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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
How did 4e take simulation away from D&D?
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="AbdulAlhazred" data-source="post: 5511217" data-attributes="member: 82106"><p>I don't know about how good the sweet spot is in PF, but the thing that it doesn't address at all is PLOT POWER. </p><p></p><p>Casters in all pre-4e editions had enormous plot power. This can't be rectified by slowing down casting in combat as you've suggested earlier nor by the PF method of buffing up non-casters combat power and toning down meta-magic. In fact PF entirely missed the point, it wasn't combat power of caster classes which was the issue (though it is AN issue and may be less so in PF). The issue is the fundamental assumption that casting spells can accomplish virtually any arbitrary effect whereas if you don't cast spells you can have loads of ways to slice things with your steely knives, but you'll never ever leave mundane hotel. The casters get a toolbox that has a tool for every possible situation, the fighter gets a ginsu knife. No matter how sharp it is he's not pounding nails with it or screwing in screws etc.</p><p></p><p>Basically the 4e devs had a few choices: </p><p></p><p>1) They could have nerfed magic down to the point where it was nothing but a combat tool on a par with a sword.</p><p></p><p>2) They could have increased the abilities of mundane characters so that even at 1st level they were as fantastical as casters.</p><p></p><p>3) They could have made the consequences of magic so harsh that while it was potent it was close to impossible to use.</p><p></p><p>4) They could have invested all magic in items, eliminated restrictions on their use by class, and done away with combat/utility spell casting entirely.</p><p></p><p>In fact 4e uses a bit of all these options. Magic is somewhat reduced in effectiveness and it is more focused on combat uses. Mundane characters do gain more capabilities which are more on par with spells. Really potent magic with lots of plot power is moved to rituals, difficult and expensive but also open to all classes. Items generally have no explicit restrictions on who can use them. </p><p></p><p>Anyway, yeah, that is getting off the topic. It does help to illuminate the reasons for the differences in edition design. Notice that the improvement of non-magical capabilities is what seems to generally stick in some people's craws. I don't really think it has much to do with simulationism. Even the way healing works in 4e is really a boon to non-casters. Healing magic is no longer as central to the game, and at least the front line melee types get their hit points back at the start of the day. Creating a separate category of 'physical damage' would just send them back to school again.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5511217, member: 82106"] I don't know about how good the sweet spot is in PF, but the thing that it doesn't address at all is PLOT POWER. Casters in all pre-4e editions had enormous plot power. This can't be rectified by slowing down casting in combat as you've suggested earlier nor by the PF method of buffing up non-casters combat power and toning down meta-magic. In fact PF entirely missed the point, it wasn't combat power of caster classes which was the issue (though it is AN issue and may be less so in PF). The issue is the fundamental assumption that casting spells can accomplish virtually any arbitrary effect whereas if you don't cast spells you can have loads of ways to slice things with your steely knives, but you'll never ever leave mundane hotel. The casters get a toolbox that has a tool for every possible situation, the fighter gets a ginsu knife. No matter how sharp it is he's not pounding nails with it or screwing in screws etc. Basically the 4e devs had a few choices: 1) They could have nerfed magic down to the point where it was nothing but a combat tool on a par with a sword. 2) They could have increased the abilities of mundane characters so that even at 1st level they were as fantastical as casters. 3) They could have made the consequences of magic so harsh that while it was potent it was close to impossible to use. 4) They could have invested all magic in items, eliminated restrictions on their use by class, and done away with combat/utility spell casting entirely. In fact 4e uses a bit of all these options. Magic is somewhat reduced in effectiveness and it is more focused on combat uses. Mundane characters do gain more capabilities which are more on par with spells. Really potent magic with lots of plot power is moved to rituals, difficult and expensive but also open to all classes. Items generally have no explicit restrictions on who can use them. Anyway, yeah, that is getting off the topic. It does help to illuminate the reasons for the differences in edition design. Notice that the improvement of non-magical capabilities is what seems to generally stick in some people's craws. I don't really think it has much to do with simulationism. Even the way healing works in 4e is really a boon to non-casters. Healing magic is no longer as central to the game, and at least the front line melee types get their hit points back at the start of the day. Creating a separate category of 'physical damage' would just send them back to school again. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
How did 4e take simulation away from D&D?
Top