D&D 4E Can WotC Cater to Past Editions Without Compromising 4e Design?

I never mentioned 3e at all...
No edition holds a candle to 4e in this respect. In previous editions, monsters have mostly been bags of hit points. In 4e, the only way they are uniform is they they have a uniformly high level of individualisty and distinctiveness.

One is as you say, giving all the monsters basically identical hit points and defenses, and to a great extent fairly regularized attacks,
This is not accurate in the slightest. 4e monsters do not have those qualties. In fact, it's earlier editions that have the uniform attack/damage or claw/claw/bite, while 4e monsters have all sorts of versatility in how they attack and defend, how much damage they deal and can take, and how they react to, for instance, becoming bloodied or having various effects or kinds of damage applied to them.

OTOH this same characteristic of predictability undermines one of the major points of interest of the game. It also reduces DM flexibility in developing different types of encounters, as I've already indicated.
This is also not the case. Prior to 4e, dms had a laughably limited pallete of options for encounters. Only with 4e have monsters become genuinly versatile and distinctive, and has it become viable to build encounters around them.

I don't think it is necessary to have 'poor balance' to have increased interest and diversity.
There is plenty of interest and diversity in 4e, far more so than previous editions. And the balance plays a key role in this diversity- it's only because the features of the system are well balanced, that using them on a monster makes for meaningful gameplay.

For instance, forced movement matters in the game, so monsters using it have a real, distinct impact on the game, as opposed to monster using say, ongoing damage.

This in contrast to previous editions, where the powers monsters (and indeed, pcs) have were often completly imbalanced, and as a result, fights rarely if every had the qualities people tried to build into them, no matter what they might claim in hindsight.

I think you and many other people simply underestimate the degree to which the precise packaging up of the encounter system and monsters has created a loss of something, some kind of ZEST from the game.
No, what we correctly recognise is that, after years of 4e bashing, people are not talking about 4e at all, no matter what experience they claim to have with it.

Given that we have long since had people doing things like halving hit points and doing other drastic things to monsters without the game falling apart we already KNOW that there are significant variations that can be tolerated without breaking anything.
But those changes have nothing to do with your criticism of 4e, and do not validate them.

4e combat has a lot of problems- it can be slow and grindy, there are too many effects and exceptions to the combat round, it can dominate a session- but 4e monsters are certainly far more distinct then previous edition's monsters, and that is something that the people who propose popular fixes to the system readily recognise.
 
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No, what we correctly recognise is that, after years of 4e bashing, people are not talking about 4e at all, no matter what experience they claim to have with it.

You're seriously going to accuse AbdulAlhazred of being a 4e hater? I mean, me I can understand (although I'd dispute it), but he's been a fairly solid advocate of the edition for years.

Oh, and FWIW, I actually agree with you on this one. Monster design in 4e is distinctly improved over previous editions. (Well, mechanical design, and once they got the math more or less sorted out.) Encounter design is one of the highest high points of the edition as a whole.

There is a slight grain of truth in what AA says, in that the fetishization of balance can squeeze some of the zest from the game, but honestly I feel that's to do with how the rules get used (in pre-gen adventures and also by individual DMs), rather than the nature of the rules themselves.
 

You're seriously going to accuse AbdulAlhazred of being a 4e hater? I mean, me I can understand (although I'd dispute it), but he's been a fairly solid advocate of the edition for years.
No, I'm just saying that 4e bashing has been the status quo of discussion of it for a long time, and it's clearly hugely distorted the dialogue. I don't think of AbdulAlhazred in that way, and I apologise if that distinction wasn't clear. Frankly, I would not even have replied if it was one of the ususal suspects going at it. YMMV on wether that's a blessing, or a curse.

And frankly this isn't any issue, this is the distinctiveness and impact of monster design. I mean come on. The only thing that keeping base stats closer together does is ensure that the powers and abilities of monsters can successfully sell those distinctive qualities and traits.

And that makes for better designs. Letting defences and hp swing around isn't as coherent as those killer powers, wether defensive, offensive, or otherwise, that really define a monster.

There is a slight grain of truth in what AA says, in that the fetishization of balance can squeeze some of the zest from the game, but honestly I feel that's to do with how the rules get used (in pre-gen adventures and also by individual DMs), rather than the nature of the rules themselves.
I agree. I mean i'm literally working on a solo 'great beast' right now, who's designed to be an unbeatable foe for the pcs to encounter and evade as an optional scenario goal.
 

And frankly this isn't any issue, this is the distinctiveness and impact of monster design. I mean come on. The only thing that keeping base stats closer together does is ensure that the powers and abilities of monsters can successfully sell those distinctive qualities and traits.

And that makes for better designs. Letting defences and hp swing around isn't as coherent as those killer powers, wether defensive, offensive, or otherwise, that really define a monster.

Agreed on both counts. I'm actually surprised at just how well 4e works in this regard.
 

No edition holds a candle to 4e in this respect. In previous editions, monsters have mostly been bags of hit points. In 4e, the only way they are uniform is they they have a uniformly high level of individualisty and distinctiveness.

I obviously disagree. Previous edition (lets say AD&D monsters, more comparable to 4e than 3.x is) monsters are not 'bags of hit points'. At least MANY monsters are not. In fact there was sort of a convention operating there. Basic humanoids were very vanilla with mostly just hit points and basic attacks, though even then the higher level ones like giants added some modicum of variety. Other types of monsters were in no way shape or form bags of hit points. I also disagree that monsters in 4e are uniformly possessed of a high level of individuality. They've done a pretty good job with powers and traits, which I am not particularly arguing about, but the OVERALL impact of regularizing all defenses, hit points, etc to a fixed baseline isn't helping them at all.

This is not accurate in the slightest. 4e monsters do not have those qualties. In fact, it's earlier editions that have the uniform attack/damage or claw/claw/bite, while 4e monsters have all sorts of versatility in how they attack and defend, how much damage they deal and can take, and how they react to, for instance, becoming bloodied or having various effects or kinds of damage applied to them.

Again, we will simply have to disagree. The attack modes, damage, and special effects of AD&D monsters have a great deal of variety. You may want to go back and peruse your old 1e MM if you doubt this. You also have to take into account the systematic differences between editions. A difference like 1d6 vs 2d8 damage is a BIG difference in AD&D where it easily represents the difference between a dangerous attack that will probably take a couple of hits to kill at low levels up to an attack that is quite likely to kill a low level PC in one hit. There is nothing even approaching this level of variance in 4e monsters. In any case I'm not particularly advocating a large variance in damage output. I think in general 4e is pretty close to having this right.

Nobody is criticizing other aspects of 4e monsters in terms of special attacks and things like bloodied effects, though I think we could look into this area in terms of creating some additional distinctiveness in some cases. This would be a whole additional topic of discussion that isn't really within the scope of this thread.

This is also not the case. Prior to 4e, dms had a laughably limited pallete of options for encounters. Only with 4e have monsters become genuinly versatile and distinctive, and has it become viable to build encounters around them.

I don't even know how to respond to this. It is simply patently untrue. I've DMed and played D&D for 35 years, and I can unequivocally refute this without even breaking a sweat. I think you're getting a bit overly rhetorical here. Maybe we can stick to reasonable statements about the subject since it is pointless to trade these kinds of exaggerated responses.

There is plenty of interest and diversity in 4e, far more so than previous editions. And the balance plays a key role in this diversity- it's only because the features of the system are well balanced, that using them on a monster makes for meaningful gameplay.

We didn't have meaningful gameplay in previous editions, see above...

Now, we can certainly debate the first part, whether there is adequate diversity and distinctiveness in 4e monsters.

For instance, forced movement matters in the game, so monsters using it have a real, distinct impact on the game, as opposed to monster using say, ongoing damage.

Certainly true. I have never disputed this.

This in contrast to previous editions, where the powers monsters (and indeed, pcs) have were often completly imbalanced, and as a result, fights rarely if every had the qualities people tried to build into them, no matter what they might claim in hindsight.

Well, I disagree that fights 'rarely if ever' had the desired qualities. In fact I believe AD&D was quite facile at creating distinctive encounters. In fact there was a much greater variety in many respects, which made encounters quite a bit more distinctive in many cases. Fighting a giant and fighting a dragon were nothing alike. The key part of this was that because each of these monsters had VERY different characteristics the game created a much greater need for the players to find distinctive ways to approach an engagement with specific types of monsters. This added a whole dimension to the game which is largely missing in 4e. Maybe not so much missing as reduced to mere tactics employed after initiative dice are tossed as opposed to the careful planning and strategizing that characterized AD&D. This is one of the major reasons that plot magic like rituals have failed to gain much traction in 4e (many consumables as well).

No, what we correctly recognise is that, after years of 4e bashing, people are not talking about 4e at all, no matter what experience they claim to have with it.

Well, if all analysis of the game is '4e bashing' then I guess I'm going to bash away! lol. Lets be clear here. 4e has a lot of strengths. I'm not attacking your favorite game and trying to tear it down, AT ALL. It happens to be my favorite version of D&D as well. That does not mean it is perfect and I refuse to consider it above constructive criticism. Lets just stick to analyzing the game and seeing what improvements could be made.

But those changes have nothing to do with your criticism of 4e, and do not validate them.

I am simply pointing out that 4e is not some fragile glass sculpture that will shatter into a bajillion pieces if you twist some of the knobs that the developers chose to set at fixed values. We need not fear making even some substantial changes to monster design parameters. The game will continue to play well.

4e combat has a lot of problems- it can be slow and grindy, there are too many effects and exceptions to the combat round, it can dominate a session- but 4e monsters are certainly far more distinct then previous edition's monsters, and that is something that the people who propose popular fixes to the system readily recognise.

I think the root of this is that we're not really talking about quite the same thing. Taken individually encounters for the most part work quite well. It is more the overall effect of the high degree of consistency across ALL encounters that is a weakness.

Consider again the situation of an AD&D party taking on a red dragon. They will have to carefully consider ahead of time how to approach this because they will know that the dragon's breath is exceedingly deadly and they will DEFINITELY have to work out a plan that insures they will be able to avoid being collectively crisped by the first breath. They will also have to consider the high AC of the monster and its reactive defenses, as well as various other attributes. In the corresponding situation in 4e there will DEFINITELY be a set of superior tactics, but contrariwise to the AD&D party, you can drop the 4e party into the encounter without preparation and they can simply adopt the requisite combat tactics. The AD&D party in contrast will need to do their homework, scout out and create a plan to engage in a favorable location, come up with a way to insure that they are dispersed and can close with the enemy, etc. This is a very different, and IMHO more interesting, paradigm. The 4e paradigm has the advantage of meaning that arbitrary encounters can pop up and be handled, but this can also have negative plot consequences itself.

Beyond that though my original point had more to do with 'types' of encounters, or maybe the best way to put it is 'encounter roles'. Baselining hit points and defenses creates a situation where all encounters have very similar overall properties. This makes it difficult to create a 'skirmish' or a sudden but not overly heavy weight ambush, etc. 4e tries to accomplish this with monster roles and specific powers/properties, plus monster types (minion, etc), but this is not entirely successful, and when coupled with the way tactics and not preparation are so heavily emphasized tends to make it more difficult to pace adventures and portray certain types of situations. Routine encounters tend to take excessive time and energy to resolve, while capstone encounters can feel less than ideally distinctive or important for instance. I think you will find that these issues have been well documented by other people and while many good suggestions exist in terms of dealing with them none of these are consistently successful and in many cases no really reliable solution exists. Creating greater variety in baseline for monsters can really help here and should be given careful consideration.
 

Hmm, [MENTION=82106]AbdulAlhazred[/MENTION], I think I am seeing a little of what you are driving at, but, really, what did that "strategizing and preparation" in AD&D amount to? Prepping a spell load is about the only regular feature that springs to mind. Buying a few consumables might have factored in, too - but you can still do that in 4E. Scouting is always useful - if it's feasible - especially for a seriously over-level encounter.

As for the "mere tactics" you dismiss, they are a major source of fun in 4E! They are really why I don't really "get" those moaning that "combat is too long". Grindy combat (where all but At Wills are used up so it's just a slog to grind the enemy down) can occasionally be an issue - but good early tactics can make that a rare thing, indeed. A two hour combat that's boring is a problem, sure - but ours stay engaging up to three hours or so (tending to be longer than average, perhaps, since there are seven players, plus me, the DM).

About the only thing I am thinking 4E needs in this area right now is a new "encounter class". This would be 3+ levels below the PCs in total xp "budget", often largely minions, and giving no xp at all. It could be used for:

1) consequences of individual failures in Skill Challenges,

2) 'wandering monsters' to impress a sense of time pressure in some instances, and

3) set-piece flavour to add context to exposition.

Other than that, I don't think monsters/combat encounters really need more attention. Non-combat, on the other hand...
 

Backing away to a more abstract look at balance, supppose you have a system where all damage is done on a d8. There are no mods that change this range. That is, you can't get d8+3, roll an 8, and get 11 damage. You might have mods that make higher rolls more likely than lower ones, or vice versa.

When balancing the system, it becomes apparent that the system can't really handle results of 1, 2, or 8--at least not very well. So for Abstract D&D 1E, you tighten it down with mods, floors and caps, and other such tricks so that even though you roll a d8, the practical result is 3 through 7. This leads to fun fights. In some ways, it is a lot better than Early Prototype Basic Abstract D&D which left in the full d8 possibilities, but expected people to live with it. OTOH, Early Prototype was less balanced, but more interesting than Abstract 1E.

Practical concerns may make it hard to change this. However, if you can change it so that the full d8 is available in Abstract 2E, while preserving most balance and keeping most of the interest--this will generally be a good course. You won't keep it all, because part of the "interest" in Early Prototype was dealing with the consequences of lack of balance. Maybe when you have done the best you can, you'll still have to exclude the 1 result. But adding that 2 and 8 will be valuable.
 

Hmm, @AbdulAlhazred , I think I am seeing a little of what you are driving at, but, really, what did that "strategizing and preparation" in AD&D amount to? Prepping a spell load is about the only regular feature that springs to mind. Buying a few consumables might have factored in, too - but you can still do that in 4E. Scouting is always useful - if it's feasible - especially for a seriously over-level encounter.

Well, there are 2 observations I would make here. 1 is that 4e isn't AD&D. You don't have wizards with the spell that answers every need. Honestly this wasn't really true in AD&D either in a lot of cases, but that's a whole other discussion. Buying consumables is still a feasible idea, and given how utterly ignored they are now how exactly would this hurt? The thing is BECAUSE you can get by PURELY on the basis of tactics employed during a fight, and the game very explicitly aims at this and thoroughly accomplishes it, you simply aren't motivated to do this. I'd also add other things to the mix, like using rituals.

As for the "mere tactics" you dismiss, they are a major source of fun in 4E! They are really why I don't really "get" those moaning that "combat is too long". Grindy combat (where all but At Wills are used up so it's just a slog to grind the enemy down) can occasionally be an issue - but good early tactics can make that a rare thing, indeed. A two hour combat that's boring is a problem, sure - but ours stay engaging up to three hours or so (tending to be longer than average, perhaps, since there are seven players, plus me, the DM).

Perhaps I have chosen my words in a less than perfectly precise way. There is nothing wrong with tactics. However the game could afford to shift the focus somewhat from tactical gimmicks employed in combat and more towards STRATEGY employed both beforehand and in the direct run up to an encounter. This is an equally enjoyable area to explore and one that 4e has virtually gutted and left hanging. I have a few different ideas on how that could be accomplished, but some changes to encounter design would be the one which is most amenable to being implemented in 4e without any real rules changes.

About the only thing I am thinking 4E needs in this area right now is a new "encounter class". This would be 3+ levels below the PCs in total xp "budget", often largely minions, and giving no xp at all. It could be used for:

1) consequences of individual failures in Skill Challenges,

2) 'wandering monsters' to impress a sense of time pressure in some instances, and

3) set-piece flavour to add context to exposition.

Other than that, I don't think monsters/combat encounters really need more attention. Non-combat, on the other hand...

I disagree. Such an encounter can simply be carried out now. You will find that it is utterly trivial and has no impact on resources. Thus it is not useful in case 1 as it is a hollow consequence (unless you count punishing the players by making them play a useless encounter). Case 2 is equally useless in any mechanical sense. Case 3 is perfectly valid, but again we can do this already.

There are other types of encounters though, and many times monsters COULD despite Catastrophic etc believing otherwise use some added differentiation. Ponderous monsters could have REF reduced enough to actually be noticed above the noise floor of the game for instance, and the same with monsters that can be characterized by other variations in defenses. Likewise some variations in hit points and AC would be quite useful without the requirement to shift all the other numbers as a whole. Your average general purpose monsters are fine as they are, but I find that I get considerably better results when I do this. You can also add somewhat more radical powers and traits in some cases than WotC has apparently felt comfortable doing. It requires some care, and that's to be expected. The baseline encounters BY THEMSELVES without consideration of the whole game, work pretty well. They simply fall into too narrow a range of possibilities.
 

Encounters in 4e, from a tactical gaming perspective, are awesome. If you like combat encounters, 4e is definitely the RPG of choice. Even the strategy of being prepared beforehand is alive and well: What kinds of enemies are we going up against? What are their weaknesses? What are their special abilities? Is there anything we can do to mitigate those abilities? These are all useful questions in 4e (as they were in previous editions, and basically any RPG ever made for that matter).

One might make an issue regarding use of abilities in non combat encounters, how the action hero system mechanics might break the immersion. And some more content should probably be added in the non-combat portion of the game. But hell, 4e combat encounters are so fun it makes up for weaknesses in non-com in most 4e players' minds.

Going back to the balance issue: One of the most enjoyable aspects of the "4e way" is "power trip" DMs tend to stay away from the system (too much balance!) and players almost never feel "cheated". Not a great system if you're role playing a tragedy but an awesome system if you spend your 3 hours of weekly gaming trying to have fun!
 
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Well, there are 2 observations I would make here. 1 is that 4e isn't AD&D. You don't have wizards with the spell that answers every need. Honestly this wasn't really true in AD&D either in a lot of cases, but that's a whole other discussion.
That wasn't really what I was getting at. Even absent the sort of spells that poached other classes roles, planning and careful selection of spell load was a useful thing to do in previous editions; it was the sole redeeming feature of "Vancian" magic, really.

Buying consumables is still a feasible idea, and given how utterly ignored they are now how exactly would this hurt? The thing is BECAUSE you can get by PURELY on the basis of tactics employed during a fight, and the game very explicitly aims at this and thoroughly accomplishes it, you simply aren't motivated to do this. I'd also add other things to the mix, like using rituals.
Yep, I would pretty much agree with all of this sentiment.

Perhaps I have chosen my words in a less than perfectly precise way. There is nothing wrong with tactics. However the game could afford to shift the focus somewhat from tactical gimmicks employed in combat and more towards STRATEGY employed both beforehand and in the direct run up to an encounter. This is an equally enjoyable area to explore and one that 4e has virtually gutted and left hanging. I have a few different ideas on how that could be accomplished, but some changes to encounter design would be the one which is most amenable to being implemented in 4e without any real rules changes.
Fair enough - I guess my experience with 4E has just been different to yours. Although I do think that non-combat challenges could do with more depth in the systems (and several "strategic" challenges like scouting and research fall into this area), I find that strategy is still alive and well in 4E. Wizards still get to choose dailies, consumable items, imperfect as they (still) are can be used, and there are always encounters tough enough that these preparations can be a good idea.

I disagree. Such an encounter can simply be carried out now. You will find that it is utterly trivial and has no impact on resources. Thus it is not useful in case 1 as it is a hollow consequence (unless you count punishing the players by making them play a useless encounter). Case 2 is equally useless in any mechanical sense. Case 3 is perfectly valid, but again we can do this already.
I have used such encounters for reason 1 and they have worked pretty well, so far. They do take some resources - a few healing surges, maybe a daily - and can give some consequences for failing skill challenge rolls. They have to fit the specific challenge, of course, but skillfully handling them is important, just as skillfully handling full encounters is. They take less time and fewer resources - which is just what I hear some folk pining for...

Basically, they are not there to be a real threat - just an obstacle that can, if mishandled, cost resources. As an incentive not to bog down into overcautious play or to get sloppy, I think they have a place (albeit a limited one).

There are other types of encounters though, and many times monsters COULD despite Catastrophic etc believing otherwise use some added differentiation. Ponderous monsters could have REF reduced enough to actually be noticed above the noise floor of the game for instance, and the same with monsters that can be characterized by other variations in defenses. Likewise some variations in hit points and AC would be quite useful without the requirement to shift all the other numbers as a whole. Your average general purpose monsters are fine as they are, but I find that I get considerably better results when I do this. You can also add somewhat more radical powers and traits in some cases than WotC has apparently felt comfortable doing. It requires some care, and that's to be expected. The baseline encounters BY THEMSELVES without consideration of the whole game, work pretty well. They simply fall into too narrow a range of possibilities.
Again, my experience simply differs. The differences of Ref or AC may look "insignificant" in the context of the full spread of a d20 roll, but when you normally hit monsters on a 10+, hitting on a 7 comes as a very welcome surprise. Just using published monsters, I have seen a pretty good variation in defences and damage. More would make encounters more "swingy", and the balance between luck and skill for a 30-level campaign progression seems about right, already.
 

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