MadMaligor
First Post
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.
A quick question about this statement. Are you saying you prefer to have 30 choices, of which 4 are really playably efficient options that require a hard choice, or 10 choices, of which 6-8 are playably efficient options that require hard choices? Im not using specific numbers for a reason, this is just an illustrative question regarding your view on options but goes to the 3.5 vs 4 edition argument.
ptolemy18 said:It's arguable that non-spellcasting classes have more builds, I'd have to really count it out. They DO have a lot more interesting powers. But clerics and wizards have about 1/10th of the builds they used to have. (And yes, I know that the typical 4e-fan response to this is "They had it coming." Sigh... ~_~ But it's not just the wizards who lose, it's the whole game world because the spell list is gone and now even bad guys don't have interesting spells to choose from unless you make 'em up from scratch! It would have been interesting if the 4e DMG had an expanded power list to fill these gaps, but I guess we're forced to wait for splatbooks.)
The spell list is not gone, its undergone a transformation and split into two groups, powers and rituals. I would agree its certainly been reduced significantly though. This to me is what your agrument seems to revolve around and I get that. Its a distinct change in play vs the old school caster memory/book requirement. People can argue that you can just about build either a ritual or power to accomodate almost every spell you would want. I would bet we see just about every spell 3.5 has to offer (with some noted "gamebreaker" exceptions) eventually in some formalized splat. Oh and splats have always been there, will always be there, and even the ol red box had em, hell the OD&D white box had em (Blackmoor, Greyhawk, etc...). Gygax, TSR, WoTC all love the splat books. Every time someone says "I guess I will have to wait for the splat books *sigh*" I cringe and want to revoke their "I am a D&D enthusiast" card.
ptolemy18 said:However, the other classes have also been "narrowed" in significant ways. As a general design principle, I far prefer 3e's basic idea that "your class is something that gives you a bunch of stuff, and you can mix and match classes to get different combinations of stuff" rather than 4e's basic, simpler idea that "your class is Your Class, and these core abilities will always be your Core Abilities." 3e is vastly more flexible. You could start out as a 1st level fighter, change your mind, take the next 6 levels in rogue, and presto -- you're more rogue than fighter. In 4e, if you start out as a fighter, you are pretty much gonna be a fighter for the whole game, doing your duty in the Defender role, whether you get tired of it or not.
At some point I half expected 3.5 to become 3.75 and remove the class sytem altogether, because it became so convoluted and there were distinct class grabs that were obvious min/max tools. Nothing short of DM intervention stopped or penalized this, and if a DM did houserule against or penalize certain combinations...it went against the whole point of 3.5 multiclassing. The only reasons for not taking certain options became roleplay decisions. So in a wierd way at times, roleplay became a self nerf. Which in turn led to some heated discusions at the gaming table. I guess that is fine if your DM wants to deal with strife at the table and have to negotiate party unity or handle solo side adventures all the time (more on this later).
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.
First, Gaming is not about requiring an experienced DM, and one that is willing to deal with rule imbalances. Gaming is about getting together with friends of all experience levels, enjoying each others company, and playing a system that is fun for the group, whatever edition that may be. If you dont mind rule imbalance and you can work around things, great, more power to ya. Me, I prefer that tripping, sundering, and disarming are not the holy trinity of combat but rather the odd occurance or attempt made for a specific reason (we wont even get into grapple). I much prefer either a tame but balanced version, or no version at all that I can houserule myself instead of arguing with my player who just built his rogue around the RAW.
ptolemy18 said:(Yes, breaking it should always be an option. If the players find some hole in your adventure, if they kill the big bad guy with a Finger of Death, or use Discern Lies and discover some clue they weren't supposed to discover, or whatever.... then the DM's gotta roll with the punches and make the next challenge more challenging. No campaign is, or should be, airtight... that is called railroading.)
Bending it, hell ya! Breaking it, hell no! I dont mind inventive/creative ways of finding a solution that is outside the path, provided that the end result is the same or similair. suprising me by taking out the evil priest I had planned on escaping and using as a continuing plot threat is fine. Turning on the party and joining forces with the priest to befriend him and later assasinate him, thus reaping all the rewards for yourself...not fine. It sounds great on paper and for sure, it makes great storytelling. Its also a good way to end up with a punch in the face at the game table. The reason I use this example is because just that happened at a session I ran. The guy who turncoated was a rogue and it was "in character" for him to roleplay the situation the way he did. I couldnt disagree that his arguments were logical and that it was "realistic". I also couldnt disagree with the guy playing the mage who said that it was pretty realistic to expect that if you betray people, inside or out of the game, one should expect to avoid the consequences...and duck and run. But hey, if your DM allows this kind of "realistic" option and is willing to accept the consequences that can, and will happen...to each his own.
ptolemy18 said:Does 3e have a lot of BAD potential builds? Well, yeah, of course, this is part of the fun of tinkering with the system (more for non-newbie players, admittedly). I've played several optimized characters, but also several non-optimized characters -- hell, I created all my 3e characters with die-rolling in the oldschool 3e fashion, so of course I was *forced* to play non-optimal characters when my stats were bad. And That Was Just Fine. D&D isn't really a game about winning combats, after all. It's a game about wasting time with your friends and making believe you're in some fantasy world. (AND winning combats.) If I want to spend 8 skill points on "Profession (Cook)" instead of "Concentration" then why the heck not? ~_~
I have no problems with players who want non-combat skills. Hell I have a nice little system in place I have been using for over 20 years. Thats what D&D is all about, taking the RAW, and making it your own. But I have yet to see, 3.5 included, a system built around exploring dungeons and slaying dragons, that does a good job of incorporating a logical, workable non-combat skills system. Those kinds of things should be roleplayed, not RULEplayed. Please take your rules for non combat skills and leave them out of my PHB and DMG, thank you very much.
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.)
In my campaigns this is called "railroading in reverse". Otherwise known as one player using the system to force other players to accomodate their personal desire to run their PC as they see fit, campaign be damned. I have one hard and fast rule in my campaings, only one. We all came here to play and have fun together and enjoy being wizards and clerics, warriors and thieves...all while eating pizza and drinking a beer, dont screw that up with your delusions of grandeur.
I dont mind arguing, teasing, joking, even some well roleplayed party strife involving a showdown over killing a prisoner (our Barbarian would have argued to no end about keeping whatever it was alive, but at the end would have said something to the effect of "If you like it so much you can keep it chained to your hip, but let me be clear, the moment it looks the wrong way at any one of us its dead.". At the end of the day though, we are all on the same team with regards to the goal/quest/outcome of the adventure.
ptolemy18 said:Likewise, I think the de-emphasis on alignment is something which is aimed at making the game simpler for newbies. Now the default assumption is "The game is heroic, so you'd better be Good, Lawful Good or Unaligned. Otherwise, you will make the other players angry with you." This is very sensible advice for a bunch of newbie players in elementary school or junior high, in which there's always one guy who plays Chaotic Evil so he can derail the plot and screw with the other characters. It's NOT necessary advice for more experienced role-players who can actually roleplay these alignment differences in the spirit of fun, without getting mad at one another. (And yes, of course, in the grand scheme of things there's no need for an alignment system at all... but hey, this is D&D we're talking about! So I'm talking about the things that, to me, make D&D D&D.)
Just the opposite for me actually. The idea that alignment dictated what a PC could and could not do, or better put, would and would not do, always gave me fits. It inhibited roleplay and also created great roleplay elements at the same time. The idea behind the 9's were good. The implementation sucked hard and put a stress on the DM that was unneccessary. The new system broadens the scope and still allows for roleplay in any of the 9's. I just dont have to decide whether or not PC's go to far beyond their chosen alignments and have to penalize or rule in some form or fashion. I also detested the whole notion of the LG paladin (or any alignment restricted class for that matter). Paladins should be defined by a code or belief system, not by an alignment.
ptolemy18 said:Okay, now I've really been rambling. So what do I like about 4e?
* 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.
And here's what I don't like, not counting the wizard-and-cleric-nerfing, which obviously is just me being a whiner about my favorite classes: ~_~
* 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.
On the whole, I'm forced to concede that (unless you're one of the people who likes roleplaying but doesn't like miniatures) 4e is a more appealing game for newbies. As for myself, though? 3e, definitely 3e.
There are so many players here on this board who like 4th and are certainly not "newbies". I respect your opinion, and think you certainly have some good points, but I tend to disagree on most. I think D&D has always been a "what you make of it" type of game. Its my opinion that the core mechanic went too far into the realm of trying to be a simulation and now the pendulum is swinging back.
Oh and for those who think the roleplay has changed, no offense but that has been said by a grognard or three since day 2 when Blackmoor was released (I exaggerate, but you get the point, its always been about change, and roleplay is roleplay no matter what the edition). Miniatures are also a part of the heart of the game since day 1. Just look at the top of your old woodies or white boxes "Playable with paper and pencil and miniatures. Hmmm, Im not quite positive...but that smacks of Gygax telling us his system is meant to utilize, paper, pencils, and miniatures. My eyes could be decieving me though. (I know I know, it was never forced miniature use...I mean you could always tell if your rogue was close enough to the fireball blast.)