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4E is for casuals, D&D is d0med
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<blockquote data-quote="sinecure" data-source="post: 4286230" data-attributes="member: 37668"><p>Here's a list of some of the worst things about the new edition. I thought I'd put together a list for anyone too blind to see through the shiny wrapping.</p><p></p><p>Repeatedly forcing mechanics on players which stop them from roleplaying: </p><p>powers - you can't do these unless you've got 'em. So don't bother trying.</p><p>marked condition - when has this happened to you in real life? </p><p>action points - You just get to go twice because we like you.</p><p>milestones - I can move twice in a round now again because of what? And my magic items work again why?</p><p></p><p>No suffocation rules? </p><p></p><p>PC classes with actual mechanical differances. There is only 1 class all use. </p><p></p><p>Only 5 ways for any attack to work: melee, ranged, burst, blast, or wall. That's not limiting, right?</p><p></p><p>Rituals - These have nothing to do with level. These are based upon setting. You could give everyone every one of these rituals at 1st level. It doesn't change anything. It only changes setting.</p><p></p><p>3E uber healing is now maximized. Everyone is full HP every day, magic healing or no. Fighting has virtually no consequences. Kill, Kill, Kill.</p><p></p><p>Regeneration is practically worthless outside of combat. Remember how it worked before?</p><p></p><p>Movement has been nerfed. Where is the standard 12 square move? Out with d20, right? If they wanted better movement, why limit themselves to 6 squares. Maybe to fit on a DDM map?</p><p></p><p>Card game initiative. Upkeep phase, Action phase, Resolution phase. Think this pulls a player out of character to do?</p><p></p><p>All of wrestling, grappling, and pummeling entirely consist of being "immobilized". Which means you simply cannot leave your square. I hope none of your combat maniac players actually liked this kind of fighting (or you'll have to wait for the wrestler-monk class)</p><p></p><p>6 second combat rounds. Real nice. Your still stuck in 3e's explicit combat system massively zoomed in on every muscle flex and eyebrow arch. But now with fewer options. I didn't think it was possible.</p><p></p><p>Bye bye colossal creatures. They just don't sell well enough as minis. And anything smaller than Tiny too. Still think they aren't limiting the game based on the DDM game and minis lines? Minis are their big money maker.</p><p></p><p>Saving Throws are nerfed. Almost everything you used to choose whether or not to save against, unknowing sometimes whether it was bad or good, are now all attacks on your PC. Absolute worst change so far. And worst of all? Most don't even understand why.</p><p></p><p>Anything that is bad that can happen to you is a "condition". Basically, there is little to no variation in what spells, I mean "powers", can do to you. Everything has an identical effect on your character. All petrification the same. All polymorphs the same. All poisons, all spells, all damages "typed". Only diseases are still unique as far as I can tell.</p><p></p><p>Removal of etherealness, astral body, and incorporeality for "insubstantial". I guess people felt this was an unnecessary complication that hurt the game. The Gods of Simplicity kill yet again.</p><p></p><p>The 18 hour day. All 6 hour extended rests require 12 hours in between. How's that for rule lawyering folks into living outside the 24 hour day solar cycle? Maybe we should make worlds which turn every 18 hours cause "that's how the rules extrapolate". Dumb, dumb, dumb.</p><p></p><p>Magic Items as equipment. Way to go. It's not like treasure is a reward or anything.</p><p></p><p>And they made them totally bland. Something that could potentially shake the bowels of the earth now just one of a 100 different kinds of screwdriver. For instance, Ring of True Seeing? Now misnomered as it lets you See Invisibility and ignore Concealment. Concealment? Maybe they forgot what True Seeing actually is? Or maybe they threw half of what it used to be see through under a bus? The gods kill again.</p><p></p><p>Residuum. So the default playstyle is everyone gets whatever magic item they want pretty much whenever they want? Only limited by level, course. Stand back! Monty Haulism has been written into the rules.</p><p></p><p>Identifying magic - not even a 1st level spell anymore. Now every single PC auto-identifies 1 power / 5 minute resting period on any magic item. In other words, you could do this in your sleep.</p><p></p><p>Adventuring Gear list? Nerfed. Where'd it go? Standard Adventurer's kit? Nice idea, but the skill of purchasing items for their multiple abilities in the dungeon? Gone. Not that anyone in 3e was encouraged to pick soap as a means of making a trap.</p><p></p><p>Carrying, Lifting, Dragging. a.k.a. "Encumbrance". Practically invisible. It's like they are trying to hide it. Yet, they include 3 bolded terms: Normal load, Heavy load, and Max Drag load. These aren't on the character sheet. Here's the utterly useless rules: normal = normal. The other two means your Slowed. Everyone hated Encumbrance anyways, right? Burn it from D&D! The new edition is about Options!</p><p></p><p>Multi-Classing. Have you seen this? Maybe they should have called it something else? Like Spell Stealing or something.</p><p></p><p>Feats. As in 3e, a game for the min-maxers to play with. Totally pointless when you can do this without having the players actually knowing what perks they have mechanically. Just tell them the description. These 100s of little tweaks drive statblock creators bonkers. And allow players to force broken abilities on their DMs. They only include these things to feed the min-maxers and sell them their books.</p><p></p><p>Skills. Here we actually find the last vestiges for what passed as "the rules of the game". Shrunk down to the size of a nickel, these guys don't even realize that this is the real RPG. Dump skills from the players sheets and just use whatever real rules actually work for. Some here aren't half bad, but over half of everything is missing too. Leave these in and your players will be mentally stuck thinking they can only do one skill or another. And their imaginations will dry up into ones as tunnel visioned as the designers.</p><p></p><p>I can't even go on to the Classes. Let's just call these what they are: Card Decks. Wizards has completely removed the RP from RPGs. Now they only have to worry about preset, designer allowed options that they can keep a handle on. Like Magic the Gathering, they just balance every card in the series with each other card in it. The idea of using one's imagination? To think outside the box? Yeah, that's really encouraged here isn't it? It's not that you can't try to do anything you want, it's the rules make you think you can't. "I can't use that power, it's not on my sheet".</p><p></p><p>Forget the rest, I'm tired. And I'm not even done with the first book.</p></blockquote><p></p>
[QUOTE="sinecure, post: 4286230, member: 37668"] Here's a list of some of the worst things about the new edition. I thought I'd put together a list for anyone too blind to see through the shiny wrapping. Repeatedly forcing mechanics on players which stop them from roleplaying: powers - you can't do these unless you've got 'em. So don't bother trying. marked condition - when has this happened to you in real life? action points - You just get to go twice because we like you. milestones - I can move twice in a round now again because of what? And my magic items work again why? No suffocation rules? PC classes with actual mechanical differances. There is only 1 class all use. Only 5 ways for any attack to work: melee, ranged, burst, blast, or wall. That's not limiting, right? Rituals - These have nothing to do with level. These are based upon setting. You could give everyone every one of these rituals at 1st level. It doesn't change anything. It only changes setting. 3E uber healing is now maximized. Everyone is full HP every day, magic healing or no. Fighting has virtually no consequences. Kill, Kill, Kill. Regeneration is practically worthless outside of combat. Remember how it worked before? Movement has been nerfed. Where is the standard 12 square move? Out with d20, right? If they wanted better movement, why limit themselves to 6 squares. Maybe to fit on a DDM map? Card game initiative. Upkeep phase, Action phase, Resolution phase. Think this pulls a player out of character to do? All of wrestling, grappling, and pummeling entirely consist of being "immobilized". Which means you simply cannot leave your square. I hope none of your combat maniac players actually liked this kind of fighting (or you'll have to wait for the wrestler-monk class) 6 second combat rounds. Real nice. Your still stuck in 3e's explicit combat system massively zoomed in on every muscle flex and eyebrow arch. But now with fewer options. I didn't think it was possible. Bye bye colossal creatures. They just don't sell well enough as minis. And anything smaller than Tiny too. Still think they aren't limiting the game based on the DDM game and minis lines? Minis are their big money maker. Saving Throws are nerfed. Almost everything you used to choose whether or not to save against, unknowing sometimes whether it was bad or good, are now all attacks on your PC. Absolute worst change so far. And worst of all? Most don't even understand why. Anything that is bad that can happen to you is a "condition". Basically, there is little to no variation in what spells, I mean "powers", can do to you. Everything has an identical effect on your character. All petrification the same. All polymorphs the same. All poisons, all spells, all damages "typed". Only diseases are still unique as far as I can tell. Removal of etherealness, astral body, and incorporeality for "insubstantial". I guess people felt this was an unnecessary complication that hurt the game. The Gods of Simplicity kill yet again. The 18 hour day. All 6 hour extended rests require 12 hours in between. How's that for rule lawyering folks into living outside the 24 hour day solar cycle? Maybe we should make worlds which turn every 18 hours cause "that's how the rules extrapolate". Dumb, dumb, dumb. Magic Items as equipment. Way to go. It's not like treasure is a reward or anything. And they made them totally bland. Something that could potentially shake the bowels of the earth now just one of a 100 different kinds of screwdriver. For instance, Ring of True Seeing? Now misnomered as it lets you See Invisibility and ignore Concealment. Concealment? Maybe they forgot what True Seeing actually is? Or maybe they threw half of what it used to be see through under a bus? The gods kill again. Residuum. So the default playstyle is everyone gets whatever magic item they want pretty much whenever they want? Only limited by level, course. Stand back! Monty Haulism has been written into the rules. Identifying magic - not even a 1st level spell anymore. Now every single PC auto-identifies 1 power / 5 minute resting period on any magic item. In other words, you could do this in your sleep. Adventuring Gear list? Nerfed. Where'd it go? Standard Adventurer's kit? Nice idea, but the skill of purchasing items for their multiple abilities in the dungeon? Gone. Not that anyone in 3e was encouraged to pick soap as a means of making a trap. Carrying, Lifting, Dragging. a.k.a. "Encumbrance". Practically invisible. It's like they are trying to hide it. Yet, they include 3 bolded terms: Normal load, Heavy load, and Max Drag load. These aren't on the character sheet. Here's the utterly useless rules: normal = normal. The other two means your Slowed. Everyone hated Encumbrance anyways, right? Burn it from D&D! The new edition is about Options! Multi-Classing. Have you seen this? Maybe they should have called it something else? Like Spell Stealing or something. Feats. As in 3e, a game for the min-maxers to play with. Totally pointless when you can do this without having the players actually knowing what perks they have mechanically. Just tell them the description. These 100s of little tweaks drive statblock creators bonkers. And allow players to force broken abilities on their DMs. They only include these things to feed the min-maxers and sell them their books. Skills. Here we actually find the last vestiges for what passed as "the rules of the game". Shrunk down to the size of a nickel, these guys don't even realize that this is the real RPG. Dump skills from the players sheets and just use whatever real rules actually work for. Some here aren't half bad, but over half of everything is missing too. Leave these in and your players will be mentally stuck thinking they can only do one skill or another. And their imaginations will dry up into ones as tunnel visioned as the designers. I can't even go on to the Classes. Let's just call these what they are: Card Decks. Wizards has completely removed the RP from RPGs. Now they only have to worry about preset, designer allowed options that they can keep a handle on. Like Magic the Gathering, they just balance every card in the series with each other card in it. The idea of using one's imagination? To think outside the box? Yeah, that's really encouraged here isn't it? It's not that you can't try to do anything you want, it's the rules make you think you can't. "I can't use that power, it's not on my sheet". Forget the rest, I'm tired. And I'm not even done with the first book. [/QUOTE]
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