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11 Reasons Why I Prefer D&D 4E

With few exceptions, my group's fights in 4e have started going much, much faster.

I'm really disappointed that the first few fights in KotS were against Kobolds... Really, Kobolds are a pain both to fight and to run. Goblins are about half as tough, when it comes down to it.

I think the speed improvement is both due to players knowing their characters' capabilities better, and better implementing tactics. Our fights are usually as long as, or shorter than, 3e fights. (Except when we get hobgoblins in the mix...)

-O
 

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Player: What happened to my turn?
DM: You had your turn, you killed a minion.
Player: But I didn't actually DO anything!

Why do you feel like killing minions isn't worth it? Minions do suck, but the damage they do adds up over time. If you ignore them, they will take you down.
 

I think the speed improvement is both due to players knowing their characters' capabilities better, and better implementing tactics. Our fights are usually as long as, or shorter than, 3e fights. (Except when we get hobgoblins in the mix...)

Yep. Once people figure out what their powers do, and how to implement them effectively, things go a lot faster.

There's also the usual "keep an eye on the fight and think a move or two ahead" and "don't take forever figuring out what you're going to do" that speed things up as well.

Brad
 

One trick I have learned as a DM of 4e, is to always let players roll damage, and then announce afterwards if the monster died. Try it.

This would be fine... for about 5 battles. It soon devolves into the same thing though. Why bother rolling?
It used to be that even against some of the lowliest critters you had to roll for damage because *gasp* you might roll a 1 for damage.
There is no pleasure in the kill when there is no chance of failure. Who cares if I did 400 damage, if 1 would have done?
I'm very tempted to be disruptive in the game as follows:
Player: Hmm I recognize that monster token, it's a minion... "I drop my mace and punch the demon on the arm. I got a 24 to hit. It is dead."
DM: "You didn't roll damage."
Player: "I don't need to. It's 1d3 damage for a punch, and it only has one hit point".
DM: "But how do you know you hit?"
Player: "The last 15 of these have all had 20 AC. I got 24. I hit. It's dead"

Seriously. Why bother having exciting weapons when a pointy stick will do the same job? In previous editions this came up. You wore a creature down, or it was way below your level. You couldn't fail to kill it if you scored the hit. But that was few and far between. This is pretty frequent.

As a DM I've created situations where the players roll dice for absolutely no reason. They hate it. I hate it too. I've learned that it is a bad thing, and so your solution is not a worthy one long term. It might fill the gap for a while, but soon it will just be a waste of my time as a player, and as a person in general.

Fifth Element said:
I haven't DMed 4E yet, but I have used minions in 3E. It should be bloody obvious me that you don't tell the players which monsters are the minions. You should be rolling damage with each hit...in fact, isn't there advice to players to roll damage dice at the same time as the attack?
Actually I believe you're right. If the DM didn't blatently state that they were minions I might be less disenchanted with them. On the other hand, as I was saying above, knowing the minion mechanic exists, it won't take long to figure out which ones are which. Minions are the ones that die in one hit while all the others take 4 or 6 hits to kill. That's pretty obvious.
Strangely I've always frowned on rolling damage and attack dice together. I'm not sure why. I'll check with the others on their opinion. We've certainly never done it that way.

LostSoul said:
Why do you feel like killing minions isn't worth it? Minions do suck, but the damage they do adds up over time. If you ignore them, they will take you down.
As above, there is little satisfaction in completing a task that had little or no chance of failure. I'm much happier knowing that I did 5 damage more than I needed, than knowing it doesn't matter what I roll.

Yes, from a tactical stand point it was good to kill the minion. But it doesn't feel like an achievement, because the challenge of doing so was drastically reduced.

I'm sad to say that I would be happier if kobold minions had 10 hit points, and each other kobold creature had their hit points reduced by 9 to compensate.

Ginnel said:
Minions are fine and I think used quite well in the adventure, I think the problem with people saying the monsters are tough is that your thinking in old edition terms if it helps make all the kobolds with hit points into orcs and hobgoblins and have minions as actual kobolds or just pretend that these kobolds have class levels.
Absolutely. Of course I'm thinking in old edition terms. For 4 or more editions (depending on how you count the iterations of 0ed and 3.5) DnD monsters have been standard, with a few classed exceptions to make things interesting. Now classed is normal, and 'standard' is rare and it's value greatly diminished. I don't understand why this had to change, but forgive me for thinking in old edition terms when the situation has been reversed after 4 editions of being the same. Forgive me for thinking that some concepts are fundamental to what makes and RPG 'D&D', and that the changes in a new edition don't feel right or need to be questioned.

cignus_pfaccari said:
Yep. Once people figure out what their powers do, and how to implement them effectively, things go a lot faster.
I sure hope so. An hour and a half to fight 3 dragonshield kobolds and a wyrmpriest is just not cool. Admittedly about 10 minutes of that was spent explaining to the DM that the kobolds 'shifty' at will power does not mean my move action terminates after the first square.

Ooo look, you get to move around the battlefield so much more in this edition. How tactical it has become... Umm. No, actually it's just freaking annoying because the way the DM was trying to run it (at first) is that the players need to be paranoid about their wording or lose their turn.

Player: "I walk one square towards the kobold"
DM: "Each of the kobolds reacts by shifting one square away from you. You cannot reach them now"
Player: "I said WALK! I did not say SHIFT. I have NOT completed my move action."

He got it for a while. Then he caught out another player with the same trick and the player fell for it. Losing his action needlessly.

Do you get the feeling my DM isn't helping me to like this new edition I am not fond of to begin with? He's looking for us to slip up so that his monsters can get the upper hand. Well I'm fine with that, except that he assumes we've slipped up when we actually haven't, and he tries to respond accordingly, by interrupting what we're saying.

Now feel free to suggest that I find an alternate DM. But the simple fact is, his behaviour did not have this effect on me prior to starting 4E. I have enough gripes with the rules without having them exaggerate such oportunities. Then again, that may just be kobolds. I've yet to fight anything else. Maybe they're the only excruciatingly annoying ones?

[/whine] I know I get whiney on topics like this. I apologize, but ultimately, that's what this thread is about - venting bad feelings brought about by the new system and finding compatriots that feel the same way, in order to share and lessen the burden.
 

On the other hand, as I was saying above, knowing the minion mechanic exists, it won't take long to figure out which ones are which. Minions are the ones that die in one hit while all the others take 4 or 6 hits to kill. That's pretty obvious.
Yes, knowing the minion rules you can figure out that the monster you just killed was a minion. You could certainly then infer that there are probably more minions involved in the encounter. But why would you automatically know which opponents they were? Unless you're only fighting minions, there should be uncertainty as to whether the next opponent is one or not.
 

[/whine] I know I get whiney on topics like this. I apologize, but ultimately, that's what this thread is about - venting bad feelings brought about by the new system and finding compatriots that feel the same way, in order to share and lessen the burden.

Sorry but I think you mistook this for the Whiney thread. That is two threads over... :D
 

For 4 or more editions (depending on how you count the iterations of 0ed and 3.5) DnD monsters have been standard, with a few classed exceptions to make things interesting. Now classed is normal, and 'standard' is rare and it's value greatly diminished.
Interesting how you stated that. You said that in older editions, most monsters were standard, but there were a few classed ones to "make things interesting".

Which, of course, implies that having most monsters be standard is not interesting. Which I'm sure many people would agree with.

I'm not sure what's wrong with having monsters be more interesting in general.
 


Yes, knowing the minion rules you can figure out that the monster you just killed was a minion. You could certainly then infer that there are probably more minions involved in the encounter. But why would you automatically know which opponents they were? Unless you're only fighting minions, there should be uncertainty as to whether the next opponent is one or not.
Easy. Each type of creature has the same counter associated with it.
From a character perspective - the ones that are armed like fighters are the fighters, the ones that are armed like fodder are the minions. The charact can tell them apart by appearance, and funnily enough, so can I.
 


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