Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
4e Encounter Design... Why does it or doesn't it work for you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 6052382" data-attributes="member: 42582"><p>Yes.</p><p></p><p>From time to time I've wondered what mental picture WotC had of D&D players when they were designing 4e. They seem to have completely missed what - with hindsight - seem to be deep simulationist commitments on the part of many D&D players. In the abstract, I can see how you might get surprised by that - D&D is not a very sim game, after all (hp, action economy, etc). But didn't they do any market research?</p><p></p><p>On an unrelated point - what's your view of LostSoul's hypothesis about skill challenges, situation design and player agency, that I responded to half-a-dozen or so posts upthread?</p><p></p><p></p><p>Yes to both of these: 4e condition tracking can be irritating, but so are classic D&D spell durations.</p><p></p><p></p><p>Yes to both of these. The 4e modules that I know - H2, P2, E1 plus some of the early free Dungeon ones - are pretty poor. H2, for example, has excellent maps but crappy encounter design - once you ignore the suggested encounter framing, and really take advantage of the cool maps, you can do interesting stuff with it. P2 is primarily a political challenge, but is bizarrely presented in combat format with all the political stuff hidden in another book, in a format that makes it hard to extract the info and adjudicate it.</p><p></p><p>But 3E modules tended to be weak too. Bastion of Broken Souls, for instances, is thematically and conceptually first rate, but then - as written - has needless combat after needless combat: to get useful info from a dream hag, you have to fight her; to get useful info from a banished god, you have to fight him; to get to the banished god, you have to fight the angel who serves as a living gate. When I ran the module, I ignored all this - the PCs negotiated with the dream hag, persuaded the angel that it was her moral duty to let herself be killed so the gate could open (which led to an interesting sub-plot of conflict with her offsider, who didn't see things the same way), and befriended the banished god.</p><p></p><p></p><p>While this is harsh, I can relate to it in one respect - I don't want filler combats, and 4e gives me monster builds, action resolution rules and encounter design guidelines which reliably produce non-filler combats. It's hard (not impossible, but hard) to make them filler, or boring, by accident.</p><p></p><p>This relates back to the dungeon crawl discussion upthread, and also to [MENTION=2067]Kamikaze Midget[/MENTION]'s complaints about attrition and exploration mechanics. 4e does not support a game where the interest is not in the action (in an action cinema, heroic romance sense of "action") but rather is in operational management - how well did we do climbing that cliff while minimising piton loss?; in fighting those 4 kobolds without costing a healing potion?; etc.</p><p></p><p>If that sort of stuff really <em>is</em> D&D for a lot of people, how did WotC miss that when they were designing 4e? Or did they just think that people wouldn't notice that the game wasn't good for that sort of play?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6052382, member: 42582"] Yes. From time to time I've wondered what mental picture WotC had of D&D players when they were designing 4e. They seem to have completely missed what - with hindsight - seem to be deep simulationist commitments on the part of many D&D players. In the abstract, I can see how you might get surprised by that - D&D is not a very sim game, after all (hp, action economy, etc). But didn't they do any market research? On an unrelated point - what's your view of LostSoul's hypothesis about skill challenges, situation design and player agency, that I responded to half-a-dozen or so posts upthread? Yes to both of these: 4e condition tracking can be irritating, but so are classic D&D spell durations. Yes to both of these. The 4e modules that I know - H2, P2, E1 plus some of the early free Dungeon ones - are pretty poor. H2, for example, has excellent maps but crappy encounter design - once you ignore the suggested encounter framing, and really take advantage of the cool maps, you can do interesting stuff with it. P2 is primarily a political challenge, but is bizarrely presented in combat format with all the political stuff hidden in another book, in a format that makes it hard to extract the info and adjudicate it. But 3E modules tended to be weak too. Bastion of Broken Souls, for instances, is thematically and conceptually first rate, but then - as written - has needless combat after needless combat: to get useful info from a dream hag, you have to fight her; to get useful info from a banished god, you have to fight him; to get to the banished god, you have to fight the angel who serves as a living gate. When I ran the module, I ignored all this - the PCs negotiated with the dream hag, persuaded the angel that it was her moral duty to let herself be killed so the gate could open (which led to an interesting sub-plot of conflict with her offsider, who didn't see things the same way), and befriended the banished god. While this is harsh, I can relate to it in one respect - I don't want filler combats, and 4e gives me monster builds, action resolution rules and encounter design guidelines which reliably produce non-filler combats. It's hard (not impossible, but hard) to make them filler, or boring, by accident. This relates back to the dungeon crawl discussion upthread, and also to [MENTION=2067]Kamikaze Midget[/MENTION]'s complaints about attrition and exploration mechanics. 4e does not support a game where the interest is not in the action (in an action cinema, heroic romance sense of "action") but rather is in operational management - how well did we do climbing that cliff while minimising piton loss?; in fighting those 4 kobolds without costing a healing potion?; etc. If that sort of stuff really [I]is[/I] D&D for a lot of people, how did WotC miss that when they were designing 4e? Or did they just think that people wouldn't notice that the game wasn't good for that sort of play? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
4e Encounter Design... Why does it or doesn't it work for you?
Top