Mouseferatu said:
If you're describing high-level play, perhaps. But I'd argue that low-level play is not even remotely "supers," and even mid-level play doesn't qualify. It may border on mythic, but it's not until high levels that you truly reach the "superheroes in armor" category.
Thing is... If I want a superhero game, I'll play one. There's plenty of good ones out there.
Low-level play doesn't really resemble Call of Cthulhu, either, though, and mid-level play doesn't at all. D&D as it stands - and this is largely true of past editions, as well: BECMI even ends with 'Immortal' as the default assumption of where characters will end up, as power players on the godly level - never resembles Call of Cthulhu and does eventually resemble Champions. Mike said the inverse, which, as I said, runs completely contrary to my experience.
Mouseferatu said:
As the designers have discussed, the "sweet spot" of the game, on a mechanical level--and, I think, tough I don't claim to have proof, on a conceptual level for a majority of D&Ders--is between 4 or 5 and 13 or 14.
That's before you get into the "superheroes in armor" category.
Agreed, and I do prefer the game at these levels as well - D&D has not traditionally been a very GOOD supers system.
But a 14th level D&D character could handle any non-'divine' Mythos creature in combat, slay a shoggoth or hack a hunting horror. It might not be easy and it wouldn't be safe, but he would be able to pull it off. Even a 6th level D&D character is at the very least at the upper limits of human potential, able to take on weird and powerful monsters from fey to aberrations to even less-powerful dragons and demons. WITHIN the sweet spot, D&D PCs exceed human limits and go toe to toe with things that Call of Cthulhu PCs would be mooked by in seconds.
Mouseferatu said:
As has been said before, no game can be all things to all people. While you can play D&D as high or low magic, as grim-n-gritty or mythic, as Call of Cthulhu or Justice League, the game cannot be optimal for all of those. It has to choose a baseline.
I don't want my baseline to be supers. I don't want my baseline assuming an end result that can't any longer be called human. I don't want my baseline to assume that monsters--alien horrors, demons from hell, ancient dragons--aren't something to be viewed with awe and fear. And if that's what it takes to make the weird monsters appropriate as PCs out of the box, then I'd just as soon they not be.
So be it.
Obviously 4e will cater to your wishes in this regard, and that makes it completely unusable out of the box for MY wishes.
Which, ironically, have NOTHING to do with playing at the supers level. Neither of my preferences - JRPG and Sword and Sorcery - actually require the kind of really esoteric stuff we're talking about. They do, however, require something other than the baseline Tolkienisms, and this will not initially be available in full form.
Remathilis said:
Here is a simple example of why LA doesn't work.
We differ.
Remathilis said:
Lets say I made a monster known as a Fairy Charmer. Deconstructed, these are its racial stats.
+2 Cha, -2 Wis
Medium Sized
Fey Type
30 ft move
Low Light Vision
Immune to Sleep Effects
+2 Listen, Search, Spot
Charm Person at Will.
FC: Bard.
What LA should it be? 0? (Can't, better than an elf). LA +1? (Can't, better than a Feytouched). LA +2?
LA +1 or LA +0. Better than an elf, but elves are too weak anyway. It's not better than a dwarf.
Remathilis said:
Is Charm Person as will really worth the same as two wizard levels? Or two bard levels? Or two Fighter levels? It doesn't seem so, but the minute you freely use Charm Person on the town guard to get out of legal trouble, the bartender to get free drinks, the merchant to lower the price on his wares, the cleric to heal your friend for free, the orc guards to let you into the wizard's keep, the princess you want to sleep with, etc it shows itself as a huge problem.
It does? It shows itself as a useful ability - but a "huge problem?" I can count on zero hands the number of times I've seen PCs use charm person more than a couple of times per day. Most situations where it's useful, it's incredibly dangerous - because if you get caught, there's a very good chance you'll be imprisoned for it. You can charm your way out of the trouble you got yourself into, but then you'll be in WORSE trouble if you fail. You may well have a short trip to the gallows.
That's for, say, magicking a merchant or a cleric (especially good luck on the latter; plenty of LN and CN clerics will make their Will saves, fake that they didn't, and cast a
cause rather than
cure wounds spell. Using it to sleep with a princess? Bam - you're dead, right there, if you don't get away with it, for using magic on a member of the royal family and almost certainly causing a diplomatic nightmare in the process.
Anyway, Diplomancer (a character with a high Diplomacy skill) can do any of this in 3e more reliably (and eventually, more potently) than your theoretical fey creature. A sorcerer with
charm person can effectively do it most of the time as he gets to higher levels, and can often pull it off even at 1st or 2nd level if he picks his targets carefully - certainly he can do the cleric or the merchant or the bartender or even the princess just as easily; any one of those takes all of one spell, and a sorcerer has at least four.
Finally, aside from the 'money as balancing factor' problem with the merchant and cleric examples, what's wrong with any of the situations you described cropping up in game? Free drinks? Yee gods, so WHAT?! Seducing a princess or bribing/charming a guard is risky business, but it's rather in-character for adventurers, so why not? Charming an orc guard? What, are we only supposed to kill him and take his stuff, and any other mundane or magical solution is 'problematic?'
Frankly, I see no reason
charm person wouldn't BE an at-will, or at least per-encounter, spell in 4e. It's a relatively minor effect with potentially severe drawbacks.
Remathilis said:
Beyond a scant handful of humanoid races, EVERY MONSTER IS A POTENTIAL PROBLEM. Minotaur's have size/reach. Ogre's have huge strength and NA. Trolls regenerate. Harpies beguile. Medusa's have an instant-kill at will. Vampire's are immune to most normal forms of PC death. The List goes on. The only option to make them potentially playable is to a.) Remove/limit their natural powers b.) create some LA like Mechanic to make them playable at a certain point, but not useless when they get there, or c.) use a PC version to limit their distrupting powers while keeping the flavor of the monster and allowing them to develop in PC classes.
Or use racial hit dice to balance their abilities. Everything you're describing (size/reach, strength and NA, regeneration, beguilement, save or die, immunities to various forms of death) is available to PCs. None of it is game breaking as a magic item or a spell or a class feature, but Principle forfend it be a racial ability? The problem here is the tendency to treat race as a tiny package of abilities that modify the character in small ways and class as the be-all and end-all of what he can do. And again, none of your objections address the fact that ALL OF THOSE THINGS ARE COMPLETELY POSSIBLE IN OTHER GAMES.
Remathilis said:
I'm betting on the last option, since it gives me what I want (I'm a minotaur) without tying me to a large XP kill in LA (or worse, racial HD) and allows my DM to keep some of his sanity.
Racial hit dice are "worse" because the LA system was a kludge imposed after the fact. They don't have to be.
I can't speak to your DM's sanity. I know MY sanity as a DM will be ill-served by, if I switch to 4e as a matter of course, having to write houserule documents as long as the ones I had for 2e before I abandoned that system.
Obviously, if this is the case, I will NOT switch to 4e. I'll study what is no doubt a brilliant bit of game design (as radically as I disagree with Mike Mearls' apparent vision of what D&D is and/or should be, I consider him the best Tactics/RPG designer and developer working today and know he and the WotC team will execute their design goals extremely well), perhaps play it if others run it, and try to sell material that expands the game back to where it was before what will be for me and the people I play with a crippling, game-killing contraction.
And, I become increasingly convinced, I'll GM a Star Wars Saga Edition-derived fantasy rulesset that can use the incredible wealth of material produced for 3e without being shackled to the clunky, overcomplicated system and its blessed bovines.