After Three Years... we Finished the Campaign

Sounds crazy awesome! Cool!

Your issues with 4e mirror my own, so I'm eager to hear about where you're off to next. I'm perhaps overconfident I can solve my own problems with some kludges, but there might end up being too much kludge...

Anyway, glad to see you ended with a bang. :) Your Dark Sun game sounds like it's gonna be fun, too...e6 and DS are probably a pretty great match.
 

log in or register to remove this ad


Okay, before I get into this, can we just agree that this is from my own personal view, and not some blanket assumption? I don't want to start an edition war, and it bugs me when I say "this is what I did", and then I get people telling me that I was obviously looking at it wrong, or arguing about why my perceptions are not accurate.
Rest assured, I'm not interested in yet another edition war thread, either!
What I didn't like from a DM's point of view was that the game was very much divorced from "what's going on". Or rather, it felt like we were playing two games - the mechanical game, and the story game... and often, the story was secondary to the mechanics.
I can see that. I agree that it really feels like two separate games at times.
There was also a point where I had PCs that, even with monsters well above the group's level, simply couldn't be hit (for example, the Dragon of Tyr monster cannot, apparently, hit our artful dodger rogue on an OA, even if he rolls a 20; likewise, our fighter is able to hit the dragon on anything but a 1)
That's interesting. I don't quite see how it's possible, but I'll take your word for it.

At least the latter thing was something I noticed at the end of my 3e campaign. It wasn't much of a problem, though, since it 'just' allows for more aggressive power-attacking, which was frankly required, considering the amount of hit points enemies had.

Our 4e campaign is still in the low levels; I hope we get to see how the game holds up in the epic tier. So far we're having fun despite the disconnect you mentioned above.
 

Preface: This comments/questions are asked out of a honest desire to know if these things could have helped you and are not intended as a "you are doing it wrong" type comment. I have not run 4e to high levels and am curious.

Having to figure out why the great evil villain who never likes to enter close range combat would fly down to the ground to enter close-range combat with a world-renowned fighter simply because his power said so really bugged me.

Or rather, the GM's role is simply to react to PCs, and his ability to control the pacing and layout of the encounter can be severely limited by player choices and actions, to a degree that is not seen in almost any other roleplaying game.

I think, more so then any other edition, the changes to 4e were made out of a desire to make it easy to build tactically interesting encounters that are challenging for your party. Knowing what powers/abilities your characters have going into a fight make it easy to know what guns your team will have to bring to bear in an encounter. The GM control here, I believe, is in laying out the encounter itself. If you wanted a big bad that stayed at range, I think you are better picking a creature (or modifying one that exists) whose powers reflect that. Perhaps swap out that melee swipe with breath weapon/gaze/etc.

There was also a point where I had PCs that, even with monsters well above the group's level, simply couldn't be hit (for example, the Dragon of Tyr monster cannot, apparently, hit our artful dodger rogue on an OA, even if he rolls a 20; likewise, our fighter is able to hit the dragon on anything but a 1

This, to me, seems broken. What power tier did you see this at? Was your party overloaded with magic gear or was this just do to the base character abilities?

In other editions of D&D, I felt I could ignore the game rules in favour of the game world reality. But because of the way the game is presented and character ability choices are so important to the play, doing so would have felt like cheating this time around.

I would say, in terms of week encounters, instead of cheating, you are better off just buffing the monsters, adding more creatures (paper tigers, low hp high damage), and interesting terrain effects to make it more difficult. As for other "real world" issues, can you give some more examples? I am curious.

Not to mention that, to really challenge your group, you need to throw many encounters at them over the course of the day, whereas I've usually been more of a "few large encounters" type of person. The game works less well at high levels with that sort of playstyle, because PCs get more chances to go nova.

This is the area I think 4e should shine (on paper anyway). Its balance should allow you to create encounters that should completely drain the abilities of a party and leave the characters with that "we barely won that" feeling. Would 1 larger, very dangerous encounter have worked better here? Why did you feel like you had to grind to challenge your players?

At around 12th level, we made a few minor houserules, and one BIG house rule that changed the game drastically. Essentially, I let my players pick all their treasure. I was tired of the wish lists/treasure packets (the biggest drain on the GM EVER, in my book), and so just cut out the middle man and let players pick their own gear. This did lead to some hyper specialized PCs, but meh, it saved me the headache of rewarding treasure... I just focused on giving out cool stuff every now and then.

Could this have been part of the cause of your hyper untouchable/unmissing characters?

When the players hit around 22nd or 23rd level, I got really drained during one fight, where I looked at the group and said "I can't keep playing this game". I was no longer having fun, because my entire play experience was setting up encounters that, unless I really manipulated the mechanics, could not go the way I wanted them to. There were no stories in combat for me, anymore... just mechanics. I told the group that, and we decided to fast forward through the epic tier, and end the game with one last dungeon crawl at 30th level.

I've been here, it really sucks when you are GMing when you realize you aren't having fun anymore.
 

Jhaelen said:
That's interesting. I don't quite see how it's possible, but I'll take your word for it.

It was the Artful Dodger rogue ability. Combined with a player that was careful to always consider AC in her build, while not going overboard.

In other words, a PHB1 character, no crazy frills. Against a Dark Sun creature compendium monster, so suppposedly one of the "modern" characters.

Blew my mind, too. :P

ahayford said:
Preface: This comments/questions are asked out of a honest desire to know if these things could have helped you and are not intended as a "you are doing it wrong" type comment. I have not run 4e to high levels and am curious.

I'll do my best to answer, then!

I think, more so then any other edition, the changes to 4e were made out of a desire to make it easy to build tactically interesting encounters that are challenging for your party. Knowing what powers/abilities your characters have going into a fight make it easy to know what guns your team will have to bring to bear in an encounter. The GM control here, I believe, is in laying out the encounter itself. If you wanted a big bad that stayed at range, I think you are better picking a creature (or modifying one that exists) whose powers reflect that. Perhaps swap out that melee swipe with breath weapon/gaze/etc.

lol. You lasted one paragraph before you started with advice. :P

I do know what my characters are capable of. I did plan encounters. It turned out that, really, it's just not worth it. Because they constantly get new powers that even the PLAYERS are having a hard time keeping track of. I have no hope. This sort of "GM control" is not my idea of fun to begin with, and yeah, it's an illusion. Wait and see.

Also, tailor-fitting monstes to nerf player abilities is a huge pet peeve of mine. I shall never do it. Even if the game is otherwise ticking me off.

This, to me, seems broken. What power tier did you see this at? Was your party overloaded with magic gear or was this just do to the base character abilities?

As mentioned above, the dodger was just a basic class feature that couldn't be hit by an epic lvl 33 solo. As for the only missing on a 1, it was a combo of a few powers that stacked. Both PCs were made by the same player (he made the rogue for his wife, who is like me - she hates "character building"). He's a bit of a power-gamer (sorry, Blarg!) but makes sure not to go overboard for this campaign. While his two PCs are two of the most powerful in the game, they do not overshadow the rest of the group, who has similar powers.

In other words, this isn't something particularly special or noteworthy. Just dailies that overlap. And I personally believe that in a fight against a BBEG, PCs should have at least a few solos.

I would say, in terms of week encounters, instead of cheating, you are better off just buffing the monsters, adding more creatures (paper tigers, low hp high damage), and interesting terrain effects to make it more difficult. As for other "real world" issues, can you give some more examples? I am curious.

I added terrain effects. And I can't add minions too often, because the controller basically makes them pointless (he has an "auto kill minion" ability that means I don't use them that often. They literally last one round, most of the time, before dying).

And the problem isn't number of creatures, etc. It's that unless you throw a bunch of seperate smaller encounters at the party, the game collapses. This was deliberately done by the designers as a response to player complaints of 3.5E. Unfortunately, it means that if you try to do a few, larger encounters (most of my encounters these days are almost two encounters thrown at the group as one), it blows up, because the players can blow dailies like they were encounters.

And what "real world" issues are you talking about? I'm a bit confused. :)

This is the area I think 4e should shine (on paper anyway). Its balance should allow you to create encounters that should completely drain the abilities of a party and leave the characters with that "we barely won that" feeling. Would 1 larger, very dangerous encounter have worked better here? Why did you feel like you had to grind to challenge your players?

That works at heroic. Not so much at paragon and epic. Both of those encounters in my final sessions really did challenge the pcs. Absolutely. But you HAVE to grind, it seems, or the players will blow all dailies in the fights and wind up unstoppable (our fighter, for example, has a daily that does something like 400 damage).

the only way I was able to fix that was with a terrain effect that ended ongoing powers in the encounter randomly. However, using it more than once or twice is kind of a lame thing to do... especially in a final fight.

Could this have been part of the cause of your hyper untouchable/unmissing characters?

I'm gonna go with yes and no. Allow me to explain.

"Yes", because it let my players cherry-pick the items that shored up their weaknesses and exploited their strengths. They had properties that were useful, and daily powers (usually as interrupts) that let them avoid the worst conditions.

"No", because they only took powers from "core" wotc sources. And no because the way the game is written, the players are expected to have "wish lists" that the GM more or less accomodates. And PCs are allowed to buy gear basically unsupervised (RAW). Basically, all I did was cut out the middle man in this transaction (the GM), and have at it. The end result of our game was the same as if a group of PCs had a GM that gave them the items on their wish list.

I've been here, it really sucks when you are GMing when you realize you aren't having fun anymore.

Yyup. While I had a LOT of fun with this campaign, the moments I really enjoyed were often system-neutral. And when we switched to BECMI to give me a chance to catch my breath, my enjoymenet of the game really increased.

High Level D&D has NEVER been my thing, mind you, so maybe a lot of the problems I've experienced aren't a big deal for others. But I'm glad I stuck through it, and can now attach "finished a multi-year campaign" to my gamer vest.
 

Sorry, I didn't so much meen it as advice, but as "would this work to alleviate this problem" type questions. Like I said I have not run 4e very far and am interested in the pitfalls you can run into and ways they might be avoided.

I do know what my characters are capable of. I did plan encounters. It turned out that, really, it's just not worth it. Because they constantly get new powers that even the PLAYERS are having a hard time keeping track of. I have no hope. This sort of "GM control" is not my idea of fun to begin with, and yeah, it's an illusion. Wait and see.

Also, tailor-fitting monstes to nerf player abilities is a huge pet peeve of mine. I shall never do it. Even if the game is otherwise ticking me off.

The book keeping associated with casters in all forms of dnd really irritates me, and I'd hoped 4e's power system and the use of power cards would help reduce this overhead. Did you use any kind of aids like that? I've also toyed with the idea of using cards to track caster powers in 3.5e. Basicly let the caster draw a card to represent each spell he has memorized. (3 fireballs, 1 magic missile etc). I hate having to keep track of that and I think physical tokens/cards help keep people honest (I had summoun mount memorized! honest!).

I was thinking about this after reading your post. What really is the point of a daily power unless you intend players to fight multiple smaller encounters, and maybe 1 big encounter before ending a "day". Obviously my initial "one big encounter" doesn't really work when thats taken into consideration (unless you don't mind the players treating dailys like encounter powers).

As for what I meant about the reality issues...

I felt I could ignore the game rules in favour of the game world reality.

This is the statement I was referring to. What other disconnects between the game world and the game mechanics did you encounter?

It's that unless you throw a bunch of seperate smaller encounters at the party, the game collapses. This was deliberately done by the designers as a response to player complaints of 3.5E.

Which perceived problem in 3.5 were they trying to solve here?
 

Sorry, I didn't so much meen it as advice, but as "would this work to alleviate this problem" type questions. Like I said I have not run 4e very far and am interested in the pitfalls you can run into and ways they might be avoided.

It's all good. I was kind of just laughing about it. :)

I was thinking about this after reading your post. What really is the point of a daily power unless you intend players to fight multiple smaller encounters, and maybe 1 big encounter before ending a "day". Obviously my initial "one big encounter" doesn't really work when thats taken into consideration (unless you don't mind the players treating dailys like encounter powers).

Exactly. And unfortunately, 4e's combats are long, even the small ones. So, having to throw basic "mean nothings" at the group just so they're depleted enough to fight the BBEG of the dungeon is kind of rough.

This is the statement I was referring to. What other disconnects between the game world and the game mechanics did you encounter?

I can give a good example, when we switched to 3.5 for a one shot. One of our players, used to 4e, tried to use mind thrust on a giant scorpion. It didn't work, because the scorpion is essentially mindless. Because of that, mind-affecting powers were useless on it. The game mechanics helped reinforce the reality.

Compare this to 4e, where, as written, every power works on every monster, and if it doesn't make sense, you change the narrative until it DOES make sense.

That kind of disconnect doesn't work for me.

Which perceived problem in 3.5 were they trying to solve here?

The so-called "15 minute adventuring day", wherein the game seemed to be only about one or two big encounters at a time, and PCs had difficulty often handling several encounters in one day of adventuring.
 



Isn't a natural 20 always a hit, regardless? :confused:

Congratulations on finishing. The ending sounds suitably epic. Well done.

In combat, nature 20's are always a hit and natural 1's are always a miss. This is how I've always interpreted the rules and how I've always done it at my table.

I've even adopted this to be the case in non-combat skill checks, I find it adds to the element of suspense when someone tries to do a crazy athletic type of stunt and rolls a "1" falling (possibly to their death) because there is always a "chance" that can happen, even to heroes.

Anyhow to the OP, it sounded like a great game and I hope your next campaign is just as fun!
 

Remove ads

Top