IS a 'Level Drain' in universe? And why couldn't we just represent that in-universe effect with a more streamlined mechanic that doesn't involve recalculating tons of naughty word? Same for ability drain.
 

Belen

Adventurer
One of the reasons I burned out on 4E was because it felt like the structure of the game and combat just kind of sucked all the oxygen out of the room for anything non-combat or for creative off-label solutions. I'm honestly not 100% sure why it felt that way for me. There were a few factors, of course. One was the skill challenge structure being presented, or at least interpreted by many DMs, as something that should pretty much always be used to resolve stuff outside of combat.

But a big part of it was the narrow focus but ever-increasing multitude of powers. You couldn't swing from a chandelier (unless it was part of a skill challenge of course) because someone out there might have a chandelier swinging power*. In addition the powers were so detailed in what they could do that there wasn't much wiggle room for creativity or using it for something different than exactly what the text said.

That, and at higher levels combat took hours. Heck, we timed it once and in an epic level game a single round took a little over an hour.

*Obviously silly example is obviously silly. But I was told more than once that I couldn't do X because it was something that others could do because of a power. After I was told that a couple of times, I stopped asking.
This.

I will admit that 4e was focused on eliminating bad DMs. It was hard to be a bad DM in 4e because the game was designed to provide a base experience. So a bad DM in 4e was mediocre.

That said, I also felt that great DMs were hamstrung by the rules at times because they tried to corner you into a set path or provide an on rails experience.

That is why I felt that 4e was not my D&D. I could no longer run the games in the same way that I or my players enjoyed.
 

Undrave

Legend
Yeah, a big problem with skill challenges, which even in DMG are designed to be fast and loose and reward creativity, was that a significant chunk of the adventures didn't understand that in year one.

As an easy example, in a skill challenge, you can use any skill you want — roll hard DC and you get a success. Yet you'd have a Fighter with an 8 Cha winning initiative in year 1 skill challenges and the only relevant skills listed for success were say Diplomacy and Bluff in a scene. According to DMG, that Fighter can use say Athletics to impress the people — do a feat of strength or clear a blockage or do something helpful, etc...yet many DMs wouldn't have read the DMG Skill Challenge section, look at the adventure saying nope, only these two skills count, and force the 8 Charisma Fighter to roll Diplomacy.
And Intimidate was ALWAYS the WORST skill to use...
 

Belen

Adventurer
I have not tried to DM, no, mostly because I know where that leads. Permanent DM status. I'm not really keen on that. And doing DMing when my heart isn't in it would be at best a disservice to the poor players subjected to the result.
You are not wrong. I have not played in a D&D game since the 90s. I am always the DM as no one else ever offers to run a game.
 

billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
Yeah, a big problem with skill challenges, which even in DMG are designed to be fast and loose and reward creativity, was that a significant chunk of the adventures didn't understand that in year one.

As an easy example, in a skill challenge, you can use any skill you want — roll hard DC and you get a success. Yet you'd have a Fighter with an 8 Cha winning initiative in year 1 skill challenges and the only relevant skills listed for success were say Diplomacy and Bluff in a scene. According to DMG, that Fighter can use say Athletics to impress the people — do a feat of strength or clear a blockage or do something helpful, etc...yet many DMs wouldn't have read the DMG Skill Challenge section, look at the adventure saying nope, only these two skills count, and force the 8 Charisma Fighter to roll Diplomacy.
[bold for emphasis] Well, using any skill you wanted to horn in there because you're good at it was a kind of dumb idea. It was, at best, an empty attempt to appease the numbers game in the skill challenge while still involving everybody, whether it made sense in that particular situation or not. Limiting a skill challenge to two skills (diplomacy/bluff) is also bad, just in a different way. It just highlighted the fact that skill challenges, as initially included, were half-baked.
 

overgeeked

B/X Known World
Yeah, a big problem with skill challenges, which even in DMG are designed to be fast and loose and reward creativity, was that a significant chunk of the adventures didn't understand that in year one.

As an easy example, in a skill challenge, you can use any skill you want — roll hard DC and you get a success. Yet you'd have a Fighter with an 8 Cha winning initiative in year 1 skill challenges and the only relevant skills listed for success were say Diplomacy and Bluff in a scene. According to DMG, that Fighter can use say Athletics to impress the people — do a feat of strength or clear a blockage or do something helpful, etc...yet many DMs wouldn't have read the DMG Skill Challenge section, look at the adventure saying nope, only these two skills count, and force the 8 Charisma Fighter to roll Diplomacy.
It's almost as if the "no one reads the DMG" is an older meme than 5E.
 

billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
What's this fascination with level drain (and ability drain for that matter) anyway? You're not the only person I see lamenting the lack of this mechanic. What's so great about it? It feels like such a gamist concept to me because a level is just a game mechanic. What even IS a 'Level Drain' in universe? And why couldn't we just represent that in-universe effect with a more streamlined mechanic that doesn't involve recalculating tons of naughty word? Same for ability drain.
It may be metagame, but it is perhaps one of the very few consequences of a fight that definitely put the fear of god in the players (the other being mostly equipment loss to rust monsters).
It was, however, terrible metagame and I thought 3e/PF had a start on a better idea for by tracking negative levels that progressively penalize you without initially taking character levels and affecting max hit points, skill investments, and other level-up benefits.
 


Retreater

Legend
The only real way to run modern combat that's in any way interesting is to, paradoxically, ignore the combat. Focus on terrain, secondary objectives, puzzle combats & monsters, grandiose set-piece encounters, etc. The 4E DMGs are the best WotC ever produced for creating this kind of exciting, action-adventure D&D combats.

And perhaps it's my lack of imagination, but I've been running the game weekly for around 6 months now. Let's say we're having 2 combat encounters per session on average. That's around 48 fights I've created and run. That's battles with brutes protecting back ranks of artillery. That's waves of minions. That's a couple solo boss monsters. That's some with dangerous terrain and some with elevation changes.
But it's just not enough ... at least for me.

There are only so many battles I can run with different types of enemies that give the illusion of a thrilling, life-or-death combat that ultimately takes all their Encounter powers, 2-3 Healing Surges, and 0-1 Daily Powers. There's only so much that the robust combat system can do for you before it feels like you're playing a miniature skirmish game.

The plot is a ribbon to tie together the battles. The character customization and roleplaying is the skin for an avatar.

Have we had a session focusing on roleplaying, exploration, or investigation in 4E? No.
Is there anything preventing me from doing that? Also, no. Except I will say that it would feel out of place in a way that it doesn't in any other edition of D&D (or Warhammer Fantasy, or Call of Cthulhu, etc.) It feels like adding role-playing to Hero Quest.
 

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