Zaran
Adventurer
By adding 3.5 in its entirety to the DDI.
They haven't even finished adding 4e to DDI.
By adding 3.5 in its entirety to the DDI.
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.
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 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).
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.
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).
Sorry, but that is plain wrong...One problem with strategy in 4E is that there's an optimal solution: take an extended rest. Consequences of taking extended rests are not baked into the game.
I agree, and this has got worse, not better with magic item "rarity".One problem with strategy in 4E is that there's an optimal solution: take an extended rest. Consequences of taking extended rests are not baked into the game.
You may want to go back and peruse your old 1e MM if you doubt this.
In any case, it is easy to find out, try it. At the simplest level. Just make a few encounters with some customized monsters with a +/- 5 envelope on defenses instead of the typical 2-3 points. You'll find it actually makes things more fun, and if it makes a few encounters easier it will also make a few harder and you have plenty of simple ways to adjust that.
I think weak DMs and players have always looked to mechanics to differentiate things in the game and in that light the degeneration of the game is easy to understand. This is why the massively more complex character generation of 3e is treasured by many and why 4e's outlandish and counter-intuitive combat is also welcomed by those that like it - all the fancy mechanics give the players' something to do instead of using their imaginations, which is harder than memorizing feats and traits (or just reading them off cards and character sheets). But if you're looking at the details of specific abilities or stats as being the source of inspiration for an exciting role-playing game then I think you've already lost.I have it in front of me and I can't find this "more variance than 4e" you speak of. In fact, having gone through the Demons, Devils, and Dragons, which are the big baddies of the book, I'm incredibly underwhelmed. Care to provide some examples of 1e monsters that have more unique character traits than the 4e equivalent? With the exception of monster that have spells lists (which I find the least unique and most boring design element of previous editions), I can't find any that I would quantify as unique.
I have it in front of me and I can't find this "more variance than 4e" you speak of. In fact, having gone through the Demons, Devils, and Dragons, which are the big baddies of the book, I'm incredibly underwhelmed. Care to provide some examples of 1e monsters that have more unique character traits than the 4e equivalent? With the exception of monster that have spells lists (which I find the least unique and most boring design element of previous editions), I can't find any that I would quantify as unique.