Sylrae said:I'm not saying we should all go out and play penguins and blink dogs; but not all the humanoid shaped monsters have racial stats anymore.![]()
MadWanderer said:4e is all about combat and balance in combat and I hate that. If 3e skewed the balance in favor of the arcane or divine classes, 4e does the opposite and makes them a pale shadow of themselves and makes them boring to me. My son had a lot of fun though. I hope he continues to have fun.
I want it to be clear that I've never said that 4th edition has as many builds as 3rd edition. I have said the following two things:ptolemy18 said:DerNater and other people who claim that 4e has just as many builds as 3e -- dudes, irregardless of which game is better, you are just totally wrong.
I personally prefer that the rules be written as easier for a novice DM to work with. This is under the theory that the complex job of altering the complexity to match the DM's taste should be given to the experienced DM rather than the novice DM. Your preference for rules more suited to an experienced DM is entirely reasonable.ptolemy18 said:I'm also not interested in hearing people complain about how animal companions and familiars and henchmen and animated undead and summoned monsters slowed down the game, and so forth. Sorry guys. I've heard this about a zillion times on forums. Yeah, they kinda did slow things down, to be honest. But, they were still FUN. Just like disarming, sundering, tripping and all the other stuff that you COULD do in 3e (of course, 4e has the hand-waving rule, I acknowledge, and yes, grapple in 3e was confusing). The potential imbalances of these rules are all the kinds of things that an experienced DM can work around. That's what gaming is about: the DM knows in advance what the party's abilities are (unless you're playing a tournament game or something), so if they're a good DM, they *don't* force your 3e rogue to encounter tons and tons of Plants and Undead and Constructs. ~_~ It works both ways, though; the DM also tries to challenge the characters knowing just what will challenge them the most; she sets up a scenario, an adventure; the players try to compete in it and/or break it.
[joking]You sound like a capitalist.[/joking] Does the fun of one individual player trump the fun of all of the other players? If one player likes to lose fights spectacularly, and the other three player really don't like to lose fights at all, does the one player always get his way because it's easier for him to sabotage the fights than for the other players salvage them? That's an extreme example, but where does the line get drawn?ptolemy18 said:And if one of the other players later says "What the hell, Jason! Why didn't you maximize your Concentration, now our whole party is going to die because you got hit while combat-casting!" then... THAT'S NONE OF HIS BUSINESS. ~_~ The individual player's desire for their individual character trumps concerns of team unity and character roles, IMHO. Like I said, D&D is not all about winning combats. If this makes you think "Wow, you must be a bad player to play with," then think what you want. (Let's see, what's the most un-team-oriented thing I ever did... I once attacked another PC in mid-combat because I was Neutral Good and he, a Neutral barbarian, was going to spend his action to coup-de-grace a person who'd surrendered. Hey, I warned him first.)
I agree with you on all of these points.ptolemy18 said:* Well, it's a good-looking set of books. The art is good.
* On a "personal bias" level, I like dragonborn (sort of) and tieflings.
* It's a good intro RPG for newbies because, frankly, it's a lot simpler and easier to start playing than 3e. Also, the fact that 1st-level characters are stronger is a boon for appealing to newbies.
* The new miniatures-oriented rules frankly look AWESOME. If you're going to play with a miniatures mat, then it makes the game a lot more fun to move the miniatures around more liberally and push people into walls and pits whenever possible.
* They wisely made the math a lot simpler. It seems a lot easier to figure out, on the fly, effects of range and movement and what-effect-does-what. (Because there's no Ability Score damage or buffs, because movement penalties and bonuses are in the form of flat positives and negatives rather than "half" or "quarter"... etc.)
* After some consideration, it was a good idea to remove Skill Points and just go with straight trained/untrained. Much simpler. Skills always took a lot of time in chargen for relatively little result, I have to admit.
I can see your points here, though I don't feel it's quite as devastating as you make it out to be. There's less class flexibilty, but I think it's more flexible than you give it credit for. There's a lot of focus on combat, but many of the more impressive out of combat actions are still present, if you look for them(mostly in rituals, with a few hiding in utility powers). And I like the overall simplicity, but that's entirely a matter of taste.ptolemy18 said:* Significantly less variety in character builds. Class is much more of a straightjacket to characters, lacking the mix-and-matchability of 3e's multiclassing and prestige classes. (Admittedly, of course, this was just something in 3e, not in any previous editions. I guess I was spoiled by it.) Emphasis on character roles is a tradeoff, making it easier for new players to understand what D&D is all about, but reducing the core charm of the classes in some ways.
* Characters' abilities, and monsters' abilities, are significantly more combat-oriented and lack flavor as a result. Extreme, extreme emphasis on ritualized encounters and combat.
* While the increased simplicity of the basic rules (simpler math, etc.) is a good thing, I am disappointed that the 4e DMG is missing a lot of the "simulationist" (there, I said it) world info such as the climate-based encounter tables, hardness for dungeon walls & formations, wind speed, this, that and the other thing.
MadWanderer said:4e is DnD for dummies
Sylrae said:the higher hit points at 1st level is a good thing. everyone always wanted to start at level 3 to compensate for it in the 3e games I played, and none of them were newbies.

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