D&D 4E 4e - Is it really D&D Yet?

Beerwolf

First Post
First off, this is really my two cents worth, and only my opinion, along with my wife’s opinion.

I’ve been playing D&D since it came out in the basic edition. I played many long years as a kid growing up with 1st edition and eventually 2nd edition. I continued through college and adult life into 3rd edition and eventually 3.5 edition. That should reflect I’m open to changes and enhancements with the rules.

I traveled, along with my wife, and other friends to Washington DC to the D&D Experience 2008. I was under the assumption I would bite the bullet and eventually transition my campaigns to 4e. We all had signed up for Living Forgotten Realms #1 and Living Forgotten Realms #2 to experience the new rules. Of course we also played in our regular Living Greyhawk and Xen’drik Expedition slots.

Needless to say, we were ALL DISAPPOINTED with the play tests. We even gave the Dungeon Delves a few tries under the 4e, but were still disappointed. To us, the 4e rules don’t “feel” like D&D anymore. It really reflected another d20 system altogether, such as a GURPS, but dummied down for kids.

Throughout the years with the changes in the editions, the core of D&D was always there until now. This isn’t D&D!

I really didn’t see why such a drastic revamp was needed to the core system. The old system allowed great flexibility, and could be complicated at times, but I’ve brought in many new people through the years and within weeks the rules were understood. The new rules really remind me of a talent tree system for the races and classes. If I wanted that, World of Warcraft is out there for me to play. The great thing about D&D was that players could take the core class and race, and then individualize their characters, knowing they had a specific role within the party. My players big goals were solving the conflict, but “what magic items did we find?” In 4e, it seems magic items are a side effect and you can make your character better using the talent trees. Which, everyone who has chosen that race and class can choose the same abilities. Where is the individuality of I’m the only elf wizard with this magic item?

The bloodied concept seems to slow down the play time. Our tables would grind to a halt trying to see if a monster was bloodied. I don’t think anyone took the time to see how to reflect that with miniatures. Having a player role attacks (since now there are all kinds) for area effects to each monster baffles me. I asked about this with the wizard folks, and they said the player could do it quicker because he knows the attack. But wait, so then the player needs to role each one, and then ask the DM “did this type of attack hit?” … “Oh, and does this monster have damage reduction for the attack type?” And then … Okay, how is this quicker?

Not everything was bad. I did like the focus on giving the races more spell-like abilities. That was missing in the older editions. The healing surges were an interesting concept. But why not modify and enhance the old core rules, instead of build the game from the ground up again? To me, I’m at a loss. This will be the first time in a long time our group hasn’t attended Gen Con. We’ll all be heading to Origins to finish out the 3.5 edition campaigns.

We did try and take an objective view to the changes and hold a little survey at the restaurant above the gaming floor between events during the weekend. A majority of the people we discussed 4e with were pushed in too distinct directions. Those that have played D&D using 2nd, 3rd, and 3.5, were not impressed with the changes. Of course, there were some who were, but not many. And those that were impressed because they were very new to 3.5 edition, or this was there first time playing.

So, with that said, I’ll be sticking with 3.5 edition for a long time. There is tons of material content available, and with Paizo, Lone Wolf, and many other 3rd party publishers staying with 3.5, those that stay with the older edition will be fine.
:(
 

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The revamp was necessary for players like myself. While I tie for four of Robin's player types, I'd consider my primary one to be Tactician. I love mechanical optimization of a given roleplay concept. However, both high levels and low levels of 3.5 have the same problem - extreme swinginess. 3E characters are insanely fragile at low levels, and at high levels a two-round combat might take over an hour because of the need of players to protect their "investment", as it were, from the tricksy ways of the dice.

As Wizards puts it, 4E expands the sweet spot. Combat offers more room for tactics to shine and less room for luck to screw up good use of planning and intelligent thought. The implementation of certain facets of the Vancian system led to such infamous results as the 15-minute day, and I honestly believe that such deeply-rooted problems cannot be patched - they must be excised. To get a bit Biblical, you can't fix a tilted wall by building over it and hoping it goes away; one must tear down the wall and build it again.

However, I do think the "roll area attacks once for each foe" is kind of silly. Saving throws of old handled that better. I'd like to find a better solution that allows spellcasters to crit without requiring such a slowdown of the game.

For the record, I learned D&D as a wide-eyed tot (okay, a bit more than a tot, but to gaming I was a tot) in the waning days of AD&D, then a few short months later converted to 3E as it came out. So I've been playing 3E for its entire run, and trust me - as someone who enjoys games as more than a beer-and-pretzels thing and loves to plump their strategic depths, 3E was deeply flawed. 4E fills my blackened heart with joy.

Besides, how can you not love the new skill contests?
 

Beerwolf said:
To us, the 4e rules don’t “feel” like D&D anymore. It really reflected another d20 system altogether, such as a GURPS, but dummied down for kids.

Throughout the years with the changes in the editions, the core of D&D was always there until now. This isn’t D&D!
First of all, welcome to the boards. Since you're new, you probably don't know that the "this isn't D&D!" threads about 4E have been done to death. You should also consider expanding on that statement to give it some meaning. For instance, you could try defining what the "core" of D&D is, that which you claim is missing in 4E. Of course, this has been done to death as well.

Also, there's no need for the "dummied down for kids" comment. That qualifies as an insult to those who like what they hear about 4E. There's no need for insults.
 

UltimaRatio said:
However, I do think the "roll area attacks once for each foe" is kind of silly. Saving throws of old handled that better.
It's no different from saving throws - only now the caster rolls all the dice instead of the targets rolling one each. The only real difference is the ability to crit on the attack.
 

I played a 4e game last weekend. All the players were totally new to the rules, except me who had studied all the released WotC material extensively.

We got through 7 combats with an average of 4 foes per combat in 6 hours with 5 players and a DM. And we still spent a good portion of the game RPing (at least two hours). No one had any problems understanding marks, bloodied, or their powers. And not once was there ever confusion at the table about who was marked or bloodied. And we never even needed to use anything to track those conditions.

It was easy, and it was fast and most importantly it was the best 1st level game I have ever played. That sentiment was shared by the group.

Everyone liked it and they loved their characters and their abilities, and everyone was totally sold on 4e as a result.
 

Beerwolf said:
I traveled, along with my wife, and other friends to Washington DC to the D&D Experience 2008. I was under the assumption I would bite the bullet and eventually transition my campaigns to 4e. We all had signed up for Living Forgotten Realms #1 and Living Forgotten Realms #2 to experience the new rules. Of course we also played in our regular Living Greyhawk and Xen’drik Expedition slots.

Needless to say, we were ALL DISAPPOINTED with the play tests. We even gave the Dungeon Delves a few tries under the 4e, but were still disappointed. To us, the 4e rules don’t “feel” like D&D anymore. It really reflected another d20 system altogether, such as a GURPS, but dummied down for kids.

Sorry to hear that, but were the CAPS necessary?

What does D&D feel like then? I have been playing just as long as you have and so far all the 4e I have played feels like D&D. And I agree with FE the "dummied down for kids" besides being incredibly ironic in at least 2 ways is also rather insulting.

Throughout the years with the changes in the editions, the core of D&D was always there until now. This isn’t D&D! [/QUOTE

Who made you the big D&D sheriff of the house? Seems a little presumptuous and maybe a tad bit self-centered to proclaim for all time that this is not D&D.

I really didn’t see why such a drastic revamp was needed to the core system. The old system allowed great flexibility, and could be complicated at times, but I’ve brought in many new people through the years and within weeks the rules were understood.

Meanwhile others of us feel the current game has become stagnant, bloated and feels very much like a nuclear power core just before meltdown. Different strokes for different folks and all.

The new rules really remind me of a talent tree system for the races and classes. If I wanted that, World of Warcraft is out there for me to play.

Hmm, never heard that argument before.

The great thing about D&D was that players could take the core class and race, and then individualize their characters, knowing they had a specific role within the party. My players big goals were solving the conflict, but “what magic items did we find?” In 4e, it seems magic items are a side effect and you can make your character better using the talent trees. Which, everyone who has chosen that race and class can choose the same abilities. Where is the individuality of I’m the only elf wizard with this magic item?

You lost me there. Not sure what your point was. 4e - core classes (check), core races (check), party roles (checkamundo), conflict resolution (got it), magic items (they're in there).

The bloodied concept seems to slow down the play time. Our tables would grind to a halt trying to see if a monster was bloodied. I don’t think anyone took the time to see how to reflect that with miniatures.[?QUOTE]

One of our enterprising players made 1" squares of card stock and colored them red. Now indicating a bloodied PC or monster and recognizing who is bloodied is just a glance away.


Having a player role (more irony) attacks (since now there are all kinds) for area effects to each monster baffles me. I asked about this with the wizard folks, and they said the player could do it quicker because he knows the attack. But wait, so then the player needs to role each one, and then ask the DM “did this type of attack hit?” … “Oh, and does this monster have damage reduction for the attack type?” And then … Okay, how is this quicker?

Or you could do it the quick way. My players roll their attacks and report them to me and I announce what hit. They roll their damage at the same time since there is only one damage total. It is none of their business what resistances the monsters have or if they have damage reduction. That is my job. Which brings me to a point that has been bugging me in a lot of 4e v 3e discussions. In 3.xe, while we weren't looking, did the players take over the game from the DMs and turn the DM into just an AI machine? Alot of people use examples of things like this guy that just baffle me because it sounds like the monkeys (players) have been running a lot of zoos out there.

Not everything was bad. I did like the focus on giving the races more spell-like abilities. That was missing in the older editions. The healing surges were an interesting concept. But why not modify and enhance the old core rules, instead of build the game from the ground up again? To me, I’m at a loss. This will be the first time in a long time our group hasn’t attended Gen Con. We’ll all be heading to Origins to finish out the 3.5 edition campaigns.

We did try and take an objective view to the changes and hold a little survey at the restaurant above the gaming floor between events during the weekend. A majority of the people we discussed 4e with were pushed in too distinct directions. Those that have played D&D using 2nd, 3rd, and 3.5, were not impressed with the changes. Of course, there were some who were, but not many. And those that were impressed because they were very new to 3.5 edition, or this was there first time playing.

So, with that said, I’ll be sticking with 3.5 edition for a long time. There is tons of material content available, and with Paizo, Lone Wolf, and many other 3rd party publishers staying with 3.5, those that stay with the older edition will be fine.
:(

Thats what makes this a great country. Enjoy your games.

And welcome to the boards.
 
Last edited:

Hi, welcome to EN World.
Beerwolf said:
Needless to say, we were ALL DISAPPOINTED with the play tests. We even gave the Dungeon Delves a few tries under the 4e, but were still disappointed. To us, the 4e rules don’t “feel” like D&D anymore. It really reflected another d20 system altogether, such as a GURPS, but dummied down for kids.
Needless to say, not everyone was dissapointed with what we've seen of 4E. GURPS isn't a d20 system. I've haven't heard that 4E uses a point buy system, or that they've changed to a roll under your skill total for success model. That being the case, I in no way understand how 4E can be equated to GURPS. Can you shed some light on the GURPS like qualities you mean?
Beerwolf said:
My players big goals were solving the conflict, but “what magic items did we find?” In 4e, it seems magic items are a side effect and you can make your character better using the talent trees. Which, everyone who has chosen that race and class can choose the same abilities. Where is the individuality of I’m the only elf wizard with this magic item?
Magic Items have been reduced in importance, but they still seem to be a boon to those who wield them. The 3.x model requires magic items to keep up with the CR curve, so I've never found them very unique.
Beerwolf said:
Having a player role attacks (since now there are all kinds) for area effects to each monster baffles me. I asked about this with the wizard folks, and they said the player could do it quicker because he knows the attack. But wait, so then the player needs to role each one, and then ask the DM “did this type of attack hit?” … “Oh, and does this monster have damage reduction for the attack type?” And then … Okay, how is this quicker?
It isn't quicker, but it does limit an area attack from being all or nothing. It also allows crits for area attacks. If the DM doesn't want to reveal the targets' defenses, the player should only have to mention the attack type and roll to hit result. This sounds like something that will speed up once the DMs have a chance to know the rules.
Beerwolf said:
But why not modify and enhance the old core rules, instead of build the game from the ground up again?
I really don't think they've rebuilt from the ground up. I doubt it took more than a few minutes to go over the new stuff at the demo. The basic d20 roll is the same. Attributes, skills and feats have changed a bit, but not that much. Vancian magic is mostly gone and some new concepts have been added. It is a much bigger step than the one from 3.0 to 3.5, but not nearly as big as the step from 2E to 3.0.
Beerwolf said:
We did try and take an objective view to the changes and hold a little survey at the restaurant above the gaming floor between events during the weekend. A majority of the people we discussed 4e with were pushed in too distinct directions. Those that have played D&D using 2nd, 3rd, and 3.5, were not impressed with the changes. Of course, there were some who were, but not many. And those that were impressed because they were very new to 3.5 edition, or this was there first time playing.
I and most of my group have been playing since 1E and all of us are interested in 4E.
Beerwolf said:
So, with that said, I’ll be sticking with 3.5 edition for a long time. There is tons of material content available, and with Paizo, Lone Wolf, and many other 3rd party publishers staying with 3.5, those that stay with the older edition will be fine.
:(
Truthfully, I have more than enough material to run 3.5 forever. I really can't think of a major niche for D&D 3.5 that hasn't been filled. I stopped buying D&D stuff except some minis and tiles a while ago. If I decide not to go to 4E, I still won't be buying any more 3.5 support products.
 

Unfortunately, you have now made yourself a target for fanbois who will happily nitpick every sentence in your post to prove you are wrong. While I am still undecided about 4e, many of the people here will straight up attack you for even hinting it is not the perfect game. Even though none of us know the full rules, yet.
 

danbuter1 said:
Unfortunately, you have now made yourself a target for fanbois who will happily nitpick every sentence in your post to prove you are wrong. While I am still undecided about 4e, many of the people here will straight up attack you for even hinting it is not the perfect game. Even though none of us know the full rules, yet.

Unfortunately, all the responders have made themselves targets for the perpetually oppressed who will happily nitpick every sentence in their posts to prove they are wrong. While I am decided about 4e, many of the people here will straight up attack them for even hinting that criticism of 4e is not always perfectly reasoned. Even though none of us know the full rules, yet.

...

In all seriousness though, welcome Beerwolf to enworld! I'm sorry that you and your wife didn't enjoy the playtests, and that the game doesn't seem to be for you. Luckily, it appears that Paizo and hopefully others will continue to produce 3.x material, and that there is still a healthy backlog of adventures, adventure paths, etc., enough probably to last years. Cheers!
 

Beerwolf, your post is blogworthy, not forumworthy.

I see little point in coming into a 4e forum and making a ten paragraph post about how you won't be using 4e other than to incite people.

There is no argument in your post. You do not present a side and ask for validation or disagreement. It is a statement of your position with no allowance for discussion.

It is something you obviously felt you needed to get off your chest. That's what blogs are for. Forums are for discussion.
 

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