Lizard said:So, 4e is precisely tuned around "Kill things and take their stuff", and you want to cut out "take their stuff"? So, what, that's a double helping of "kill things"?
Back in my old gaming group, "adventurer" was a verb, meaning "to go over with a fine tooth comb, looking for anything of even theoretical value".
With no XP costs, gold costs are pretty much the only obvious control[1] on rituals...
hong said:No, my dear Lizard, it means the prime motivating factor and contextual framework for killing things is something besides pure self-interest. Or even enlightened self-interest.
Ah, ye of little imagination.
Lizard said:I dunno. Sounds like "thinking too much" to me. Give characters believable motivations, backgrounds, and a place in the world, and, sooner or later, they'll start wanting a world that makes sense. Can't be havin' with that, no sir.
Well, either there's expenditures of something -- gold, XP, time -- or there's game-based limits (feats, stats, skills) -- or it's pure DM fiat. From what we've seen so far, the only limits will be:
a)A feat which at least two classes get for free is needed.
b)The DM controls the rate at which knowledge of rituals enter the campaign.
c)Rituals are all too long to be used in combat. In keeping with the 4e philosophy, though, I doubt they will consume days or more of game time. Ten minutes seems more likely. The DM can change this, of course.
It is probable there will be a gold cost, as well. There might also be a component cost -- blood of a unicorn, that sort of thing. (But then we're back to looting.)
Mustrum_Ridcully said:One new fear:
- Creating new classes will be too much work, since you have to create powers for all 30 levels of play (judging from the Druid Blog post, something around 80 powers per class!).
Maybe it will be easier to add new powers to existing classes, instead of creating a new class whole cloth.
[/sblock]Mustrum_Ridcully said:Often enough, we read criticism on 4E from people that mostly dislike it.
It often comes down to the same points repeated, and us 4E likers have to jump in and defend what we like (or so we believe).
But this thread is a chance for those that like most aspects of 4E to describe the stuff they still worry about.
Changes going to far? Changes going not far enough? Weaknesses in the design assumptions? Drawbacks we'd prefer to avoid?
Here are my concerns:
- Fear: Ease of play:
I love the idea of every class getting powers and resources to manage. It was one of the strengths of Iron Heroes, in my opinion. But with that said:
What if it gets too difficult for beginners? It was said that the easiest class to play was usually something like the Fighter - no resources to manage besides hit points, and you only have to find a way to get close to your enemy and hit him hard. It's really simple. Yes, it can get boring over time, but we're talking about a D&D/RPG beginner here.
- Fear: Miniatures/Combat Grid focus:
I don't think 4E is worse then 3E in this regard. But that doesn't mean it would have been nice to get more options to ignore the grid. With area effects and flanking in the game, using a battle map makes things a lot easier. But, again from a beginners perspective, this forces one to use a visual representation. Maybe graph paper and improvised tokens are enough, but it still feels like a barrier to entry.
- Fear: Encounter power "spamming":
People will use their encounter powers as often and as much as possible. If the number of encounter powers are limited, this will lead to repetition. Or if they are not limited enough, every attack/action will use an per encounter power, and they lose their feel of "specialness".
Not that Charge/FullAttack/FullAttack wasn't repetitive or lacked specialness, either, but the improvement might not e as big as I could hope for.
- Fear: Daily powers to powerful/important:
Daily powers might be so powerful that, after some time of game experience, people will return to the 3E 15 minute adventuring day. It's an escalating effect: People learn that any hard encounter can be turned into a cakewalk by novaing. So adventure designers put even harder encounters in the game. Everyone novas all the time, and we're back to square 3.x.
- General: Hit Points as an encounter resource:
It was already true for the most part in 3.x, thanks to Wands of Cure Light Wounds. Healing Surges might actually get us back closer to HP being a per day resource, but still, the rules seem to assume that getting to 0 hp during a combat is a common occurrence. (and not just for the enemy)
But I wonder if the whole thing shouldn't be changed even more radically. Throw away scaling hit points / HD. Throw away escalating damage. Instead of ablative hit points, use a different resource for general "nastiness protection", like "Drama Points" or "Possibilities". Spend a drama point to reduce your damage, reroll your attack or saving throw and stuff like that. A more narrative approach to modeling damage...
- Fear: Irrational fear:
What if everything that looks like something I like doesn't work that great in actual play?!
There are counter points to most of these fears (except the last, because that one is irrational). All of this stuff can be countered (or validated) by playing the actual game.
So, that are my points, as far as I can think them up.
Grossout said:QFT
The battlegrid is easily what worries me most about 4E. A lot of why I skipped 3E was because I thought it was a little too mini-centered. Now 4E seems to be taking it a step further, which is a shame, because I like a lot of what it seems to offer.
I actually disagree with that fear. That is to say -- assuming a new player starts out at level 1, you really have only five things to keep track of (two at-will powers, two encounter, and one daily), and a brand new fighter can easily have that many combat options -- it's just that they're spread across his feats, any non-feat class abilities, and the combat chapter, where most of them won't even show up in the game, rather than written up right there in one place.Mustrum_Ridcully said:What if it gets too difficult for beginners? It was said that the easiest class to play was usually something like the Fighter - no resources to manage besides hit points, and you only have to find a way to get close to your enemy and hit him hard. It's really simple. Yes, it can get boring over time, but we're talking about a D&D/RPG beginner here.
I can't speak for anything but my group, but I've DMed with a mat and without one, often within the context of a single session (I often won't set up the mat for a minor battle), and in my experience the players won't use tactical positioning or even very basic movement unless I prompt it. With no play mat, I almost never hear, "Can I flank this guy?" or "Do I have a clear path to charge the shaman?" My players are pretty good at playing tactically with the mat, but without it they hardly do more than line up and roll attacks until the other guy is dead.- Fear: Miniatures/Combat Grid focus:
I don't think 4E is worse then 3E in this regard. But that doesn't mean it would have been nice to get more options to ignore the grid.
I think you're intended to use them as much as you can. At the same time, it's my understanding that you'll never have more than a handful of encounter powers at a time, and some of them will be utility or reaction powers that are only useful under certain circumstances, so it'll still feel special when you get to pull off a counter-charge or perform a deadly riposte.- Fear: Encounter power "spamming":
People will use their encounter powers as often and as much as possible. If the number of encounter powers are limited, this will lead to repetition. Or if they are not limited enough, every attack/action will use an per encounter power, and they lose their feel of "specialness".
Oh, I don't see that being an issue. As far as the preview stuff we've seen daily powers aren't head-and-shoulders above encounter powers. They're better, but they're only somewhat better. They're not the difference between a 3rd level spell and a 5th level spell, in 3rd edition terms.Daily powers might be so powerful that, after some time of game experience, people will return to the 3E 15 minute adventuring day. It's an escalating effect: People learn that any hard encounter can be turned into a cakewalk by novaing. So adventure designers put even harder encounters in the game. Everyone novas all the time, and we're back to square 3.x.
If nothing else, it replaces dexterity in your reflex (and maybe AC) defense, if it's better than dex. I'm sure it comes in elsewhere too.Khuxan said:-Fear: Intelligence will not do anything.
I'm kind of with you on this, but maybe not. I'll have to see the DMG's section on creating new monsters.-Fear: That it will be difficult to design for because a) there's only so much you can do and with hundreds of powers in just the first book, a lot's been done, b) creating something like a class will need thousands of words worth of powers along with the class itself.
IIRC they're going to try to avoid redoing the same power over and over -- partly by making a lot of what used to be "new classes" into paragon paths and keeping the base classes a little more generic. A ninja need not be a class, for example, if the rogue can fight pretty well, and you can make a Ninja paragon path that focuses on stealth and speed... or on mystical ki-magic, if you prefer (depending on which of the two ninja archetypes you pick).-Fear: Many powers will just be copy-pasted to create new classes because there exists no system for classes sharing powers.
Just gonna tell you now -- based on my 4e preview game, not at all. We were going around the table in literally a third of the time it took in 3e, even with everyone still unsure and learning the system. (And just my opinion, I think that time was more evenly distributed among all the players, rather than having two players who take a long time to look over their spell list and two who just wave a hand and say, "I full attack again.")-Fear: That combat will be just as slow as it is in 3.5 because people will still need to keep track of finicky bonuses/ongoing effects.
At my table, social encounters are just the bane of my players' existence -- they always get very quiet and hesitant when they have to talk, with one exception. Anything that gets everyone involved will be awesome, because once they're throwing dice I can prod them into some RP with questions-- "What're you going to bluff?" "Okay, how are you going to try to convince him?" "What's your cover story, then?"-Fear: That the social combat system will kill role-playing.
Not to get into a political discussion, but from what they said on the last "The Tome" podcast, WOTC got very upset that so many lousy products were being released with the D20 trademark symbol on them. It was supposed to be a mark of quality, but it turned into the opposite, a warning that this isn't offical so it might suck.Fear: The GSL will be too limited and restrictive so innovation is stunted.
Ah, I don't think that's really 'unnecessary'. It makes sense to make powers that reflect quick, accurate attacks require small, swift weapons like daggers, while powerful stunning attacks require big, heavy weapons like hammers. That doesn't seem unnecessary to me, any more than it's unnecessary distinction to say wizards shoot fireballs while fighters swing weapons.-Fear: Powers are unnecessarily limited (e.g. rogue powers restricted to certain weapons), and the solution will be a deluge of third-party products removing these unnecessary distinctions.
If they decide to make the switch later, they can come under the GSL any time they want. If they stubbornly refuse to make the change even when they can see 3e material isn't selling, then that's a foolishly run company and probably deserves to die off. A lack of business sense has killed more than a few game companies (*coughTSRcough*) who had good writers and designers in their stable.-Fear: The quality companies that refuse to convert to 4E will die off.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.