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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
4E is for casuals, D&D is d0med
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: 4285610" data-attributes="member: 42582"><p>Is this claim based on play experience, reading of the rules, or rumour?</p><p></p><p>I haven't played 4e. I am in the process of reading the rules. And I have followed all the rumours. So far nothing about I have read or heard gives me any reason to think that what you are saying is true.</p><p></p><p>Playing out my attack powers in 4e looks like it should be just as expressive of my PC as working out an extended contest in HeroWars - both require making mechanically optimal choices, and the build of my character will have designed so that making and implementing those choices expresses the themes that I think are important for my character.</p><p></p><p>Which reminds me - do you include HeroWars, The Dying Earth, TRoS, etc - that is, some of the games that 4e seems to me to most resemble - in your list of non-RPGs?</p><p></p><p>What? The powers use different stats, have different consequences, require different actions to use, intereact in complex ways. This is what makes 4e combat thematically expressive in a way that earlier editions of D&D never have been.</p><p></p><p>Utility powers do factor into skill challenges. So do skills.</p><p></p><p>This is bizarre. No edition of D&D gives rules for gnawing on a foe's skull. 4e has rules for improvised attacks (PHB pp 215, 219), but such attacks are never optimal (no proficiency bonus, d4 damage). HeroWars has the capacity to handle skull-gnawing as a viable attack option, because of the abstract character of contest resolution in that game, and also the fact that (more than many other games) it allows non-physical considerations (such as the spritual or emotional importance of skull-gnawing) to factor into the resolution of combat. 2nd ed AD&D does not have any of the mechanical features of HeroWars that make this approach feasible. If you are playing an AD&D game in which it is ever optimal, in combat, for a PC to gnaw on a foe's skull you're using a lot of house rules. And if you want your PCs to gnaw on skulls even though it's suboptimal in combat, then 4e allows it as well as any other version of D&D via the above-mentioned rules for improvised attacks.</p><p></p><p></p><p>Look, if you were talking about RQ or RM and saying that 4e lacks the same degree of support for out-of-combat play, I might have a bit of sympathy. I am a long-time Rolemaster GM who is becoming increasingly attracted to the 4e way of handling this stuff (via skill challenges) but I certainly see the attraction and intricate beauty of well-designed simulationist action resolution.</p><p></p><p>But 2nd ed AD&D? The game's mechanics are an inchorenent shambles, both for combat and non-combat action resolution. And it's not saved by that Castles book, which (IMO) adds very little to the 1st ed DMG read in conjunction with a couple of medieval history texts. You may as well say that AD&D has great rules because I can watch Life on Earth and work out new tricks for my pet Carnivorous Ape to perform.</p><p></p><p>The most interesting D&D modules I have seen for many years are some of the Penumbra modules for 3E; I am hoping to run these adventures sometime fairly soon, either in HARP or 4e.</p><p></p><p>Most of them are designed so that they do not railroad the PCs into taking one approach or another, and they leave it open for the players to decide who they will treat as the villains, and who as their allies (this is very unusual in a D&D module). In this sort of module, what does it mean to "beat it"? And if (as I suspect) "beating it" makes no sense, what does that do to your criteria for good roleplaying?</p></blockquote><p></p>
[QUOTE="pemerton, post: 4285610, member: 42582"] Is this claim based on play experience, reading of the rules, or rumour? I haven't played 4e. I am in the process of reading the rules. And I have followed all the rumours. So far nothing about I have read or heard gives me any reason to think that what you are saying is true. Playing out my attack powers in 4e looks like it should be just as expressive of my PC as working out an extended contest in HeroWars - both require making mechanically optimal choices, and the build of my character will have designed so that making and implementing those choices expresses the themes that I think are important for my character. Which reminds me - do you include HeroWars, The Dying Earth, TRoS, etc - that is, some of the games that 4e seems to me to most resemble - in your list of non-RPGs? What? The powers use different stats, have different consequences, require different actions to use, intereact in complex ways. This is what makes 4e combat thematically expressive in a way that earlier editions of D&D never have been. Utility powers do factor into skill challenges. So do skills. This is bizarre. No edition of D&D gives rules for gnawing on a foe's skull. 4e has rules for improvised attacks (PHB pp 215, 219), but such attacks are never optimal (no proficiency bonus, d4 damage). HeroWars has the capacity to handle skull-gnawing as a viable attack option, because of the abstract character of contest resolution in that game, and also the fact that (more than many other games) it allows non-physical considerations (such as the spritual or emotional importance of skull-gnawing) to factor into the resolution of combat. 2nd ed AD&D does not have any of the mechanical features of HeroWars that make this approach feasible. If you are playing an AD&D game in which it is ever optimal, in combat, for a PC to gnaw on a foe's skull you're using a lot of house rules. And if you want your PCs to gnaw on skulls even though it's suboptimal in combat, then 4e allows it as well as any other version of D&D via the above-mentioned rules for improvised attacks. Look, if you were talking about RQ or RM and saying that 4e lacks the same degree of support for out-of-combat play, I might have a bit of sympathy. I am a long-time Rolemaster GM who is becoming increasingly attracted to the 4e way of handling this stuff (via skill challenges) but I certainly see the attraction and intricate beauty of well-designed simulationist action resolution. But 2nd ed AD&D? The game's mechanics are an inchorenent shambles, both for combat and non-combat action resolution. And it's not saved by that Castles book, which (IMO) adds very little to the 1st ed DMG read in conjunction with a couple of medieval history texts. You may as well say that AD&D has great rules because I can watch Life on Earth and work out new tricks for my pet Carnivorous Ape to perform. The most interesting D&D modules I have seen for many years are some of the Penumbra modules for 3E; I am hoping to run these adventures sometime fairly soon, either in HARP or 4e. Most of them are designed so that they do not railroad the PCs into taking one approach or another, and they leave it open for the players to decide who they will treat as the villains, and who as their allies (this is very unusual in a D&D module). In this sort of module, what does it mean to "beat it"? And if (as I suspect) "beating it" makes no sense, what does that do to your criteria for good roleplaying? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
4E is for casuals, D&D is d0med
Top