(Or maybe it's just that I put the most relentless edition warriors on ignore.)
I kinda-sorta agree with you.I have never yet seen a game that did exactly what I wanted it to do from a mechanical perspective. Heck, I could build it myself and I'd still be retrofitting and changing things with each new campaign.
What seems silly to me is going on a quest for a perfect game that probably doesn't exist, instead of finding a game that's got 90% of what I want and fixing the other 10%.
You shouldn't DM something that your heart isn't in, so I say do one of these. If you're even a decent DM, your players should be happy with whatever system you prefer. And if not, one of your players can step up to the plate and run a campaign for you.Mercurius said:
- Play something else. This proves more problematic with the group as they may not want to. On the other hand, I'm not sure I want to either as I love Dungeons & Dragons, I'm just not crazy about any particular edition of it! All things considered I still like 4th edition the best, although the gap between it and Pathfinder is closing rather quickly (Not to mention I'm very intrigued by Trailblazer). Which leads me to...
- Create my own version, a self-proclaimed "5th edition" (aka, "fantasy heartbreaker"). I've kind of started doing this, and it almost seems like a natural progression for many serious DMs, especially as their interest in RPGs veers from "serious" to "hardcore." But I'm very curious about the proposition of combining my favorite elements of every edition of D&D, as well as Pathfinder, Fantasy Craft, True20, Trailblazer, and maybe others--and still being able to use published books.
I've got to agree, here. Gamer default psychology makes powers into limitations, but the 4E rules explicitly provide ways to use them in whatever creative or free-form fashion one desires - it simply is a matter of getting people into the right mindset.
Similarly, magic items aren't less exciting than they were in the last edition - the problem is mainly that they look that way when presented without much background, alongside dozens of similar items. Either add more flavor, or fiddle with the items themselves to make them more exciting. (But be careful - I did just that, and realized that lots of fiddly little benefits from an item means lots of fiddly little bonuses that never get remembered or used.)
I'm certainly not saying you have to take this approach of course, or that there is any fault for not doing so - but I think a lot of the problems you have can be solved by house rules, which the system very much allows for. Maybe not the Character Builder, but that's a bonus tool on top of the system itself, not an enforcer of the rules. (And many of these issues can be dealt with without dealing with it at all.)
Here are two different ways to approach description.
The first works like this: player decides on course of action -> description of action -> mechanical resolution -> description of outcome.
The second works like this: player decides on course of action -> mechanical resolution -> description of outcome.
In the first version the description of the action has an effect on the action's resolution; in the second it doesn't.
When you pull out Page 42 to "do something cool" you're using the first technique; when you use a Power, you're using the second.
Bunk.
I was told this when I was dissatisfied with 3e, and for a while I bought it. I can even link to the post where I said so waaaayyyyy back when. But you know what? I started a project to retrofit the rules to the way I wanted to play, and the magic is as strong as it ever was. Stronger, even, because it is informed by decades of experience.
Find a game you want to play, or make the game be one you want to play.
Buy into "What you want is nostalgia anyway, and you can never recapture it" and it will become the truth.
Feeling frustrated, I've been reviewing old editions for what I like and don't like and have begun work on what I like to call "The Definitive Version of D&D" blending elements from several editions. It's still in early creation and is a ton of work.
Maybe we should start a support group!![]()
At the root of it, the differences you are talking about exist because the 4e designers' vision of D&D wasn't very expansive.
I believe we play pnp RPGs because they are collaberation/imagination engines- they allow each participant to add his own intentions, interests, and experiences to the pool. The appeal of pnp RPGs is that the play experience is calibrated for the individual- he gets what he wants (be it power, fame, success, or freedom).
I think the thing that makes D&D unique, and is inherent to its nature is a feeling of fellowship, an adventurous spirit, and a sense of wonder.
The feeling of fellowship is usually derived from a sense of shared risk, and how differences among the individuals become a strength- the group can accomplish more than the individual.
The adventurous spirit is usually derived from how the PCs perceive themselves in respect to their world and environment. They don't know what lies around the corner or beyond the sunset- and they want to. Curiousity drives them. This aspect of D&D isn't something you can give players- you can only reward it.
The sense of wonder is derived from unreal experiences, new experiences, and the unknown. It's challenging old thinking, rewarding lateral thinking, and seeing things in a new light.
Taken in this light, D&D's emphasis on swords & sorcery, dragons & dungeons seems contrived. Fellowship doesn't have to be party-based, wonder can be found in a teacup, and an adventurous spirit is something that can be cultivated by challenging your preconceptions in any form.
Really, though, the reason 4e feels "off" is because the designers' intentions didn't account for these things. They confused D&D's subject matter with its purpose. They confused their own playstyles with some kind of universal constant. They narrowed its focus, limited its scope. You say 4e is "watered down". No, it's just very concentrated- but its a concentration of features you don't associate with your own experiences of D&D.
Really, though, the reason 4e feels "off" is because the designers' intentions didn't account for these things. They confused D&D's subject matter with its purpose. They confused their own playstyles with some kind of universal constant. They narrowed its focus, limited its scope. You say 4e is "watered down". No, it's just very concentrated- but its a concentration of features you don't associate with your own experiences of D&D.
I follow. Thanks, weem.Someone somewhere (I don't think here at ENW, but I could be wrong) had a system drawn up of ways to spend the fate points in 4e. We tweaked them a bit, and a friend put them on a card he made - then he set up a 3x3 sheet of them to print and cut - I just asked him about it but it's at home otherwise i would post it.
Anyway, some of the options for using one include getting a +3 to attack for your daily, +2 to attack an encounter, +1 anything else (all AFTER having rolled). There were a few more things on there (not coming to mind atm)... maybe a re-roll... and possibly an extra action. To hideout was ever discussed before that, I just kind of wanted one all of a sudden... he could have denied me, but he also may have then given me another one. If you know the Aspect/Fate system you already have an idea of how it works, etc.
But, what it primarily get's used for is to do something cool - we kind of explain what we want to do in exchange for the fate point - DM decides whether or not to, or modifies the idea, "well, sure, but just this part of it... and you have to roll an Athletics check to land without falling prone" etc. As a DM I will accept one to auto-succeed just about any skill roll, and I am willing to break rules for cool effects. When players get excited about doing something cool and are willing to spend one, I'm pretty much down for whatever.
In my game, you get one 1 per session. They don't last to the next session if used, and you can get an additional 1 during the game for cool RP-ing or ideas, etc.
---edit---
As a player, I make sure I use one each game.
EX: We busted out of an Inn we rescued someone from. I play a goblin rogue, and knew the city best. We didn't know where to go, so I offered up the DM my fate point card and said, "I know JUST the place to hide! My little hideout!"... DM smiled and said, "yes you do" taking the card. I didn't have a hideout before that, it was never discussed - and he could have said, "no, that was in the other city" etc, but he also may have given me another FP for the idea then. I'm sure you understand that part of the system though (the bartering) - much fun![]()
I kinda-sorta agree with you.
IMO, the reason no game does exactly what I want it to is because I want mutually exclusive things, only all at once. I want the speed and flexibility of rules-light, but I want the tinkering and system mastery of rules-heavy. I want heavy RP, but I also want tons of die-rolling action. I want the constant danger of immediate death, but I want PCs to be robust. I want exotic classes and races, but I also want traditional swords & horses fantasy. I want magic swords, lightsabers, The Computer, vampire slayers, rat-catchers, giant robots, and mi-go.
I think the problem is that all of these are good things. I searched around for a game which could give me all of them, and came up understandably blank.
Which is why I recommended what I did. IMO, it's futile to try and find that one perfect game you can play forever. Instead, spread your wings - play lots of games. Don't settle on a single game, because you'll always end up missing something you want. Instead, try a lot of games, and treasure them for the things they do well. If they don't do something well, play some sessions in another game that does.
So yeah, that's my two cents. It's not about house-ruling until you make your perfect D&D. It's about accepting that there's no perfect game and branching out even wider, finding a few games that scratch your most important itches.
-O