D&D 4E Got to play 4E today

Sunderstone said:
Im late but I have to agree with Zil. Since 3E, D&D is way more miniatures heavy than previous editions.

I might have missed it, but I didn't think anyone was suggesting that 3E+ doesn't place higher emphasis on miniatures than previous editions. I thought the point being made is even BECMI suggested using miniatures to enhance your game greatly. (Read the Basic book, it's right there in black and white.) All of the games back in my OE and 1E days that I remember the most fondly, we used minis, too.

But I played plenty of 3E games without minis (usually because where we were playing didn't allow for it), and the games went fine. As a DM I have to keep in mind where everyone is, and I used a piece of graph paper for that, behind my screen. If the rogue said, "I want to slip past the orc and flank him, I'll tumble if I have to!" then I looked at my sheet, and there was no way the rogue could make it without an AoO. So I would remind him the orc would get to swing at him as he moved around him, and he would try to tumble.

When you play without minis, someone has to keep track of where everyone is. If you can do that in your head, great. If you keep a drawing on scrap paper, that works, too. While 3E & 4E make the position of characters more important (some would say expand the tactics) than previous editions, playing without miniatures is still just like 1E in that someone has to know where everyone is standing.

And I'd rather have someone disputing an AoO rather than where they are standing to begin with. I have a finite list of reasons an AoO happens, but unless I'm keeping track of positions behind my screen, the easiest thing to lose track of is where you're standing in MY head, when it doesn't match YOURS. :D
 

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Celebrim said:
Thulcondar: Your impressions of the game match my impressions of the game and it sounds like we have something of a common experience (except I've some 3.X experience as well).

Of course, you should no that anything that is percieved as diminishing the glory of the new 'One True Game' by its devotees is going to provoke a pile on. I'm sorry you had to listen to fans who were finishing potty training about the time you had a decade of experience playing D&D lecturing you about how RPGs should really be played, but thats what happens around here these days. They probably feel the same about old fogies like me picking out the flaws in thier shiny new toy and grumpily complaining about 'back in my day'.

Anyway, I won't be an adopter and like you I'd sooner play the game than run one, but it has like you provoked some thought about my own game. There are probably some ideas I'll borrow once I get back in position to start my own game again.

Ah, the famous experience/age card, along with the "one true game"-card. Sounds suspiciously as if someone ran out of valid arguments.

No, seriously, it's pointless to debate taste, and how DND should feel, since those a personal preferences.

However, saying that 4e sucks because it can't be played without minis, when people who actually have the rules and other people have actually tried, say that it is possible, is kinda weak-sauce, no?

Saying that skill challenges are bad because they are based on one roll of the die, when we know that this is not how they work, is even more weak-sauce. This has nothing to do with age and experience, and everything to do with logic.

Besides, I am getting a bit tired of the "I have played longer than you and thus understand DND better". Right... So the guy who plays every month for 10 years automatically knows more than the guy who runs two games a week for 5 years.. Yeah.

You are a bright guy Celebrim, and actually one of the few anti-4e guys who come here with reasonable arguments (at least of those I have read), and try to debate them. Most others are based on personal preferences (which we can't argue about) or something totally irrational - Derren, I am looking at you! ;). But try to understand that the OP's arguments are not based on reality in this case, but on poor DM'ing, lack of understanding of things that we know for a fact and personal preferences (which still can't be argued about). He might be right that 4e is not for him, but it might just as well be, because some of the things he complain about, just aren't true.

Cheers
 

Fifth Element said:
Let's take this assertion to be true, though I don't know that it is. One could then argue that in an RPG, a Role-Playing Game, it should be the characters (the "Role" in "Role-Playing") that should be challenged, not the players. If you're challenging the players instead of the characters, one could argue it's a Game, not a Role-Playing Game. So this difference you posit, if accurate, could be said to turn Games into Role-Playing Games.
The purpose of any game is to challenge the players. Characters don't exist. They are the playing pieces manipulated by the players. "Character abilities" may be leveraged for advantage, but it is for the players' advantage, as it is the players' skill that is ultimately tested.
 

Jack99 said:
However, saying that 4e sucks because it can't be played without minis, when people who actually have the rules and other people have actually tried, say that it is possible, is kinda weak-sauce, no?

Cheers

It isnt impossible at all. Juts doesnt make much sense to some when half of the rules at the very least are dependant on tactical position (like AoO's the Mobility feat, etc). In that sense I do notice a stronger and stronger pull towards minis with every new edition. 1st and 2nd edition were much easier to run without all this. We used minis very rarely back then, mostly for the important or epic encounters.

I guess its to be somewhat expected as WotC wants to sell their miniatures (the least of which they could do is NOT make them random, but thats a debate for another day).

Bottom Line, it is possible to play 3 or 4E without minis, just doesnt make much sense to as the game has become more of a tactical boardgame than the RPG original. ymmv.
 

Sunderstone said:
It isnt impossible at all. Juts doesnt make much sense to some when half of the rules at the very least are dependant on tactical position (like AoO's the Mobility feat, etc).

Actually those are the things which i consider making gridless combat more easy:

I want to disengage and attack the next foe (thus having no move action to shift away, except you can also charge to the next enemy). Thus receiving attack of opportunity.

OR

I want to run around the fighter guy to the wizard. Can i get around him?
Yes you can, but he can reach for you and attack. But cause of your mobility, you can make a step to the left, fooling him and run around him on the right, so his swing to you is comparable slow and unprecise...

much more fluid combat if you don´t have to try to figure out the best way on a grid... needs a bit of trust in your DM... but that was always the case...

In AD&D I remember asking regularly: how many monsters can i hit with fireball, trying to aim for...

DM: you get 4 for sure, or 6 if you try to get it closer to you... make an int check if your wizard calculated it right... especially when space was narrow (fireball used to set a fixed volume on fire: about 900 m³)

now the int check is built in :)
 

BlindOgre said:
If 4e truly has a more balanced curve from start to finish, that would be very welcome, even if the start seems a bit generous by contrast to previous versions.

My take is that it seems generous *only* in comparison to previous editions. Whether or not it is overly generous within the context of the full 4e rules remains to be seen.

For my money, previous editions got it terribly wrong anyway. In the last 20 years I've been involved in exactly ONE D&D campaign that started at 1st level - I was the DM and I had to drag my players kicking and screaming along, and they were 1st level for exactly 1.5 adventures.
 

Jack99 said:
Ah, the famous experience/age card, along with the "one true game"-card. Sounds suspiciously as if someone ran out of valid arguments.

I wasn't making an argument.

No, seriously, it's pointless to debate taste, and how DND should feel, since those a personal preferences.

And yet...

However, saying that 4e sucks because it can't be played without minis, when people who actually have the rules and other people have actually tried, say that it is possible, is kinda weak-sauce, no?

Only if you insist in dealing in absolutes and put words in the OP's mouth. It certainly seems to me like it would be harder to play without minatures than earlier editions. Certainly not impossible, but definately harder.

I don't think you can have it both ways. I don't think you can argue that 4e combat is tactically more interesting because of all the movement and movement based powers and that it is also less reliant on spatial positioning than earlier editions. Yet, we see people in this thread attacking the original poster while making both arguments. I don't know what weak-sauce is, but its pretty week logic.

Besides, I am getting a bit tired of the "I have played longer than you and thus understand DND better".

And now you are putting words in my mouth too.

You are a bright guy Celebrim...

And yet...

But try to understand that the OP's arguments are not based on reality in this case

Much of what the OP said rings true to me. I've complained about number inflation for number inflations sake since 3.5. 4e does continue that trend. I dislike the lack of mundane casual realism at low levels at well. It has that, and its just personal preference whether you consider that a feature or a bug. It is more complex to DM at 1st level than 1e - check out 1e stat blocks if you don't believe me. I also dislike the abstract skill challenge system for a host of reasons, including the ones he listed. And finally, I - like the OP - feel its more of a player's game than a DM's game, that 4e doesn't suck and has some good ideas, but that I'm unlikely to play it. What's not based on reality is the whole construct the OP's critics have developed to attack him rather than reading or responding to what he actually said.
 

I've always acceptes minis a cost for making melee more than "I run up and attack". Things other people have mtnioned which have made melee combat more interesting for the player such as AoO, Mobility and Tumbe all require that you need to know more than just what is at the end of your sword.

In a way, it makes combat more in tune with how I always imagined combat would be, in that you have to not only focus on the guy in front of you, but also the guy 10' away and that other guy who is diagonally trying to run past you and skewer your comrade...
 

Sunderstone said:
Bottom Line, it is possible to play 3 or 4E without minis, just doesnt make much sense to as the game has become more of a tactical boardgame than the RPG original.

It makes perfect sense if what you WANT to do is play without miniatures. WotC is not only trying to sell their miniatures, but they are also recognizing that most players play with them, and have made rules that make using miniatures more interesting.

If you have always played without miniatures, these rules don't make playing without miniatures difficult, If you've always played with miniatures and try 4E without, you may find it difficult simply because you lake the skills neccessary to play without.

(BTW I personally play with miniatures EVER only because my players like them - I DON'T. I've played 4E without and it's no more difficult than ever before, once you understand the intent and meaning of forced movement as opposed to being caught in the specifics of "1 square" and pretending like that can't be done without a grid.)

Fitz
 

Sunderstone said:
It isnt impossible at all. Juts doesnt make much sense to some when half of the rules at the very least are dependant on tactical position (like AoO's the Mobility feat, etc). In that sense I do notice a stronger and stronger pull towards minis with every new edition. 1st and 2nd edition were much easier to run without all this. We used minis very rarely back then, mostly for the important or epic encounters.

I guess its to be somewhat expected as WotC wants to sell their miniatures (the least of which they could do is NOT make them random, but thats a debate for another day).

Bottom Line, it is possible to play 3 or 4E without minis, just doesnt make much sense to as the game has become more of a tactical boardgame than the RPG original. ymmv.

I'm really tired of the "WotC is trying to force us to buy miniatures" line. They've made a game that grants a much wider range of tactical positioning options, the more options you have, the more beneficial it will be to keep track of those options. This is a fact. WotC saw that their game was moving towards tactical combat, and saw a business opportunity. Plastic minis that I don't have to paint, are theme appropriate, and essentially unbreakable are awesome and at $1-$2 each they're significantly more affordable than the $5 pewter minis you can buy otherwise (the only reason I don't buy them is because I refuse to purchase "collectibles", but that's a different discussion). But you hardly need WotC's minis. Considering I've been running D&D for six years with army men, dice, coins, and a box of Hero Quest minis I got from a garage sale and I'd say I'm reaping the benefits of that expansion of tactical options without giving WotC a dime for minis. On the other hand, Warhammer requires that you play with Warhammer minis (you can't play in a Warhammer tournament without GW minis, unless you're Orcs) because Games Workshop makes a ton of money off of their minis. So please, stop saying that WotC is trying to force mini purchases.

The D&D rules cover combat almost exclusively. The 3E Player's Handbook has a few pages about social interaction (and one of those pages is the rules text for Gather Information, Bluff, Sense Motive, and Diplomacy, skills that bypass roleplaying with a few die rolls.) Previous editions had even less. Expansion of the rules are, by necessity, going to expand combat abilities and options because those are the rules that exist. Eventually there were going to be enough abilities and options relating to position that it's difficult to apply them all without keeping careful track of positions, that's just a natural evolution of the system.

1E was easier to run because it was boring, you had no options for what you could do. The actual mechanical system of being a fighter was "Whack things with a stick until they're dead". If the only mechanical reward you get for whacking things with a stick is that you get better at whacking things with a stick, well that's not that much fun. If you want to do anything beyond whacking things with a stick in 1E, you have to resort to DM fiat and houserules.

I've seen a few longtime 2E DM's (I'm not old enough to have been around when 1E DM's were common) with absolutely staggering piles of paper full of house rules they have implemented in their games when the basic rules just weren't "enough". The question then comes: if they're house rules created by DM fiat, why write them down? Because if you make arbitrary rulings players will usually deal with it, but if you make inconsistent rulings the players will try to burn you alive. For me 3E felt like nothing so much as that Williams, Tweet, and Cook piled all their houserules for 2E together and sorted, cleaned up, and organized them for consistency's sake. And it has that same Baroque complexity of rules piled on rules and separate subsystems that those piles of houserules have (trip, disarm, grapple, and sunder all work differently, nauseated, stunned, sickened, shaken, scared are all different effects with weird little niggles like you drop your weapon when sickened, but can't cast spells while nauseated)

The thing made obvious by all these piles of house rules is this: people like expanded rulesets, either the writers provide the expansion, or the players do it themselves. If you don't like expanded rulesets, that's cool. But don't go around claiming that 4E has to be as simple as OD&D or else it's somehow bad, that's just not true. If you like a simple rule system, good for you, if you like a complex rule system, good for you as well. Personally, I don't like 1E, not because it's simple (I love Feng Shui and Savage Worlds, both of which are much simpler than 1E) I don't like 1E because I think it's bad for a simple game system. I like 3E, and acknowledge it's flaws, and the more I see 4E the more I like it, because even though it's going to be a fairly complex system (fighters can do more than whack things with a stick! The horror!) it's looking to be a good complex system.

3E made a great leap towards unification just by using a d20 for most things, no more d10 for initiative, d6 to detect secret doors, percentile for hiding in shadows, d20 (roll high) for attacks, d20 (roll low!) for saves and so on. 4E is taking that unification and applying it to the rest of the rules. It's not that 4E is "simpler" than 3E, it's that 4E is making rules that are more balanced and make more sense and so are easier to apply. If the increased complexity of 4E bothers you, then don't play it. But 4E isn't trying to be simple, it's trying to be easier to play, and so criticizing it for being more complex than 1E is missing the point, it's like criticizing a VW Bug for not having enough cargo space, that's not one of the design priorities.
 

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