foolish_mortals
First Post
thanks for this great story. Maybe for 5th edition we can have a editions storybook where people talk about their experiences with Dnd over the years. That'd be fun to read.
foolish_mortals
foolish_mortals
I'm not either of the above posters, but the stories I like to tell involve characters who have nonadventuring careers who in various ways come to develop into adventurers. They typically start as young adults with no more power or accomplishment than the average commoner. The magically inclined characters develop godlike powers, while the martially inclined characters become epic heroes without superpowers.I've heard that a lot. Which stories are those, and why were they hard to tell?
I would say that by legislating out zero-to-hero, magic vs mundane, and increasing hp and granting free healing, they made it rather hard to do heroic fantasy adventure.It's almost like Dungeons & Dragons, a game about heroic fantasy adventure, was making you play a game about heroic fantasy adventure!
I'd ask what freedoms would be denied playing other systems (in other words, I'd ask the same thing you asked above). And I'd say you should keep playing what you're playing and enjoying it.What is your response to those of us (like myself) who believe that 4e gives us far more freedom to tell the story we want to tell?
I'm not either of the above posters, but the stories I like to tell involve characters who have nonadventuring careers who in various ways come to develop into adventurers. They typically start as young adults with no more power or accomplishment than the average commoner. The magically inclined characters develop godlike powers, while the martially inclined characters become epic heroes without superpowers.
I can run my game in 3.X with some options and houserules, but if I were going to run 4e I would have to deconstruct the characters because 1st level 4e character already heroes and mine are not.
Which things are mages able to do in 3.5 that they are unable to do in 4e? And why is it important that they are able to do the same things in order to tell the stories you want to tell?I would have to rebuild mages to be able to do all the things they can do in 3e,
In what way do limited-use abilities prevent you from telling the sort of stories you want to tell?and I would have to completely deconstruct the fighter class to remove all the quasi-magical and use-limited abilities (in other words, I would have to remove the entire power system).
Why do you need the skill system to support background skills? And how do you avoid pigeonholing adventurers into a set number of background skills at the expense of skills that they will benefit from during their adventuring career?I would have to implement a new skill system will all the noncombat "background" skills I depended on.
There are basically no 4e setting references in the core rules, so that's not really a problem.I would also have to remove all the 4e setting references because my campaign world is based around the Great Wheel and the existing conception of the cosmology and those living within it.
In what way do you feel skill challenges need to be fixed, and why? And how do they prevent you from telling the sort of story you want to tell?And I would have to fix skill challenges,
What about rituals needs to be fixed?rituals,
In what way is page 42 less than cogent?throw out and replace this page 42 business for reasons of basic mechanical cogency.
In what way is this better supported by 3.5 than 4e? Also, why do healing surges prevent you from telling the stories you want to tell?Also, my characters use vitality/wound and carry injuries after a tough fight so I'd have to put that in and throw out healing surges.
I haven't seen any evidence of that, just you saying that you'd have to do a lot of things that I sort of doubt you'd actually have to do.In other words, I could run any campaign that I've ever run in 3e with some modifications, or in 2e with some modifications, but to do it with 4e I'd have to throw out the entire game and start over.
Again, if that's the case then why do so many people feel that it's never been easier to run heroic fantasy adventure games in D&D than it is in 4e?I would say that by legislating out zero-to-hero, magic vs mundane, and increasing hp and granting free healing, they made it rather hard to do heroic fantasy adventure.
4e allows the DM to simply do whatever he feels is best for the story and the game, rather than being forced to run his NPCs/monsters according to the same rules that govern the PCs. That's an incredibly liberating change, and definitely in the top 5 reasons why 4e is my edition of choice.I'd ask what freedoms would be denied playing other systems (in other words, I'd ask the same thing you asked above).
What is your response to those of us (like myself) who believe that 4e gives us far more freedom to tell the story we want to tell?
Yeah, man!
It's almost like Dungeons & Dragons, a game about heroic fantasy adventure, was making you play a game about heroic fantasy adventure!
Number48, I've heard similar stories to yours, and I've always had a question that no one seems to think to ask, let alone answer.
When you leveled up and were offered a combat power, why didn't you just not take the power?
I actually think here that you are understating the breadth of the game, and the potential of the skill challenge as an action resolution system. Here's a link to an actual play report of the best court intrigue skill challenge I've run in my game to date.If I wanted to run a non-combat session in 4E with a lot of stealth, diplomacy and court intrigue, I might as well tell my players to not bother bringing their character sheets, books or dice. 4E has skills and feats, which are great. It has skill challenges, which are really good for particular types of action. But when it comes down to it, I want to relate to the character I see on the sheet. I don't get that in 4E. It just looks like numbers and abilities designed to get you through the dungeon. That's great for a convention or other one-off game, but eventually the combat-oriented nature of the game is telling to play it that way or to play a different game.
Like I said, I want to look at my character sheet and see something like what I envisioned the character to be. So having a bunch of combat powers or having a blank character sheet does not feel like my noble diplomat.
I actually think here that you are understating the breadth of the game, and the potential of the skill challenge as an action resolution system. Here's a link to an actual play report of the best court intrigue skill challenge I've run in my game to date.
What is unfortunate about 4e, in my view, is that the rules don't tell GMs how to set up and run this sort of encounter - they only give you the maths for its resolution. I learned how to set up and run this sort of thing by reading threads at The Forge, and reading rulebooks for other games (especially HeroWars/Quest, Maelstrom Storytelling and Burning Wheel).
I hope WotC writes better GM guidelines for the next iteration.