Flavour First vs Game First - a comparison

Of course you can reflavor 3E classes too - but those, especially prestige classes, are usually build with a theme in mind
As are the 4e classes.

Is that a trick question?

Death Cloud
You throw a flask of contact poison. When it shatters it creates a poisonous cloud, causing the victims to become poisoned and suffer seizures, rendering them immobile. Since most of the substance is usually left where it fell, it can be stirred up with a thrown stone.

Daily * Martial, Poison, Implement, Zone
Standard action * Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Dexterity vs. AC
Hit: 4d10+dex modifier poison damage, and immobilised (save ends)
Effect: Burst creates poisonous cloud that lasts until the end of your next turn.
Sustain minor: Maxe a dex vs. AC attack against all targets within the zone. On a hit, the target takes 1d10+dex modifier poison damage and is immobilized (Save ends).
Doesn't work as a martial power, which (a) don't produce energy damage, and (b) don't produce effects that are sustained via the attacker's actions. Also, a poison cloud that attacks AC instead of something like Fort is rather nonsensical.

It also doesn't fit the theme of the ranger or rogue powers. It could make the basis for a decent Artificer power, but they're arcane and not martial.
 
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As are the 4e classes.

Doesn't work as a martial power, which (a) don't produce energy damage, and (b) don't produce effects that are sustained via the attacker's actions. Also, a poison cloud that attacks AC instead of something like Fort is rather nonsensical.

It also doesn't fit the theme of the ranger or rogue powers.

Mechanically, that's irrelevant. Reflavoring the entire warlock power line doesn't change anything for 4E, it still functions the same.
 

Doesnt this just revert back to the "sneak attacks dont work on monsters without vital parts" type of dilemmas that the game designers were trying to avoid.
Rather, sneak attack has been redefined to avoid that problem.

I think most people who like the 4E paradigm would not like DMs that keep nullifying abilities because of encounter specifics (eg "The dragon is too big you cant move him";
There are forced movement powers that are restricted by the size of your target (like Tide of Iron).
 

Mechanically, that's irrelevant. Reflavoring the entire warlock power line doesn't change anything for 4E, it still functions the same.
And you can reflavor anything in 3e (or 2e, or 1e, or OD&D). Mechanically it still functions the same. Mechanics are funny like that.
 

Rather, sneak attack has been redefined to avoid that problem.

There are forced movement powers that are restricted by the size of your target (like Tide of Iron).

That's in the power mechanic though - not deducted from flavor like "the Dragon has claws digging into the ground, you can't move him".
 

And you can reflavor anything in 3e (or 2e, or 1e, or OD&D). Mechanically it still functions the same. Mechanics are funny like that.

With more troubles, since the system had more subsystems, which were connected to flavor.

4E is at its core flavor-free function-focused.
 

I think that this may also be why I enjoyed so many 3pp materials more than WotC materials, even when the same designers were involved (especially in WotC's late 3.5 period).

Same here. Although, WOTC had some mechanics in their non-DND d20 products that I wish they would have introduced for DND, but didn't.
 

That's in the power mechanic though - not deducted from flavor like "the Dragon has claws digging into the ground, you can't move him".

If the dragon were intended to have claws digging into the ground so I can't move him, he would have been created with the Claws Digging Into the Ground power, perhaps as a passive ability which reduces the distance of all pushes, pulls, and slides, or as an immediate interrupt to an effect which would otherwise cause him to be pushed, pulled, or slid.
 

That's in the power mechanic though - not deducted from flavor like "the Dragon has claws digging into the ground, you can't move him".
What are you even talking about, at this point? I must have missed the "claws digging into the ground" rules in previous editions.

4E is at its core flavor-free function-focused.
...except that it's not. Your previous example of a warlock power as a martial power doesn't work.
 
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Disclaimer - I'll state this right out at the front. I think game first is superior design. I'm going to try to be as even handed as I can here, but, I do feel that game first is the better way to go.

Disclaimer the Second - In the hopes that we're all on the same page here for this discussion, I'm going to define my terms AS I SEE THEM. I'm not trying to get all Forgist here, and, probably would only embarrass myself if I tried. So, for the purpose of my little essay below, apply the following definitions:

Flavour First: The designer comes up with an idea first and then tries to create mechanics to best fit that idea.

Game First: The designer looks at how the game is being played at the table and creates mechanics to best facilitate that. Flavour is then added afterwards to justify the mechanics.​

For most of the history of D&D, we've had flavour first mechanics. Going all the way back to the beginning, (I'd argue especially back at the beginning) elements were first dreamed up as fitting with the genre or the game and then bolted on using mechanics that hopefully worked at the table. Now, I would like to state that this can work. It most certainly can. Frequently we get some very good stuff out of this approach.

But, when it goes wrong, it goes VERY, very wrong. I'll offer four cases to support my point:

1. The paladin.
From a flavour standpoint, there is probably no more archetypal element you could add to a fantasy game than a holy knight out to right wrongs and lay the beat down on evil. This tunes into some very old memes. Heck, if it worked for Arthurian tales, it can work for D&D right?

But, is there a class that has caused more problems at the table than the paladin? From day 1, the paladin has caused all sorts of issues at the table. Frustration and outright hostility quite often. The flavour says that the holy knight should only work with other good characters. Right off the bat, you're telling the entire table what they can and cannot play the second you put this down. I was just told in no uncertain terms that a player most absolutely cannot tell a DM what races should be in play in the DM's campaign, but, if I play a paladin, I've just told the entire table that they can only play good characters.

No, you just told them that they can't be OPENLY evil and still go adventuring with the paladin.

Never mind all the restrictions that came with the paladin. The whole "paladin's code" is informed by a very narrow view of what constitutes a holy warrior. Why should a paladin automatically mean Teutonic knight? I cannot have a paladin from any other culture than faux-European?

Nope. You can play a holy knight though. The very definition of paladin refers to a European culture.

2. The Ranger.
Again, the flavour here is great. The edge-walking warrior who patrols the borders between civilization and the great unknown. Very archetypal, very inspirational. But, again, when the mechanics hit the table, you get huge problems.

Take the ranger's favoured enemy ability. Back in 1e and 2e, the ability was very limited - basically only giants and giant-kin. Great, did loads of damage against them. But, if you're playing in a game that doesn't feature giants, it's just taking up space on your character sheet. 3e went a little ways to helping, by broadening the ability and allowing players to choose, but, again, the player is pretty much at the mercy of the DM to provide those opponents.

2e and 3e screwed this up royally. In 1e, the ranger had a whole host of opponents his "favored enemy" worked upon. What campaign doesn't include at least a few giant class creatures? Kobolds, orcs, goblins, giants, xvarts, trolls, bugbears, hobgoblins, flinds, gnolls, ogres, quagrillions, ettin, gibberlings, grimlock, just to name a few? The ranger's bonus used to caome into play quite often, but 2e screwed it up.

3. Prestige Classes

A 3e issue, because there were no PrC's in earlier editions. Many PrC's relied on role play, or in game elements as balancing. "To become the Yellow Blade Master, you must study with a master for six months". But, what does the rest of the group do for that six months? What if the campaign is on a bit of a time limit? Most of the time, these restrictions meant that either the PrC languished in obscurity, or they were outright ignored.

Yep, that happened in the old days too. And it was solved by simply having the player play another character for that time frame, perhaps one of his henchmen. What happens when a character has a sick relative and they want to sit by him for a few weeks? Or if he wants to make a magic item? I don't see this as a problem at all. The dm can either hand wave it - "6 months go by...." or the player can run another character for a few sessions.

The other problem was in PrC design that narrowed the focus based on the flavour. Knight of the Chalice (at least the 3e version) is a poster boy here. A PrC that gives you massive bonuses against demons, because that's their purpose - kill demons. But, what if the DM doesn't use a lot of demons, just some? Or he uses demons sometimes, devils another time and other evil outsiders a third? This is so campaign specific that the only way it works is if the DM specifically tailors his game to cater to the PrC. It's essentially the same problem you see with the Ranger's Favoured Enemy.

I agree, demons narrows the focus of the class, the simple answer is, if there's not going to be a few demons to fight, don't play a knight of the chalice.
4. Rogues

Ohh, backstab, sneak attack, how I love thee. I love rolling all that damage. Pulling it off was a thing of beauty. From a flavour point of view, limiting backstab or sneak attack, makes sense. After all, how do you kick a jelly in the vulnerables? Stabbing a golem in the kidney doesn't do a whole lot. Makes perfect sense right?

But, then you hit the table. And the poor rogue player is sitting in the corner twiddling his thumbs because his one main combat ability is nerfed entirely by about a quarter of the creature types out there. In a tomb raider scenario, quintessentially D&D, the rogue is reduced to the role of well armed commoner by pretty much any monster most likely to inhabit a tomb.

And this makes sense?

It USED to make sense, when the rogue was the scout, the locksmith, trapfinder, the thief. But not any more, since he's basically a ninja. The entire problem lies in making the rogue a front line combatant, expecting him to be comparable to the fighter in combat. Sure, if your schtick is combat and you take that away, you feel robbed (pun intended), but that shouldn't be the rogue's focal point anyway.
 

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