Has anybody else noticed...

I like the world-building part of DMing, and am less concerned with balance, so 4e is not something I am particularly interested in running. I am happy to hear that it has decreased the workload for those who do like to run.

And to answer crosswind: if you want to sell lots of supplements, you put up with power creep. The only cure is to reboot every 7-10 years, either with a new edition, or with power-ups for base class/races the way Pathfinder did.
 

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I run two separate groups of players a total of 14 players. I've been the primary DM since 3.x came out. Out of those two groups, since we started playing 4e, there have been 3 players that now want to DM that had no desire to do so before.
 

Actually no, it's still pretty much an "everyone wants to pitch, no one wants to catch" situation 'round these parts (major NAm university). We've got one group running RPGA/LFR (which requires almost nothing creatively from the DM, because you're always using canned adventures), but at least two other full groups sitting on their hands because no one else is DMing 4e.

(Assuming you are DMing) You must advertise more! Tell you how easy it has become now! ;)

Of course, maybe it's still not easy enough for some people. Some people also prefer to play a single character, reacting to the environment, and that doesn't fly well for DMing. Unless maybe you are good at sand-box campaigns, where you have to react to the players.

Hmm. I wonder if you can link reactive-player and sand-box DM vs proactive player and module DM? (I am not convinced.)
 

Hmm. I wonder if you can link reactive-player and sand-box DM vs proactive player and module DM? (I am not convinced.)

I don't think 4E offers as many benefits to module DMs as opposed to sand-box DMs. Module DMs had their NPCs built for them, and their encounters pre-defined. The big advantage of 4E is that it's easy for an inexperienced DM to whip up encounters of appropriate difficulty.

That's only particularly important when you have to whip up encounters. =)

-Cross
 

I run two separate groups of players a total of 14 players. I've been the primary DM since 3.x came out. Out of those two groups, since we started playing 4e, there have been 3 players that now want to DM that had no desire to do so before.
Out of my two groups—10 players total—eight have expressed interest in running a 4e game at some point.

Unprecedented.
 

I don't think 4E offers as many benefits to module DMs as opposed to sand-box DMs. Module DMs had their NPCs built for them, and their encounters pre-defined. The big advantage of 4E is that it's easy for an inexperienced DM to whip up encounters of appropriate difficulty.

That's only particularly important when you have to whip up encounters. =)

-Cross

I disagree due to some practical experience. ;)
We ran a lot published modules (in fact, I was the only one in the past few years that was still homebrewing, ending up with Iron Heroes to make my life easier). But still, everyone converted to 4E because they still found DMing easier. And this required making up new stat-blocks, not being able to re-use the handily from the module!

I think the reason is that the application of the stat-block is also a lot of work - what of its several special abilities does the monster use (not all monsters are noteworthy for special abilities, but enough of them are)? What special abilities does it have in the first place (spell-like abilities usually require you to look up in the PHB to figure out what the spells do). Then applying buffs and debuffs also requires quite some work.

I am not certain, but I think even to have rolling Saves for NPCs can be time-consuming or "stressful", especially when we are talking about area effects. In a way, 4E basically divides each player (including the DM) in a certain "passive" and a "active" phase. You will roll most of your dice when you are active, and in your passivephase, you will mostly take notes - how much damage do you take, what conditions apply to you.
Only exceptions are Immediate Actions and Opportunity Actions - and while they are not rare, they are not as common as saves.
 

The big advantage of 4E is that it's easy for an inexperienced DM to whip up encounters of appropriate difficulty.
4e makes it pretty frakkin' easy for us experienced DMs too.

And because each 4e monster/NPC is a discrete, self contained unit, no longer am I forced to rifle through sourcebooks in order to look up obscure spell-like abilities and the like. So I'd say it's a win for module DMs as well.

[edit: essentially, what Mustrum_Ridcully said]
 
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If the role of DM is somewhat boring, somewhat frustrating in the first place, then technically it doesn't matter how much "easier" 4e made things; people still aren't going to want to do it.
 

4 reasons

Four reason I think this is true...

1.) The condensed stat-block: While there are times I lament dragons having 1 billion options, I don't, generally, missing having the PHB open in my lap to see what 99% of those options do (Spell/Spell-like abilities). "Hmm... unholy word sounds nice. No, I think I'll use web. Whats the rules for web again?"

2.) Level/XP replacing CR: They do roughly the same thing (gauge foe power) but the latter is infinitely easier to use in mixed encounters (aka large groups of foes over a span of CRs, determining EL using the formula/chart was a pain) and MUCH easier do XP (no chart cross referencing, no recalculating everything 2 or 3 time because you have PCs of different level).

3.) Simplified "attack options": Grab is easier than grapple, and many of the time-waster attacks (sunder, trip, disarm) are either Rule 42'd, part of a power, or simply gone (good riddance).

4.) On the Fly Generation: It really is easy to throw together a monster on the fly, or tinker with a foe in spare time to balance it. NPCs are simpler too. I can grab a treasure packet (with a small check next to it) for treasure and most common DCs and damage are on page 42.

While 3e set up actual rules for all of the above (beyond make it up as you go) they made them overly complicated. Awesome in theory, clunky in practice.
 

And because each 4e monster/NPC is a discrete, self contained unit, no longer am I forced to rifle through sourcebooks in order to look up obscure spell-like abilities and the like. So I'd say it's a win for module DMs as well.

Yes. This is a HUGE boon in 4E. There is far less referencing of the books in play.
 

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