Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Grind
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Argyle King" data-source="post: 5187929" data-attributes="member: 58416"><p>I actually use page 42 quite a bit when running a game, but sometimes you have to be a little careful about using it too much for worry of causing a power to be made to feel obsolete. The DMG has great advice on running a game, and page 42 is a good tool, but it's a tool which has to compete with how the power system is balanced. It may be an option which a new DM isn't completely comfortable with; apparently somebody somewhere felt this was at least a little bit of an issue because DMG 2 introduced terrain based powers which a DM could write into an encounter. </p><p> </p><p> </p><p>Again, I'm not saying D&D 4E is a bad system. It's a good game, and I applaud the design team for some of the changes made to the system. In particular, I find combats which involve greater numbers of foes to be far more enjoyable than a group of PCs hacking away at one single monster. I also like that the power curve between levels was lessened; this allows a DM to more easily tell a consistant story by keeping foes viable at a broader range of levels. However, I also feel there are a few aspects to the system which don't seem quite there yet... if that makes sense. Some of the aspects which "aren't quite there yet" are some of the things which (again, IMO) contribute to grind.</p><p> </p><p> </p><p>Like I already said, a lack of meaningful choices can be a cause of grind. If I'm holding a list of powers in my hand, but I'm looking at a monster which doesn't pose a threat to me, I'm probably not going to use some of those powers because it's not worth spending the resource. On the other end of the spectrum, if I do use those powers, I put myself in a position where I know I'm going to win, but I'm stuck with spamming at-wills for the rest of the combat. In both of these instances, it can feel to the player like their choices aren't meaningful; especially when a monster has a huge sack of HP, yet not much ability to harm the party. This seems to starts to become a problem somewhere around level 14 in my experiences, and the game between monster HP and monster damage output only seems to get worse from there.</p><p> </p><p> </p><p>I agree with you about MM1; and a lot of what I just said is a reason why. MM1 Solo monsters are especially guilty of being sacks of HP without enough ability to challenge the party. Some of the later books have improved upon monster design, but, as with other aspects of the game, 'it's not quite there yet.' Unfortunately, I don't feel that it's possible to change those aspects enough to get them to where they should be to reduce grind without making significant enough changes to warrant at least a '4.5.' 4E is a great system, and I think there will be a lot of good lessons learned from the system as it matures, but I don't think we'll benefit from those lessons until much later because some of the things which I feel need changed are deeply entwined with the design ideals the game is structured around.</p><p> </p><p> </p><p>In my experience, 4E grind doesn't only occur in combat. It's possible to have skill challenge grind as well, and it usually occurs for the same reasons. Looking at the character sheet of one of my characters right now (a half-elf bard to be more specific,) I don't think it's possible for me to fail a skill challenge when it comes to the majority of skills; even some of the ones I'm not trained in. In practice this turns into the same problem people had with 3E skill checks where one roll decided a situation, but the current system just stretches out the same result and makes it take longer. Like with monster design, skill challenges are also an area where I find myself tinkering with the system.</p><p> </p><p> </p><p>I'm not against house rules; I use them in other games I play as well. I think they're somewhat necessary when it comes to playing a rpg due to the fact that each group will have different tastes and wants from a gaming system. However, I find it somewhat telling when DDI articles written by the people who made the game more-often-than-not show that they depart somewhat significantly from the advice given in the DMG. I'm not entirely sure what I should take from reading those articles though; should I determine it's a result of conflicting design ideals or should I determine it's a result of more experienced players looking for more depth than what's presented by default in the system as written?</p><p> </p><p> </p><p>Either way, grind does happen for many people. I suppose the way I see things would be somewhere along the lines of the following: 4E is a well put together system, and it very easily allows pretty much anyone to run a game. However, while the default system as presented is very easy to run and very easy to prepare, it comes with a little bit of grind and a few other issues which are caused by the structure. If you want a more smoothly running machine, you'll need to fiddle with the nuts and bolts of the system. 4E makes it very easy to reach the minimum bar for being able to run a game or play in a game, but learning to push beyond that minimum bar and run a more satisfying game takes more effort, and it takes feeling comfortable with doing things outside of the box, and going against some of the advice given by the box.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5187929, member: 58416"] I actually use page 42 quite a bit when running a game, but sometimes you have to be a little careful about using it too much for worry of causing a power to be made to feel obsolete. The DMG has great advice on running a game, and page 42 is a good tool, but it's a tool which has to compete with how the power system is balanced. It may be an option which a new DM isn't completely comfortable with; apparently somebody somewhere felt this was at least a little bit of an issue because DMG 2 introduced terrain based powers which a DM could write into an encounter. Again, I'm not saying D&D 4E is a bad system. It's a good game, and I applaud the design team for some of the changes made to the system. In particular, I find combats which involve greater numbers of foes to be far more enjoyable than a group of PCs hacking away at one single monster. I also like that the power curve between levels was lessened; this allows a DM to more easily tell a consistant story by keeping foes viable at a broader range of levels. However, I also feel there are a few aspects to the system which don't seem quite there yet... if that makes sense. Some of the aspects which "aren't quite there yet" are some of the things which (again, IMO) contribute to grind. Like I already said, a lack of meaningful choices can be a cause of grind. If I'm holding a list of powers in my hand, but I'm looking at a monster which doesn't pose a threat to me, I'm probably not going to use some of those powers because it's not worth spending the resource. On the other end of the spectrum, if I do use those powers, I put myself in a position where I know I'm going to win, but I'm stuck with spamming at-wills for the rest of the combat. In both of these instances, it can feel to the player like their choices aren't meaningful; especially when a monster has a huge sack of HP, yet not much ability to harm the party. This seems to starts to become a problem somewhere around level 14 in my experiences, and the game between monster HP and monster damage output only seems to get worse from there. I agree with you about MM1; and a lot of what I just said is a reason why. MM1 Solo monsters are especially guilty of being sacks of HP without enough ability to challenge the party. Some of the later books have improved upon monster design, but, as with other aspects of the game, 'it's not quite there yet.' Unfortunately, I don't feel that it's possible to change those aspects enough to get them to where they should be to reduce grind without making significant enough changes to warrant at least a '4.5.' 4E is a great system, and I think there will be a lot of good lessons learned from the system as it matures, but I don't think we'll benefit from those lessons until much later because some of the things which I feel need changed are deeply entwined with the design ideals the game is structured around. In my experience, 4E grind doesn't only occur in combat. It's possible to have skill challenge grind as well, and it usually occurs for the same reasons. Looking at the character sheet of one of my characters right now (a half-elf bard to be more specific,) I don't think it's possible for me to fail a skill challenge when it comes to the majority of skills; even some of the ones I'm not trained in. In practice this turns into the same problem people had with 3E skill checks where one roll decided a situation, but the current system just stretches out the same result and makes it take longer. Like with monster design, skill challenges are also an area where I find myself tinkering with the system. I'm not against house rules; I use them in other games I play as well. I think they're somewhat necessary when it comes to playing a rpg due to the fact that each group will have different tastes and wants from a gaming system. However, I find it somewhat telling when DDI articles written by the people who made the game more-often-than-not show that they depart somewhat significantly from the advice given in the DMG. I'm not entirely sure what I should take from reading those articles though; should I determine it's a result of conflicting design ideals or should I determine it's a result of more experienced players looking for more depth than what's presented by default in the system as written? Either way, grind does happen for many people. I suppose the way I see things would be somewhere along the lines of the following: 4E is a well put together system, and it very easily allows pretty much anyone to run a game. However, while the default system as presented is very easy to run and very easy to prepare, it comes with a little bit of grind and a few other issues which are caused by the structure. If you want a more smoothly running machine, you'll need to fiddle with the nuts and bolts of the system. 4E makes it very easy to reach the minimum bar for being able to run a game or play in a game, but learning to push beyond that minimum bar and run a more satisfying game takes more effort, and it takes feeling comfortable with doing things outside of the box, and going against some of the advice given by the box. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Grind
Top